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

@ -35,7 +35,8 @@ public sealed class ParticleSystem : IParticleSystem
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
ParticleRenderPass renderPass = ParticleRenderPass.Scene,
ParticleVisibilityPolicy visibilityPolicy = ParticleVisibilityPolicy.World)
{
ArgumentNullException.ThrowIfNull(desc);
@ -45,10 +46,12 @@ public sealed class ParticleSystem : IParticleSystem
Handle = handle,
Desc = desc,
AnchorPos = anchor,
OwnerPosition = anchor,
AnchorRot = rot ?? Quaternion.Identity,
AttachedObjectId = attachedObjectId,
AttachedPartIndex = attachedPartIndex,
RenderPass = renderPass,
VisibilityPolicy = visibilityPolicy,
Particles = new Particle[Math.Max(1, desc.MaxParticles)],
StartedAt = _time,
LastEmitTime = _time,
@ -70,10 +73,18 @@ public sealed class ParticleSystem : IParticleSystem
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
ParticleRenderPass renderPass = ParticleRenderPass.Scene,
ParticleVisibilityPolicy visibilityPolicy = ParticleVisibilityPolicy.World)
{
var desc = _registry.Get(emitterId);
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex, renderPass);
return SpawnEmitter(
desc,
anchor,
rot,
attachedObjectId,
attachedPartIndex,
renderPass,
visibilityPolicy);
}
public bool TrySpawnEmitterById(
@ -83,6 +94,7 @@ public sealed class ParticleSystem : IParticleSystem
uint attachedObjectId,
int attachedPartIndex,
ParticleRenderPass renderPass,
ParticleVisibilityPolicy visibilityPolicy,
out int handle)
{
if (!_registry.TryGet(emitterId, out EmitterDesc? desc))
@ -97,7 +109,8 @@ public sealed class ParticleSystem : IParticleSystem
rot,
attachedObjectId,
attachedPartIndex,
renderPass);
renderPass,
visibilityPolicy);
return true;
}
@ -116,6 +129,7 @@ public sealed class ParticleSystem : IParticleSystem
{
for (int i = 0; i < em.Particles.Length; i++)
em.Particles[i].Alive = false;
em.ActiveCount = 0;
// Retail DestroyParticleEmitter removes the table entry now; it
// does not wait for the next update. This is also required for a
// hard-stopped emitter whose cell-less simulation is paused.
@ -145,6 +159,77 @@ public sealed class ParticleSystem : IParticleSystem
em.AnchorRot = rot.Value;
}
/// <summary>
/// Refreshes the owning physics object's root used by retail's particle
/// degradation-distance check. This remains distinct from an animated
/// part's emitter anchor.
/// </summary>
public void UpdateEmitterOwnerPosition(int handle, Vector3 ownerPosition)
{
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
emitter.OwnerPosition = ownerPosition;
}
public void UpdateEmitterOwnerCell(int handle, uint ownerCellId)
{
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
emitter.OwnerCellId = ownerCellId;
}
public void SetEmitterVisibilityPolicy(
int handle,
ParticleVisibilityPolicy visibilityPolicy)
{
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
emitter.VisibilityPolicy = visibilityPolicy;
}
/// <summary>
/// Applies <c>CPhysicsObj::ShouldDrawParticles</c> (0x0050FE60) to every
/// live emitter. The App layer supplies the previous completed retail
/// PView's cell set, equivalent to <c>CObjCell::IsInView</c> when the next
/// physics update runs.
/// </summary>
public void ApplyRetailView(
Vector3 viewerPosition,
IReadOnlySet<uint> visibleCellIds,
bool hasCompletedView,
float rangeMultiplier = 1f)
{
ArgumentNullException.ThrowIfNull(visibleCellIds);
if (!float.IsFinite(rangeMultiplier) || rangeMultiplier <= 0f)
rangeMultiplier = 1f;
foreach (int handle in _handleOrder)
{
if (!_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
continue;
if (emitter.VisibilityPolicy != ParticleVisibilityPolicy.World)
{
emitter.ViewEligible = true;
continue;
}
if (!hasCompletedView)
{
// With no completed world PView (portal space, login, or a
// reset frame), a world cell cannot report IsInView.
emitter.ViewEligible = false;
continue;
}
float maxDistance = emitter.Desc.MaxDegradeDistance * rangeMultiplier;
float distance = RetailDistance(emitter.OwnerPosition, viewerPosition);
emitter.ViewEligible = emitter.OwnerCellId != 0
&& visibleCellIds.Contains(emitter.OwnerCellId)
// The x87 comparison in ShouldDrawParticles admits unordered
// comparisons (NaN) and reject a negative authored range.
