Code quality review caught that BatchData uses Pack=4 but contains a
ulong field. With the current field order (TextureHandle first), offset
0 is always 8-byte aligned so std430 works. But adding a 4-byte field
before TextureHandle without bumping Pack would silently misalign the
GPU struct. Pack=8 makes the alignment requirement explicit and adds
a comment documenting expected std430 offsets.
No runtime change — current offsets (0/8/12) are identical under both
Pack values for this field order.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds DrawElementsIndirectCommand struct (20-byte layout for
glMultiDrawElementsIndirect). Replaces _instanceVbo field on
WbDrawDispatcher with three buffers: _instanceSsbo (mat4[]),
_batchSsbo (BatchData[]), _indirectBuffer (DEIC[]). Adds BindlessSupport
constructor parameter — non-null required since the dispatcher is only
constructed when WB foundation is on (which implies bindless is present
per Task 6 capability detection).
Existing Draw() method substitutes _instanceVbo -> _instanceSsbo for
compile. Behavior is temporarily wrong (SSBO bound as ArrayBuffer for
per-vertex attribs); Tasks 9-10 fully rewrite the draw loop and the
per-frame uploads to use BindBufferBase + glMultiDrawElementsIndirect.
GameWindow construction site updated to add _bindlessSupport guard and
pass it as the new last argument to the constructor. Dispatcher is only
constructed when bindless is guaranteed present.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught:
- Silent failure when ARB_bindless_texture absent — the && short-circuit
meant the most common fallback case (no bindless on the GPU) had no
log, while ARB_shader_draw_parameters absent did log. Restructured to
three nested ifs so each failure path logs symmetrically.
- Redundant `bindless is not null` guard removed (TryCreate's non-null
guarantee covers it; the nested-if structure makes this implicit).
- HasShaderDrawParameters in BindlessSupport.cs replaced its manual
GL_NUM_EXTENSIONS scan with `gl.IsExtensionPresent(...)` — same
pattern WB uses, less code.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Detects ARB_bindless_texture + ARB_shader_draw_parameters at startup
when WbFoundationFlag is enabled. Stores BindlessSupport on GameWindow
and passes it to TextureCache so the parallel Texture2DArray upload
path is available to future bindless callers.
Mesh shader load remains mesh_instanced for now — Task 10 swaps to
mesh_modern after Tasks 7-9 rewire the dispatcher to consume the
bindless + SSBO + indirect machinery.
Capability missing → BindlessSupport stays null → TextureCache runs
without the bindless path → legacy callers (StaticMeshRenderer,
InstancedMeshRenderer, ParticleRenderer, current WbDrawDispatcher
draw loop) are unaffected.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught four issues:
- Unnecessary GL_ARB_bindless_texture extension in mesh_modern.vert
(vert doesn't use bindless types). Removed; only the frag needs it.
- SSBO binding=1 (BatchBuffer) and UBO binding=1 (SceneLighting) are
in distinct GL namespaces — added a comment in the vert documenting
this so Task 10's bind site doesn't get confused.
- Misleading "0=opaque, 1=transparent" comment expanded to spell out
the full Decision 2 two-pass alpha-test logic and what each discard
threshold protects against.
- BatchData.flags field is reserved; documented that N.5's dispatcher
owns all blend state, with a hook for future shader-side additive.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New entity shaders for the WB modern rendering path. Modeled on WB's
StaticObjectModern.* but adapted to acdream's lighting model:
- Drops uActiveCells (we cull cells on CPU in WbDrawDispatcher)
- Drops uDrawIDOffset (full passes, no pagination)
- Drops uHighlightColor (deferred to Phase B.4 follow-up; field reserved
in InstanceData struct comment)
- Preserves mesh_instanced's SceneLighting UBO at binding=1 with 8 lights,
fog params, lightning flash, per-channel clamp — full visual identity
vert reads InstanceData[] @ binding=0 indexed by gl_BaseInstanceARB +
gl_InstanceID for the per-entity model matrix; reads BatchData[] @
binding=1 indexed by gl_DrawIDARB for the per-group bindless texture
handle + layer.
frag samples sampler2DArray reconstructed from a uvec2 bindless handle
+ uint layer. uRenderPass uniform picks two-pass alpha-test thresholds:
0 = opaque (discard alpha<0.95), 1 = transparent (discard alpha>=0.95
and alpha<0.05).
Not yet wired to the dispatcher — Task 6 sets up shader load + capability
detection in GameWindow; Task 7-10 rewrite the dispatcher to use SSBO +
glMultiDrawElementsIndirect.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught four issues:
- Critical: Dispose interleaved MakeNonResident + DeleteTexture per
entry, violating ARB_bindless_texture's "all handles non-resident
before any texture deletion" requirement. Reordered to two phases:
Phase 1 makes ALL bindless handles non-resident; Phase 2 deletes
ALL bindless textures; Phase 3 deletes legacy Texture2D textures.
