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
|
|
@ -23,8 +23,8 @@ public readonly record struct TerrainSurfacePolygon(
|
|||
public sealed class TerrainSurface
|
||||
{
|
||||
private const int HeightmapSide = 9;
|
||||
private const float CellSize = 24f;
|
||||
private const int CellsPerSide = 8; // 192 / 24
|
||||
public const float CellSize = 24f;
|
||||
public const int CellsPerSide = 8; // 192 / 24
|
||||
|
||||
private readonly float[,] _z; // pre-resolved heights [x, y]
|
||||
private readonly bool[,] _cornerIsWater; // per-VERTEX water flag [x, y] — SurfChar[(type >> 2) & 0x1F]
|
||||
|
|
@ -508,12 +508,23 @@ public sealed class TerrainSurface
|
|||
/// Compute the outdoor cell ID for the given landblock-local position.
|
||||
/// </summary>
|
||||
public uint ComputeOutdoorCellId(float localX, float localY)
|
||||
=> ComputeOutdoorCellLowId(localX, localY);
|
||||
|
||||
/// <summary>
|
||||
/// Computes the low 16-bit outdoor landcell index for a landblock-local
|
||||
/// position using retail's X-major 8x8 cell ordering.
|
||||
/// </summary>
|
||||
public static uint ComputeOutdoorCellLowId(float localX, float localY)
|
||||
{
|
||||
int cx = Math.Clamp((int)(localX / CellSize), 0, CellsPerSide - 1);
|
||||
int cy = Math.Clamp((int)(localY / CellSize), 0, CellsPerSide - 1);
|
||||
return (uint)(1 + cx * CellsPerSide + cy);
|
||||
}
|
||||
|
||||
/// <summary>Composes a full outdoor landcell ID from a landblock ID.</summary>
|
||||
public static uint ComputeOutdoorCellId(uint landblockId, float localX, float localY)
|
||||
=> (landblockId & 0xFFFF0000u) | ComputeOutdoorCellLowId(localX, localY);
|
||||
|
||||
/// <summary>
|
||||
/// AC2D's FSplitNESW render formula. Returns true for SW→NE diagonal.
|
||||
/// Uses global cell coordinates (landblockX*8+cellX, landblockY*8+cellY).
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue