feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
Five tasks shipped together (interdependent at build time): Task 1: WbRenderPass enum — verbatim port of WB RenderPass.cs:1-22 Task 2: WbFrustum + WbBoundingBox + FrustumTestResult — verbatim port of WB Frustum.cs (98 LOC) with namespace + BoundingBox-type adaptations. +7 unit tests. Task 3: EnvCellSceneryInstance + EnvCellLandblock — verbatim port of WB SceneryInstance.cs:1-161, renamed scope-narrow. Dropped editor-only fields (DisqualificationReason, ParticleEmitters, IsQueuedForUpload, InstanceBufferOffset, InstanceCount, MdiCommands, IsTransformOnlyUpdate) + InstanceId narrowed uint (we don't use ObjectId's editor methods). +5 unit tests. Task 4: EnvCellVisibilitySnapshot — direct port of WB VisibilitySnapshot narrowed to BatchedByCell + VisibleLandblocks only. Task 7: IndoorCellStencilPipeline.RenderBuildingStencilMask — new low-level WB-faithful entry mirroring PortalRenderManager:471-484. No surrounding GL state setup (caller's responsibility). Probe fields LastStencilVertexCount / LastStencilWasFarPunch / LastStencilBuildingId for the [stencil] probe emitter in Task 9. Build green, 18 tests pass (7 new Frustum + 5 new SceneryInstance + 6 existing stencil pipeline). Ready for Wave 2 (EnvCellRenderer port). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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src/AcDream.App/Rendering/Wb/EnvCellVisibilitySnapshot.cs
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src/AcDream.App/Rendering/Wb/EnvCellVisibilitySnapshot.cs
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using System.Collections.Generic;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Phase A8 (2026-05-28): EnvCell-scoped visibility snapshot. Direct port of
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/// WB's <c>VisibilitySnapshot</c> at
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/// <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilitySnapshot.cs:1-36</c>,
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/// narrowed to the fields <see cref="EnvCellRenderer"/> actually consumes
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/// (<c>BatchedByCell</c> + <c>VisibleLandblocks</c>). The scenery-side
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/// <c>VisibleGroups</c> / <c>VisibleGfxObjIds</c> / <c>IntersectingLandblocks</c>
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/// / <c>PostPreparePoolIndex</c> are dropped — we render scenery through
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/// <see cref="WbDrawDispatcher"/>, not through this snapshot.
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///
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/// <para>Used as an immutable snapshot atomically swapped under the
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/// renderer's render lock so PrepareRenderBatches (worker-driven) and
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/// Render (render-thread-driven) can't race on a half-populated dict.</para>
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/// </summary>
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public sealed class EnvCellVisibilitySnapshot
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{
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/// <summary>Landblocks fully or partially inside the frustum at prepare time.</summary>
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public List<EnvCellLandblock> VisibleLandblocks { get; init; } = new();
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/// <summary>
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/// Grouped instance data by full 32-bit cell id.
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/// Outer key: <c>CellId</c>. Inner key: <c>GfxObjId</c> (ulong; bit 33 set for
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/// deduplicated cell geometry per <see cref="EnvCellRenderer.GetEnvCellGeomId"/>).
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/// Value: list of per-instance transforms (one per cell or per static object
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/// inside that cell).
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/// </summary>
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public Dictionary<uint, Dictionary<ulong, List<InstanceData>>> BatchedByCell { get; init; } = new();
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/// <summary>True when no visible cells were produced this prepare cycle.</summary>
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public bool IsEmpty => VisibleLandblocks.Count == 0 && BatchedByCell.Count == 0;
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}
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