- Important: per-call _bindless?.MakeNonResident replaced with a
single if (_bindless is not null) guard around the whole Phase 1
block — cleaner reasoning, one null check.
- Minor: test contract comment referenced wrong task number for
visual gate; corrected to match current plan.
- Minor: two abbreviated XML docs (GetOrUploadWithOrigTextureOverrideBindless,
GetOrUploadWithPaletteOverrideBindless) expanded to mention the
throw-on-null-bindless contract for IDE readers.
This fixup also completes Task 4's Dispose work — Task 4 will be
marked complete since this commit does its full job.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds three Bindless variants (GetOrUploadBindless,
GetOrUploadWithOrigTextureOverrideBindless,
GetOrUploadWithPaletteOverrideBindless) that decode + upload via
UploadRgba8AsLayer1Array (Texture2DArray) and cache in three new
dictionaries that mirror the legacy three-cache structure. Each entry
stores both the GL texture name (for Dispose cleanup in Task 4) and
the resident bindless handle.
Constructor gains optional BindlessSupport param; null keeps backward
compat. EnsureBindlessAvailable throws InvalidOperationException if
Bindless* methods are called without BindlessSupport (fail-fast vs
silent zero handle that would produce GPU faults).
Dispose extended to make handles non-resident before deleting the
underlying Texture2DArray names (bindless handles must be made
non-resident before the texture is deleted; skipping this causes
GPU faults on driver cleanup).
Marker test in TextureCacheBindlessTests documents the throw contract
for future engineers; real bindless integration is verified at
Task 14's visual gate.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught that the TexImage3D call dropped the
depth: and border: named arguments specified in the plan. The bare
positional `1, 0` is hard to disambiguate from the surrounding 10
parameters. Adds them back, no runtime change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds UploadRgba8AsLayer1Array — uploads pixel data as a 1-layer
Texture2DArray. Existing UploadRgba8 (Texture2D) untouched, so legacy
callers (StaticMeshRenderer, InstancedMeshRenderer, ParticleRenderer,
WbDrawDispatcher's pre-rewrite path) keep working unchanged.
Required for Task 3's Bindless* methods which need the Texture2DArray
target so the WB modern shader can sample via sampler2DArray. Same
surface may be uploaded both ways during the N.5/N.6 transition;
doubling is bounded and acceptable. After N.6 retires legacy
renderers entirely, the legacy UploadRgba8 becomes unused and is
deleted.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught three related issues:
- _gl field stored but never used (TreatWarningsAsErrors=true would
catch this on a clean build, but better to fix it before it bites)
- GL constructor parameter became unused after dropping _gl
- IsAvailable => true is misleading: TryCreate's out parameter is
the canonical signal, the property carries no information
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds Silk.NET.OpenGL.Extensions.ARB 2.23.0 package and a thin
BindlessSupport wrapper exposing GetResidentHandle / MakeNonResident /
HasShaderDrawParameters. TryCreate returns false if the bindless
extension isn't present, letting WbFoundationFlag fall back to legacy.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.4 (Rendering Pipeline Foundation) ships. WbFoundationFlag
flips to default-on (== "1" → != "0"). WB's ObjectMeshManager is
now acdream's production mesh pipeline; WbDrawDispatcher is the
production draw path. Legacy InstancedMeshRenderer is retained as
ACDREAM_USE_WB_FOUNDATION=0 escape hatch until N.6 retires it.
Visual verification at Holtburg passed:
- Scenery (trees / rocks / fences / buildings) renders correctly
- Characters connected with full close-detail geometry (Issue #47
preserved — GfxObjDegradeResolver path intact)
- FPS substantially improved by grouped instanced draws + per-entity
AABB cull + opaque front-to-back sort + palette-hash memoization
Three high-value WB API gotchas surfaced during Task 26 visual
verification and are now documented in CLAUDE.md "WB integration
cribs" + plan Adjustments 7-9 + memory project_phase_n4_state.md:
1. ObjectMeshManager.IncrementRefCount only bumps a counter — does
NOT trigger mesh loading. Call PrepareMeshDataAsync explicitly.
2. ObjectRenderBatch.SurfaceId is unset — read batch.Key.SurfaceId.
3. Modern rendering (GL 4.3 + bindless = every modern GPU) packs
every mesh into ONE global VAO/VBO/IBO. Use
glDrawElementsInstancedBaseVertex(BaseInstance) with FirstIndex +
BaseVertex from the batch, not naive DrawElementsInstanced.
Plan doc flipped to Final state. Roadmap N.4 → Live ✓; N.5 rebranded
from "Terrain rendering" to "Modern rendering path" (bindless +
multi-draw indirect on top of N.4's foundation; terrain rendering
moves to N.5b). CLAUDE.md "Currently in flight" pointer updated to
N.5. New memory file project_phase_n4_state.md preserves the three
WB gotchas for cross-session continuity.
n4-verify*.log added to .gitignore.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Four small wins on top of the grouped-instanced refactor.
1. Drop unused animState lookup. Was a side-effect-free
_entitySpawnAdapter.GetState call per per-instance entity, made
redundant by the Issue #47 fix that trusts MeshRefs.
2. Front-to-back sort opaque groups. Squared distance from camera to
each group's first-instance translation; ascending sort. Lets the
GPU's depth test reject fragments behind closer geometry — real
win on dense scenes (Holtburg courtyard, Foundry interior).
3. Per-entity AABB frustum cull. 5m-radius AABB check per entity
before walking parts. Skips work for distant entities even when
their landblock is partially visible. Animated entities (other
characters, NPCs, monsters) bypass — they always need per-frame
work for animation regardless. Conservative radius covers typical
entity bounds; large outliers stay landblock-culled.
4. Memoize palette hash per entity. TextureCache.HashPaletteOverride
is now internal; new GetOrUploadWithPaletteOverride overload takes
a precomputed hash. The dispatcher computes it ONCE per entity and
reuses across every (part, batch) lookup, avoiding the per-batch
FNV-1a fold over SubPalettes. Trees / scenery without palette
overrides skip entirely (palHash stays 0).
Visual output unchanged; FPS up further, especially in dense scenes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three bugs surfaced and resolved during Task 26 visual verification.
1. **No-scenery + exploded characters**: WB's modern rendering path
(GL 4.3 + bindless) packs every mesh into a single global VAO/VBO/IBO
(GlobalMeshBuffer). Each batch references its slice via FirstIndex
(offset into IBO) + BaseVertex (offset into VBO). The dispatcher's
DrawElementsInstanced(indices=0) read offset 0 of the global IBO
for every entity — drawing the same first triangle from every
entity position. Switched to glDrawElementsInstancedBaseVertex(
BaseInstance) with the batch's offsets. Scenery + connected
characters now render correctly.
2. **Issue #47 character regression**: Adjustment 6 stored
AnimPartChanges on WorldEntity.PartOverrides using the raw
server-sent NewModelId (no degrade resolver applied). The
dispatcher's animState.ResolvePartGfxObj override path then
clobbered MeshRefs (which GameWindow's spawn code correctly
resolves to close-detail meshes via GfxObjDegradeResolver).
Result: humanoids drew low-detail (~14 verts/17 polys) base
meshes instead of close-detail (~32 verts/60 polys), losing
bicep / shoulder / back geometry. Fix: trust MeshRefs as the
source of truth and don't re-apply animState overrides at draw
time. AnimatedEntityState's overrides only matter for hot-swap
appearance updates (0xF625) which today rebuild MeshRefs anyway.
3. **Performance — sub-100 FPS on Holtburg**: per-entity
single-instance draws meant ~16K glDraw calls/frame plus a
64-byte glBufferSubData per call. Refactored to grouped
instanced rendering: bucket all (entity, batch) pairs by
GroupKey(Ibo, FirstIndex, BaseVertex, IndexCount, TextureHandle,
Translucency); upload all matrices in ONE BufferData call;
one glDrawElementsInstancedBaseVertexBaseInstance per group
with BaseInstance pointing at the group's slice in the shared
instance VBO. Down from ~16K to a few hundred draws/frame
(~30× fewer). Bind VAO once per frame (modern WB shares one
global VAO). Removed redundant per-draw VertexAttribPointer
(VAO captures that state).
Result: Holtburg renders correctly with characters showing full
detail; FPS climbed substantially. Two more bugs (mesh loading
+ batch.Key.SurfaceId) were fixed in the prior commit (943652d).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Task 26 visual verification surfaced three bugs in the dispatcher.
Two are fixed here; the third is documented as a remaining issue.
1. WB's IncrementRefCount only bumps a usage counter — it does NOT
trigger mesh loading. Fixed in WbMeshAdapter.IncrementRefCount:
call PrepareMeshDataAsync(id, isSetup: false) on first registration.
Result auto-enqueues to _stagedMeshData (line 510 of WB's
ObjectMeshManager) which Tick() drains onto the GPU.
2. EntitySpawnAdapter never registered per-instance entity meshes
with WB. LandblockSpawnAdapter only registers atlas-tier
(ServerGuid == 0); per-instance entities fell through. Fixed by
adding optional IWbMeshAdapter constructor param + tracking unique
GfxObj ids per server-guid for IncrementRefCount on OnCreate /
DecrementRefCount on OnRemove.
3. WbDrawDispatcher.ResolveTexture used batch.SurfaceId which WB
never populates (line 1746 of ObjectMeshManager only sets
batch.Key — the TextureKey struct that has SurfaceId). Switched
to batch.Key.SurfaceId.
Plus diagnostic counters (ACDREAM_WB_DIAG=1) for entity-seen / drawn
/ mesh-missing / draws-issued counts.
Status: with these fixes the dispatcher now issues real draw calls
(~16K/frame, validated via diagnostic). However visual verification
shows characters appear "exploded" (parts spaced too far apart) and
scenery (trees/rocks/fences/buildings) does not appear. Root cause
analysis pending — Adjustment 7 in the plan documents the deferred
work. Flag stays default-off; legacy renderer remains the
production path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbDrawDispatcher draws all entities through WB's ObjectRenderData
(VAO/VBO per GfxObj, per-batch IBO) using acdream's TextureCache for
texture resolution. Two-pass rendering (opaque+ClipMap, then
translucent) matching the existing InstancedMeshRenderer pattern.
Per-entity single-instance drawing for N.4 simplicity — true
instancing grouping deferred to N.6.
Atlas-tier entities: mesh from WB, texture from TextureCache via
batch SurfaceId. Per-instance-tier entities: AnimatedEntityState
drives part overrides + hidden-parts, palette/surface overrides
resolve through TextureCache's composite-key caches.
Side-table population (Task 23 folded in): WbMeshAdapter now takes
DatCollection and populates AcSurfaceMetadataTable on first
IncrementRefCount per GfxObj. The side-table provides TranslucencyKind
(critical for ClipMap alpha-test on vegetation) plus Luminosity,
Diffuse, SurfOpacity, NeedsUvRepeat, DisableFog for sky-pass and
lighting.
GameWindow wiring: when WbFoundationFlag is enabled, WbDrawDispatcher
draws everything and InstancedMeshRenderer is skipped. Flag-off path
is unchanged.
Matrix composition: restPose * animOverride * entityWorld, matching
the spec. Three MatrixCompositionTests verify the contract.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Resolves Adjustment 4 (Option A): WorldEntity now carries the server-
sent AnimPartChange data as PartOverrides and a HiddenPartsMask bitmask.
EntitySpawnAdapter.OnCreate populates AnimatedEntityState from these
fields at spawn time. GameWindow's CreateObject handler converts the
network-layer AnimPartChange records into lightweight PartOverride
structs.
This unblocks Task 22: the WbDrawDispatcher can now resolve per-part
GfxObj overrides and hidden-part suppression from entity state.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Routes server-spawned (CreateObject) entities through the per-instance
rendering path. Filter: ServerGuid != 0. Atlas-tier entities (procedural,
ServerGuid == 0) flow through LandblockSpawnAdapter (Task 11) instead.
For entities with PaletteOverride set, walks each MeshRef.SurfaceOverrides
map and calls TextureCache.GetOrUploadWithPaletteOverride to pre-warm the
palette-composed GL texture before the first draw. Surfaces not in the
SurfaceOverrides map (i.e. whose ids are only known after opening the GfxObj
dat) are decoded lazily by the draw dispatcher on first use, consistent with
StaticMeshRenderer.
Builds AnimatedEntityState per server-guid via injected sequencer factory
(Func<WorldEntity, AnimationSequencer>). The factory decouples the adapter
from DatCollection so tests pass a stub lambda without a GL context.
OnRemove releases per-entity state. Unknown guids no-op.
Introduces ITextureCachePerInstance: thin seam interface over the palette
decode path so EntitySpawnAdapter tests can use a CapturingTextureCache
mock without constructing a GL context. TextureCache implements it.
Adjustment 4 documented in source comments: WorldEntity does not currently
expose HiddenPartsMask or AnimPartChanges (they are consumed upstream in the
network layer before the WorldEntity is built). HideParts / SetPartOverride
calls are placeholder TODO'd for when those fields are promoted.
Wired into GpuWorldState.AppendLiveEntity (OnCreate) and
RemoveEntityByServerGuid (OnRemove). Constructed in GameWindow under the
ACDREAM_USE_WB_FOUNDATION flag alongside LandblockSpawnAdapter. Sequencer
factory captures _dats + _animLoader at construction time; falls back to an
empty Setup + MotionTable via NullAnimLoader when dats are unavailable.
10 new tests: server-spawn routing, atlas-tier skip, palette decode pre-warm
(with and without surface overrides), OnRemove lifecycle, unknown-guid noop,
multi-entity isolation. All pass; 8 pre-existing failures unchanged.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Per-entity render state for the per-instance rendering tier
(server-spawned characters / creatures / equipped items). Holds:
- partGfxObjOverrides: Dictionary<int, ulong> — AnimPartChange swaps
(e.g. wielding a weapon replaces a hand-part's GfxObj).
- hiddenMask: ulong — HiddenParts bitmask. Bit i set hides part i.
- AnimationSequencer reference — N.4 doesn't touch the sequencer;
this just exposes it for the draw dispatcher.
Public API: HideParts / IsPartHidden / SetPartOverride /
TryGetPartOverride / ResolvePartGfxObj. Bounds-checked
(partIdx < 0 or >= 64 → IsPartHidden returns false).
Twelve tests covering the type, the AnimPartChange resolution helper,
and the HiddenParts bitmask edge cases (theories for 0b0/0b1/MSB/all-ones,
plus negative-index + out-of-range guards).
Consumed by Task 17's EntitySpawnAdapter (creates one per CreateObject)
and Task 22's WbDrawDispatcher (reads via per-part draw loop).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Without this, ObjectMeshManager.StagedMeshData and
OpenGLGraphicsDevice._glThreadQueue grow unbounded as background
workers prep mesh data + queue GL actions. Visual stress test of
flag-on at radius 7 showed real FPS drop and rising frame latency
from this leak.
Tick() drains both queues:
1. _graphicsDevice.ProcessGLQueue() applies pending GL state.
2. Loop _meshManager.StagedMeshData.TryDequeue -> UploadMeshData
to materialize VAO/VBO/IBO for each prepared mesh.
Wired into GameWindow's render loop before draw work begins.
No-op when adapter is uninitialized or disposed.
Pattern matches WB's reference ObjectRenderManagerBase.ProcessUploads
without the prioritization heuristics (we're not yet drawing the
results — Task 22's WbDrawDispatcher will add prioritization when
visual budget matters).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Verifies Task 12's GpuWorldState wiring preserves the pending-spawn
list mechanism:
1. Live entity parked before its landblock loads — pending count = 1,
adapter not called yet.
2. Landblock arrives with its own atlas-tier entity AND drains the
pending live entity. Adapter sees ONLY the atlas-tier GfxObj
(server-spawned drained entity is filtered by ServerGuid != 0).
3. Live entity arriving AFTER landblock load goes straight to flat
view; adapter is not re-invoked.
4. Landblock unload decrements match load increments.
Three integration tests confirm the existing pending-spawn drain
semantics work correctly with the new adapter, and per-instance-tier
entities (server-spawned) never leak into WB's atlas pipeline.
To exercise the adapter code path (which GpuWorldState gates on
WbFoundationFlag.IsEnabled) without requiring the env var set before
process startup, WbFoundationFlag gains an internal
ForTestsOnly_ForceEnable() method and AcDream.App exposes internals
to AcDream.Core.Tests via InternalsVisibleTo.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GpuWorldState's constructor accepts an optional LandblockSpawnAdapter.
AddLandblock calls OnLandblockLoaded with the post-merge loaded record;
RemoveLandblock calls OnLandblockUnloaded with the landblock id at the
top of the method (before state mutation).
Both calls are gated behind WbFoundationFlag.IsEnabled — no behavioral
change with flag off (existing tests pass without modification).
GameWindow constructs the adapter under the flag and threads it into
GpuWorldState. With flag on, atlas-tier scenery now drives WB ref
counts; per-instance entities (ServerGuid != 0) are filtered out by
the adapter and don't reach WB.
Foundation for Task 13 (memory budget verification under stress).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Bridges LoadedLandblock load/unload events to IWbMeshAdapter ref counts.
Tier-aware by design: walks WorldEntity collection filtered by
ServerGuid == 0 (procedural / atlas-tier only). Server-spawned entities
are skipped — those will go through EntitySpawnAdapter (Task 17).
Per-landblock id-set snapshot ensures unload pairs 1:1 with load even
when underlying data is released. Duplicate-load idempotency for
defensive resilience to streaming-controller bugs.
Six tests: registers per unique id; dedups across entities; skips
server-spawned; unload matches load; unknown landblock no-ops;
duplicate load no-ops.
Wiring into GpuWorldState lands in Task 12.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Smoke test flag-on showed characters/NPCs disappearing along with
static scenery. Root cause: Task 9 routed all
InstancedMeshRenderer.EnsureUploaded calls through WB. But that
renderer is used for BOTH tiers in production — character per-part
spawn (line 2302, per-instance) AND streaming-loader spawns (lines
5137 + 5155, atlas).
The renderer is tier-blind by design. Tier-routing belongs at the
spawn-callback layer per the spec's data-flow section:
- LandblockSpawnAdapter (Task 11) calls IncrementRefCount per
unique GfxObj — atlas-tier only.
- EntitySpawnAdapter (Task 17) routes through per-instance path
via TextureCache.GetOrUploadWithPaletteOverride.
This commit removes the sentinel pattern + 4 sentinel-skip checks
from InstancedMeshRenderer. Kept the _wbMeshAdapter constructor
parameter (unused for now) so GameWindow's wire-up doesn't shift.
Kept all the real WB pipeline construction in WbMeshAdapter
(it's the substrate routing will use in Week 2).
Verified flag-on === flag-off post-revert.
Plan updated with Adjustment 2 explaining the discovery + correct
architectural placement for routing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbMeshAdapter now actually constructs the WB pipeline:
- OpenGLGraphicsDevice(gl, logger, DebugRenderSettings)
- DefaultDatReaderWriter(datDir) — opens its own file handles for now
(memory cost ~50-100MB of duplicate index caches, acceptable for
foundation work per plan Adjustment 1)
- ObjectMeshManager(graphicsDevice, dats, NullLogger)
InstancedMeshRenderer.EnsureUploaded routes through the adapter when
ACDREAM_USE_WB_FOUNDATION=1 is set; uses a WbManagedSentinel entry
in the local cache to mark "this GfxObj lives in WB now". CollectGroups
skips sentinel entries; both Draw passes skip them; Dispose skips them
(no GL resources to free — ObjectMeshManager owns those). Task 22's
WbDrawDispatcher will eventually draw WB-managed objects. With flag
off, behavior is byte-identical to before.
WbMeshAdapter constructor signature changed from (GL, DatCollection,
Logger) to (GL, string datDir, Logger). Updated tests to use
CreateUninitialized() for behavior tests and single null-GL guard test
for constructor validation. GameWindow updated to pass _datDir and to
wire _wbMeshAdapter into InstancedMeshRenderer.
AcDream.App.csproj gets direct ProjectReferences to WorldBuilder.Shared
and Chorizite.OpenGLSDLBackend — project refs are not transitive in
.NET, so AcDream.App must list them explicitly even though AcDream.Core
already references them.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Task 6 (dat-reader bridge) obsoleted: WB ships DefaultDatReaderWriter
which takes a dat-directory path and constructs all four databases
(Portal/HighRes/Language + CellRegions) internally. We can use it
directly instead of bridging our DatCollection. Adjustment 1 noted
in the plan; full bring-up deferred to Task 9.
Task 7: GameWindow constructs WbMeshAdapter when
ACDREAM_USE_WB_FOUNDATION=1 is set; pairs with Dispose. Field is
null when flag is off, so no behavioral effect on default-off path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Stub adapter that validates constructor args and exposes the public
shape (IncrementRefCount / DecrementRefCount / GetRenderData / Dispose).
Real ObjectMeshManager init is deferred to Task 9 — for now methods
no-op so call sites can wire the adapter without behavioral effect.
IWbMeshAdapter interface enables mocking in subsequent tasks
(LandblockSpawnAdapter tests in Task 11 need it).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Holds Translucency / Luminosity / Diffuse / SurfOpacity / NeedsUvRepeat /
DisableFog keyed by (gfxObjId, surfaceIdx). Populated at extraction time,
queried by the draw dispatcher. ConcurrentDictionary because mesh
extraction happens on background workers.
No fork patches required — keeps WB's MeshBatchData pristine.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Creates the src/AcDream.App/Rendering/Wb/ folder and the static flag
gate that other call sites will import. Read once at static-init time.
Set ACDREAM_USE_WB_FOUNDATION=1 to enable WB foundation routing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Phase N.1 step 8 (final code cleanup): now that ACDREAM_USE_WB_SCENERY
has been default-on (commit b84ecbd), remove the legacy in-line
algorithms so we don't accumulate dead-code drift.
Deleted:
- SceneryGenerator.UseWbScenery (feature flag)
- SceneryGenerator.IsOnRoad / DisplaceObject / RoadHalfWidth (legacy
ports — Generate used to call them)
- The legacy in-line implementation in Generate()
- SceneryGeneratorTests.DisplaceObject_* (test the deleted method)
- SceneryWbConformanceTests.cs entirely (purpose served — proved
equivalence pre-migration; would compare WB to WB after delete)
Renamed:
- GenerateViaWb -> GenerateInternal (it's the only path now)
Kept:
- Public IsRoadVertex predicate (small surface, useful)
- WbSceneryAdapter (consumed by GenerateInternal)
- All WbSceneryAdapterTests (still cover the adapter)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 7: flips ACDREAM_USE_WB_SCENERY to default-on after
visual verification at Holtburg confirmed Issue #49's previously
missing edge-vertex trees are still visible and rotation is correct.
A known cosmetic difference (the road-edge tree at landblock 0xA9B1)
remains. ACME WorldBuilder applies an additional per-vertex road
check that suppresses it; we tried adding it (commit e279c46) but
it over-suppressed in other landblocks (reverted in 677a726). Filed
as a follow-up issue in ISSUES.md (added in Task 8).
ACDREAM_USE_WB_SCENERY=0 still reverts to the legacy path. Task 8
will delete the legacy path entirely once a session passes without
visual regressions on default-on.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 hotfix: scenery near a road still rendered in acdream
even with WB-backed generation. Investigation (worktree session
2026-05-08) showed ACME WorldBuilder skips the entire vertex when
its road bit is set, before any per-object spawn rolls. ACME line:
references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074
if (entry.Road != 0) continue;
This check was previously REMOVED in commit 833d167 with a comment
claiming retail doesn't have it. The comment was wrong: ACME mirrors
retail and keeps the check, and the upstream Chorizite/WorldBuilder
we forked omits it (which is why our newly-WB-backed Generate path
still produced the bad tree). Adding back to both Generate (legacy)
and GenerateViaWb (WB-backed) for parity.
This does NOT regress #49: the 9x9 loop expansion that recovered
missing edge-vertex scenery is unchanged. Only vertices whose own
road bit is set are now skipped -- same as ACME.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 5: when the flag is set, Generate() delegates to
GenerateViaWb. Default off; flag flips to default-on in step 7
after visual verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 4: parallel implementation of Generate() that calls
WB's SceneryHelpers (Displace/CheckSlope/RotateObj/ObjAlign/ScaleObj)
and TerrainUtils (OnRoad/GetNormal) instead of the inline ports.
Not yet wired in — Generate() still runs the legacy path. Step 5
adds the dispatch.
Per-helper conformance tests in step 3 prove the Displace/OnRoad/
GetNormalZ/ScaleObj substitutions are behavior-equivalent. Rotation
is intentionally NOT conformance-tested because our existing port
diverges from retail by ~180°; WB's RotateObj fixes that bug.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 3: prove our inline algorithms match WorldBuilder's
helpers for representative inputs including the 0xA9B1 edge-vertex case.
Four conformance tests pass: Displace, OnRoad, GetNormalZ, ScaleObj.
Our hand-ported algorithms match WB's helpers exactly for these.
Rotation is intentionally NOT conformance-tested. Investigation against
retail's Frame::set_heading (named-retail 0x00535e40) and
Frame::set_vector_heading (0x00535db0) showed our acdream port uses a
shortcut formula `yawDeg = -(450-degrees)%360` that diverges from
retail's atan2 round-trip by ~180°. WorldBuilder's SetHeading ports
the round-trip faithfully and matches retail. Our existing port is
wrong — undetectable visually because per-tree rotation noise masks
the offset. The migration to WB.SceneryHelpers.RotateObj fixes this
bug; adding a conformance test would lock in the wrong behavior.
Bumps IsOnRoad to internal so the OnRoad conformance test can call it.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 2: read the env var into a static bool. No behavior
change yet — the flag is consumed in step 5 when GenerateViaWb is
wired in.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Addresses code-review feedback on commit 26cf2b8. The dropped
ArgumentException length guards were correct to drop because
DatReaderWriter.LandBlock self-initializes Terrain[] and Height[]
to length 81 in its constructor — but that invariant was not
documented anywhere visible to future readers. Adds an XML doc
<remarks> block explaining the guarantee so callers constructing
synthetic LandBlocks know what to expect.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 1: WbSceneryAdapter.BuildTerrainEntries converts our
LandBlock dat type into the TerrainEntry[81] shape WorldBuilder's
TerrainUtils / SceneryRenderManager consume.
Field mapping (TerrainInfo → TerrainEntry):
TerrainInfo.Road (bits 0-1) → TerrainEntry.Road
TerrainInfo.Type (bits 2-6) → TerrainEntry.Type
TerrainInfo.Scenery (bits 11-15) → TerrainEntry.Scenery
LandBlock.Height[i] → TerrainEntry.Height
The spec listed the texture property as 'Texture' but TerrainEntry's
actual property is named 'Type' (confirmed from source). The spec also
described LandBlock.Terrain as ushort[81] but it is TerrainInfo[81] —
DatReaderWriter already decodes the bit fields so the adapter uses
TerrainInfo's named properties rather than raw bit-shift expressions.
Spec: docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.0 setup for the WorldBuilder migration. Replaces the local
read-only clone of Chorizite/WorldBuilder at references/WorldBuilder/
with a git submodule pointing at our fork
(github.com/eriknihlen/WorldBuilder.git, branch acdream).
Changes:
- .gitignore: exempt references/WorldBuilder from the references/
ignore rule so the submodule can be tracked.
- .gitmodules (new): submodule entry tracking acdream branch on fork.
- src/AcDream.Core/AcDream.Core.csproj: add ProjectReference to
WorldBuilder.Shared and Chorizite.OpenGLSDLBackend so we can call
TerrainUtils, SceneryHelpers, etc. from our Core code.
Build green, all 93 scenery/terrain tests pass. The 8 pre-existing
DispatcherToMovement test failures are unrelated and exist on main.