&& (float.IsNaN(distance)
|| float.IsNaN(maxDistance)
|| distance <= maxDistance);
}
}
/// <summary>
/// Changes only render presentation. Logical lifetime is unaffected.
/// </summary>
@ -210,10 +295,19 @@ public sealed class ParticleSystem : IParticleSystem
continue;
if (!em.SimulationEnabled)
continue;
bool wasFinishedBeforeUpdate = em.Finished;
AdvanceEmitter(em);
int live = CountAlive(em);
em.ActiveCount = live;
if (em.ViewEligible)
{
em.DegradedOut = false;
AdvanceEmitter(em);
}
else
{
em.DegradedOut = true;
AdvanceDegradedEmitter(em, dt);
}
int live = em.ActiveCount;
_activeParticleCount += live;
if (em.Desc.TotalDuration > 0f && (_time - em.StartedAt) > em.Desc.TotalDuration)
@ -222,7 +316,10 @@ public sealed class ParticleSystem : IParticleSystem
if (em.Desc.TotalParticles > 0 && em.TotalEmitted >= em.Desc.TotalParticles)
em.Finished = true;
if (em.Finished && live == 0)
// UpdateParticles returns true on the exact tick StopEmitter
// first changes state. Only the next update's already-stopped
// branch may return num_particles == 0 and retire the emitter.
if (em.Finished && live == 0 && wasFinishedBeforeUpdate)
{
_byHandle.Remove(handle);
_handleOrder.RemoveAt(i);
@ -253,6 +350,66 @@ public sealed class ParticleSystem : IParticleSystem
/// </summary>
public LiveParticleEnumerable EnumerateLive() => new(this);
/// <summary>
/// Enumerates live emitters in spawn order. The renderer consumes this
/// before particle slots so pass/visibility rejection is O(emitters), not
/// O(all particles in every pass).
/// </summary>
public LiveEmitterEnumerable EnumerateEmitters() => new(this);
public readonly struct LiveEmitterEnumerable : IEnumerable<ParticleEmitter>
{
private readonly ParticleSystem _owner;
internal LiveEmitterEnumerable(ParticleSystem owner) => _owner = owner;
public Enumerator GetEnumerator() => new(_owner);
IEnumerator<ParticleEmitter> IEnumerable<ParticleEmitter>.GetEnumerator()
=> EnumerateBoxed(_owner).GetEnumerator();
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
=> EnumerateBoxed(_owner).GetEnumerator();
private static IEnumerable<ParticleEmitter> EnumerateBoxed(ParticleSystem owner)
{
foreach (int handle in owner._handleOrder)
{
if (owner._byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
yield return emitter;
}
}
public struct Enumerator
{
private readonly ParticleSystem _owner;
private int _index;
internal Enumerator(ParticleSystem owner)
{
_owner = owner;
_index = -1;
Current = null!;
}
public ParticleEmitter Current { get; private set; }
public bool MoveNext()
{
while (++_index < _owner._handleOrder.Count)
{
if (_owner._byHandle.TryGetValue(
_owner._handleOrder[_index],
out ParticleEmitter? emitter))
{
Current = emitter;
return true;
}
}
return false;
}
}
}
/// <summary>
/// Struct enumerable returned by <see cref="EnumerateLive"/>. Wraps the
/// owning <see cref="ParticleSystem"/> so <c>foreach</c> gets a
@ -342,10 +499,11 @@ public sealed class ParticleSystem : IParticleSystem
if (!p.Alive)
continue;
p.Age = _time - p.SpawnedAt;
p.Age = EffectiveParticleAge(em, p);
if (p.Lifetime <= 0f || p.Age >= p.Lifetime)
{
p.Alive = false;
em.ActiveCount--;
continue;
}
@ -380,13 +538,63 @@ public sealed class ParticleSystem : IParticleSystem
}
}
/// <summary>
/// Retail <c>ParticleEmitter::UpdateParticles</c> (0x0051D180)
/// degraded branch. Infinite emitters freeze particle age without normal
/// updates or emissions. Finite emitters age/retire existing particles,
/// record at most one due emission without creating a drawable particle,
/// then run retail's conditional stop test.
/// </summary>
private void AdvanceDegradedEmitter(ParticleEmitter em, float dt)
{
bool infinite = em.Desc.TotalParticles == 0 && em.Desc.TotalDuration == 0f;
if (infinite)
{
em.FrozenTime += dt;
// Callback-created descriptors sometimes use the legacy EmitRate
// representation. Rebase that accumulator so it cannot synthesize
// a catch-up burst after degradation; retail performs no backlog.
if (em.Desc.Birthrate <= 0f && em.Desc.EmitRate > 0f)
{
em.LastEmitTime = _time;
em.EmittedAccumulator = 0f;
}
return;
}
for (int i = 0; i < em.Particles.Length; i++)
{
ref Particle particle = ref em.Particles[i];
if (!particle.Alive)
continue;
particle.Age = _time - particle.SpawnedAt;
if (particle.Lifetime <= 0f || particle.Age >= particle.Lifetime)
{
particle.Alive = false;
em.ActiveCount--;
}
}
if (!em.Finished && ShouldEmitParticle(em))
{
// ParticleEmitter::RecordParticleEmission (0x0051C870) advances
// both num_particles and total_emitted while degraded, but no
// PhysicsPart is made visible.
em.ActiveCount++;
em.TotalEmitted++;
em.LastEmitTime = _time;
em.LastEmitOffset = em.AnchorPos;
}
}
private bool ShouldEmitParticle(ParticleEmitter em)
{
var desc = em.Desc;
if (desc.TotalParticles > 0 && em.TotalEmitted >= desc.TotalParticles)
return false;
if (CountAlive(em) >= desc.MaxParticles)
if (em.ActiveCount >= desc.MaxParticles)
return false;
if (desc.Birthrate <= 0f)
@ -410,9 +618,11 @@ public sealed class ParticleSystem : IParticleSystem
return false;
ref var particle = ref em.Particles[slot];
bool replacesLiveParticle = particle.Alive;
particle = default;
particle.Alive = true;
particle.SpawnedAt = _time;
particle.FrozenTimeAtSpawn = em.FrozenTime;
particle.Lifetime = RandomLifespan(em.Desc);
particle.EmissionOrigin = em.AnchorPos;
particle.SpawnRotation = em.AnchorRot;
@ -448,11 +658,17 @@ public sealed class ParticleSystem : IParticleSystem
particle.Position = ComputePosition(em, particle);
em.TotalEmitted++;
if (!replacesLiveParticle)
em.ActiveCount++;
em.LastEmitTime = _time;
em.LastEmitOffset = em.AnchorPos;
return true;
}
private float EffectiveParticleAge(ParticleEmitter emitter, in Particle particle)
=> _time - particle.SpawnedAt
- (emitter.FrozenTime - particle.FrozenTimeAtSpawn);
private Vector3 ComputePosition(ParticleEmitter em, Particle p)
{
float t = p.Age;
@ -599,16 +815,22 @@ public sealed class ParticleSystem : IParticleSystem
return slot;
}
private static int CountAlive(ParticleEmitter em)
private static float RetailDistance(Vector3 a, Vector3 b)
{
int n = 0;
for (int i = 0; i < em.Particles.Length; i++)
{
if (em.Particles[i].Alive)
n++;
}
// Overflow-safe Euclidean length. Vector3.DistanceSquared overflows
// for finite coordinates near FLT_MAX, whereas retail compares its
// already-computed direct distance against max_dist.
float dx = a.X - b.X;
float dy = a.Y - b.Y;
float dz = a.Z - b.Z;
float scale = MathF.Max(MathF.Abs(dx), MathF.Max(MathF.Abs(dy), MathF.Abs(dz)));
if (float.IsNaN(scale) || float.IsInfinity(scale) || scale == 0f)
return scale;
return n;
dx /= scale;
dy /= scale;
dz /= scale;
return scale * MathF.Sqrt(dx * dx + dy * dy + dz * dz);
}
private float RandomLifespan(EmitterDesc desc)