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:
Erik 2026-07-17 15:27:36 +02:00
parent 82789eea88
commit f1ba147ac5
29 changed files with 1810 additions and 125 deletions

View file

@ -395,61 +395,66 @@ public sealed unsafe class ParticleRenderer : IDisposable
_meshDrawListScratch.Clear();
_submissionScratch.Clear();
int sequence = 0;
foreach (var (em, idx) in _particles.EnumerateLive())
foreach (var em in _particles.EnumerateEmitters())
{
if (!em.PresentationVisible)
if (!em.PresentationVisible || !em.ViewEligible)
continue;
if (em.RenderPass != renderPass)
continue;
if (emitterFilter is not null && !emitterFilter(em))
continue;
ref var p = ref em.Particles[idx];
// `p.Position` is already in world coordinates: AttachLocal
// emitters get their AnchorPos refreshed each frame by the
// owning subsystem (sky-PES driver, animation tick, etc.) which
// mirrors retail's live-parent-frame read at
// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
Vector3 pos = p.Position;
float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
if (gfxObjId != 0
&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
&& TryAppendMeshDraws(em, p, gfxObjId, distSq, ref sequence))
for (int idx = 0; idx < em.Particles.Length; idx++)
{
continue;
}
ref var p = ref em.Particles[idx];
if (!p.Alive)
continue;
// `p.Position` is already in world coordinates: AttachLocal
// emitters get their AnchorPos refreshed each frame by the
// owning subsystem (sky-PES driver, animation tick, etc.) which
// mirrors retail's live-parent-frame read at
// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
Vector3 pos = p.Position;
float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
if (gfxObjId != 0
&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
&& TryAppendMeshDraws(em, p, gfxObjId, distSq, ref sequence))
{
continue;
}
var gfxInfo = ResolveParticleGfxInfo(em.Desc);
uint texture = gfxInfo.TextureHandle;
bool useTexture = texture != 0;
bool additive = gfxInfo.HasMaterial
? gfxInfo.Additive
: (em.Desc.Flags & EmitterFlags.Additive) != 0;
var key = new BatchKey(texture, useTexture, additive);
Vector3 axisX;
Vector3 axisY;
if (gfxInfo.IsBillboard)
{
pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
axisX = cameraRight * (gfxInfo.Size.X * p.Size);
axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
}
else
{
Quaternion orientation = ParticleOrientation(em, p);
pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
}
var gfxInfo = ResolveParticleGfxInfo(em.Desc);
uint texture = gfxInfo.TextureHandle;
bool useTexture = texture != 0;
bool additive = gfxInfo.HasMaterial
? gfxInfo.Additive
: (em.Desc.Flags & EmitterFlags.Additive) != 0;
var key = new BatchKey(texture, useTexture, additive);
Vector3 axisX;
Vector3 axisY;
if (gfxInfo.IsBillboard)
{
pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
axisX = cameraRight * (gfxInfo.Size.X * p.Size);
axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
}
else
{
Quaternion orientation = ParticleOrientation(em, p);
pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
}
int drawIndex = draws.Count;
draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
_submissionScratch.Add(new ParticleSubmission(
ParticleSubmissionKind.Billboard,
drawIndex,
distSq,
sequence++));
int drawIndex = draws.Count;
draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
_submissionScratch.Add(new ParticleSubmission(
ParticleSubmissionKind.Billboard,
drawIndex,
distSq,
sequence++));
}
}
}