perf(vfx): port retail particle visibility degradation
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance. Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range. Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
82789eea88
commit
f1ba147ac5
29 changed files with 1810 additions and 125 deletions
|
|
@ -361,6 +361,7 @@ public sealed class GameWindow : IDisposable
|
|||
private AcDream.Core.Vfx.EmitterDescRegistry? _emitterRegistry;
|
||||
private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
|
||||
private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
|
||||
private readonly AcDream.App.Rendering.Vfx.ParticleVisibilityController _particleVisibility = new();
|
||||
private readonly AcDream.App.Rendering.Vfx.EntityEffectPoseRegistry _effectPoses = new();
|
||||
private AcDream.App.Rendering.Vfx.AnimationHookFrameQueue? _animationHookFrames;
|
||||
// Phase 6 — retail PhysicsScript runtime. Receives PlayScript (0xF754)
|
||||
|
|
@ -2868,6 +2869,7 @@ public sealed class GameWindow : IDisposable
|
|||
_itemInteractionController?.ClearBusy();
|
||||
_selection.Reset();
|
||||
_pendingPostArrivalAction = null;
|
||||
_particleVisibility.Reset();
|
||||
try
|
||||
{
|
||||
_liveEntities?.Clear();
|
||||
|
|
@ -7544,6 +7546,7 @@ public sealed class GameWindow : IDisposable
|
|||
Position = e.Position + worldOffset,
|
||||
Rotation = e.Rotation,
|
||||
MeshRefs = meshRefs,
|
||||
EffectCellId = e.EffectCellId,
|
||||
IsBuildingShell = e.IsBuildingShell, // Phase A8: preserve dat-level tag
|
||||
BuildingShellAnchorCellId = e.BuildingShellAnchorCellId,
|
||||
};
|
||||
|
|
@ -7870,6 +7873,10 @@ public sealed class GameWindow : IDisposable
|
|||
Rotation = spawn.Rotation,
|
||||
MeshRefs = meshRefs,
|
||||
Scale = spawn.Scale,
|
||||
EffectCellId = AcDream.Core.Physics.TerrainSurface.ComputeOutdoorCellId(
|
||||
lb.LandblockId,
|
||||
localX,
|
||||
localY),
|
||||
};
|
||||
if (sceneryBounds.TryGet(out var scbMin, out var scbMax))
|
||||
hydrated.SetLocalBounds(scbMin, scbMax);
|
||||
|
|
@ -9502,6 +9509,8 @@ public sealed class GameWindow : IDisposable
|
|||
// normal SmartBox viewport and UIElement_Viewport's portal
|
||||
// CreatureMode; it does not redraw the world behind portal space.
|
||||
bool portalViewportVisible = _portalTunnel?.IsVisible == true;
|
||||
if (portalViewportVisible)
|
||||
_particleVisibility.Reset();
|
||||
|
||||
// Phase G.1: set the clear color from the current sky's fog
|
||||
// tint so the horizon band continues naturally past the
|
||||
|
|
@ -9623,6 +9632,10 @@ public sealed class GameWindow : IDisposable
|
|||
// and by the sky renderer (for the camera-centered sky dome).
|
||||
System.Numerics.Matrix4x4.Invert(camera.View, out var invView);
|
||||
var camPos = new System.Numerics.Vector3(invView.M41, invView.M42, invView.M43);
|
||||
_particleVisibility.BeginFrame(camPos);
|
||||
_terrain?.BeginVisibilityFrame();
|
||||
if (!IsLiveModeWaitingForLogin)
|
||||
_particleVisibility.UseWorldView();
|
||||
|
||||
// L.0 Audio tab: push the SettingsVM's live AudioDraft into the
|
||||
// engine each frame, so volume sliders preview audibly while
|
||||
|
|
@ -10205,6 +10218,7 @@ public sealed class GameWindow : IDisposable
|
|||
clipAssembly = pviewResult.ClipAssembly;
|
||||
envCellShellFilter = pviewResult.DrawableCells;
|
||||
_interiorPartition = pviewResult.Partition;
|
||||
_particleVisibility.MarkVisibleCells(pviewResult.DrawableCells);
|
||||
|
||||
// A7.L1: snapshot this frame's drawn cell set for NEXT frame's light-
|
||||
// pool scoping. DrawableCells is the renderer's own reused scratch set
|
||||
|
|
@ -10517,7 +10531,10 @@ public sealed class GameWindow : IDisposable
|
|||
// below. Sky has already drawn before this label so the
|
||||
// pre-login screen shows a live, correctly-tinted sky and
|
||||
// nothing else.
|
||||
SkipWorldGeometry: ;
|
||||
SkipWorldGeometry:
|
||||
if (_terrain is not null)
|
||||
_particleVisibility.MarkVisibleCells(_terrain.VisibleCellIds);
|
||||
_particleVisibility.CompleteFrame();
|
||||
}
|
||||
|
||||
// Retail gmSmartBoxUI swaps the world SmartBox viewport for a
|
||||
|
|
@ -10734,6 +10751,17 @@ public sealed class GameWindow : IDisposable
|
|||
_particleSink?.RefreshAttachedEmitters();
|
||||
_liveEntityLights?.Refresh();
|
||||
|
||||
if (_particleSystem is not null)
|
||||
{
|
||||
var particleRange = _settingsVm?.DisplayDraft.ParticleRange
|
||||
?? _persistedDisplay.ParticleRange;
|
||||
float rangeMultiplier = particleRange
|
||||
== AcDream.UI.Abstractions.Panels.Settings.ParticleRange.Extended
|
||||
? AcDream.App.Rendering.Vfx.ParticleVisibilityController.ExtendedRangeMultiplier
|
||||
: 1f;
|
||||
_particleVisibility.Apply(_particleSystem, rangeMultiplier);
|
||||
}
|
||||
|
||||
// Retail CPhysicsObj::UpdateObjectInternal (0x005156B0) advances
|
||||
// ParticleManager before ScriptManager. A particle created by a PES
|
||||
// hook therefore begins simulation on the following object frame.
|
||||
|
|
@ -11527,7 +11555,12 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
EnableClipDistances();
|
||||
_terrainCpuStopwatch.Restart();
|
||||
_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
|
||||
_terrain?.Draw(
|
||||
camera,
|
||||
frustum,
|
||||
neverCullLandblockId: playerLb,
|
||||
clipPlanes: slice.Planes,
|
||||
ndcClipAabb: slice.NdcAabb);
|
||||
_terrainCpuStopwatch.Stop();
|
||||
_terrainCpuSamples[_terrainCpuSampleCursor] =
|
||||
(long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue