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

@ -45,7 +45,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
Matrix4x4.CreateFromQuaternion(entity.Rotation)
* Matrix4x4.CreateTranslation(entity.Position),
partLocal,
entity.ParentCellId ?? 0u,
entity.EffectCellId ?? entity.ParentCellId ?? 0u,
availability);
}
@ -67,7 +67,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
}
record.RootWorld = rootWorld;
record.CellId = entity.ParentCellId ?? 0u;
record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
if (entity.IndexedPartTransforms.Count > 0)
{
CopyParts(
@ -119,7 +119,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
return false;
record.RootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
* Matrix4x4.CreateTranslation(entity.Position);
record.CellId = entity.ParentCellId ?? 0u;
record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
return true;
}

View file

@ -0,0 +1,93 @@
using System.Numerics;
using AcDream.Core.Vfx;
namespace AcDream.App.Rendering.Vfx;
/// <summary>
/// Bridges the retained retail PView result into the next physics update's
/// <c>CObjCell::IsInView</c> particle gate. The controller owns only immutable
/// frame meaning: one completed viewer position plus the AC cells admitted by
/// that completed view. It neither creates emitters nor performs rendering.
/// </summary>
public sealed class ParticleVisibilityController
{
public const float ExtendedRangeMultiplier = 2f;
private readonly HashSet<uint> _buildingCellIds = new();
private readonly HashSet<uint> _completedCellIds = new();
private Vector3 _buildingViewerPosition;
private Vector3 _completedViewerPosition;
private bool _frameOpen;
private bool _frameUsesWorldView;
private bool _hasCompletedWorldView;
public void BeginFrame(Vector3 viewerPosition)
{
_buildingCellIds.Clear();
_buildingViewerPosition = viewerPosition;
_frameUsesWorldView = false;
_frameOpen = true;
}
/// <summary>
/// Declares that this frame has an authoritative world-visibility product.
/// That product can come from the unified retail PView or from the outdoor
/// landscape fallback. Login and portal-space frames deliberately omit it;
/// dedicated pass and examination emitters carry explicit bypass policies.
/// </summary>
public void UseWorldView()
{
if (_frameOpen)
_frameUsesWorldView = true;
}
public void MarkVisibleCells(HashSet<uint> cellIds)
{
ArgumentNullException.ThrowIfNull(cellIds);
if (!_frameOpen || !_frameUsesWorldView)
return;
_buildingCellIds.UnionWith(cellIds);
}
public void CompleteFrame()
{
if (!_frameOpen)
return;
_frameOpen = false;
if (!_frameUsesWorldView)
{
_completedCellIds.Clear();
_completedViewerPosition = _buildingViewerPosition;
_hasCompletedWorldView = false;
return;
}
_completedCellIds.Clear();
_completedCellIds.UnionWith(_buildingCellIds);
_completedViewerPosition = _buildingViewerPosition;
_hasCompletedWorldView = true;
}
public void Apply(ParticleSystem particles, float rangeMultiplier)
{
ArgumentNullException.ThrowIfNull(particles);
particles.ApplyRetailView(
_completedViewerPosition,
_completedCellIds,
_hasCompletedWorldView,
rangeMultiplier);
}
public void Reset()
{
_buildingCellIds.Clear();
_completedCellIds.Clear();
_frameOpen = false;
_frameUsesWorldView = false;
_hasCompletedWorldView = false;
_buildingViewerPosition = default;
_completedViewerPosition = default;
}
}