Notes for users picking up this branch on main:
- After merge, the existing local clone at references/WorldBuilder
may need to be removed before `git submodule update --init` will
populate the submodule.
- Working on the fork happens via `cd references/WorldBuilder && git
checkout acdream && <changes> && git push`. To pull upstream
Chorizite/WorldBuilder fixes: `git remote add upstream
https://github.com/Chorizite/WorldBuilder.git && git fetch upstream
&& git merge upstream/master`.
Next: Phase N.1 — replace SceneryGenerator algorithm calls with
WB's SceneryHelpers + TerrainUtils.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The obj_within_block check using Setup.SortingSphere.Radius rejects
far too many spawns. Sorting spheres for trees are 5-10m, creating
a wide exclusion zone around every landblock edge. WorldBuilder
produces correct scenery with just bounds+road+building+slope checks
and no bounding sphere check. Revert to match WorldBuilder's approach.
The single extra tree near the road at vtx=(4,8) in 0xA9B1 remains
as a known minor discrepancy from retail — root cause TBD.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Retail's CLandBlock::get_land_scenes creates a PhysicsObj for each
scenery spawn, then calls CPhysicsObj::obj_within_block (0x00461c30)
which verifies the model's sorting sphere stays within [r, 192-r] on
both axes. Edge-vertex spawns displaced close to the boundary (e.g.,
a tree at Y=190.97 from vertex y=8) get rejected because their sorting
sphere extends past the landblock edge.
We were missing this check, which caused a tree near a road at
~(85, 191) in landblock 0xA9B1 to appear in acdream but not retail.
The tree legitimately passed all other filters (road, building, slope)
but its Setup sorting sphere radius (~2-5m) meant it overflowed the
boundary.
Fix: look up each unique Setup's SortingSphere.Radius from the dat
(cached per objectId) and apply the within-block bounds check after
the slope filter, matching retail's order. GfxObj objects (0x01) use
radius 0 (permissive) since they're typically small single-mesh items.
Also: remove temporary ACDREAM_SCENERY_DIAG logging, fix duplicate
xmldoc on IsOnRoad, update road check reference to named-retail PDB
symbol (CLandBlock::on_road at 0x0052FFF0).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three fixes to match retail CLandBlock::get_land_scenes (0x00530460):
1. Loop bound: iterate 9×9 vertices (side_vertex_count=9), not 8×8
cells. Edge vertices (x=8 or y=8) produce valid spawns when the
per-object displacement shifts the position back into [0, 192).
Confirmed by named retail decomp do-while condition, WorldBuilder
vertLength=9, ACViewer Terrain.Count=81, AC2D wTopo[9][9].
2. Building suppression: check at the DISPLACED position's cell
(CSortCell::has_building per spawn), not at the loop vertex index.
Matches WorldBuilder buildingsGrid[gx2, gy2] pattern.
3. Slope filter: replace finite-difference gradient approximation
with triangle-aware normal sampling via new static method
TerrainSurface.SampleNormalZFromHeightmap. Picks the correct
triangle via IsSplitSWtoNE, matching retail find_terrain_poly →
polygon->plane.N.z and WorldBuilder's GetNormal().
Tests: 5 new tests for SampleNormalZFromHeightmap (flat=1.0, sloped<1,
cross-validates with SampleSurface instance method) and DisplaceObject
edge-vertex validity.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Closes#48. Trees on sloped cells visibly hovered above the visible
terrain because GameWindow.SampleTerrainZ (the bilinear fallback used
during scenery hydration before physics registers a landblock) had
its diagonal arms swapped — used the SEtoNW triangle test on SWtoNE
cells and vice versa. The ACDREAM_DUMP_SCENERY_Z=1 diagnostic showed
every scenery line ran through the bilinear path (streaming race),
so on hilly terrain scenery was placed at a Z up to ~1.5 m off from
the visible mesh.
Latent since ff325ab (2026-04-17 "feat(ui): debug overlay + refined
input controls" carrying along the upgrade). That commit reached for
WorldBuilder TerrainUtils.GetHeight as the secondary oracle and
re-derived the triangle-pair tests; the named-retail / ACE algorithm
in TerrainSurface.SampleZ (used by the physics path / player Z) was
always correct, so player feet stayed flush — the two paths just
disagreed and only scenery noticed.
Fix:
- TerrainSurface.InterpolateZInTriangle (private static) — single
source of truth for the triangle pick + barycentric Z, sourced
from FUN_00532a50 / ACE LandblockStruct.ConstructPolygons.
- TerrainSurface.SampleZFromHeightmap (public static) — heightmap-
byte-array variant for the scenery hydration fallback. Both this
and TerrainSurface.SampleZ (instance) now delegate to the same
InterpolateZInTriangle.
- GameWindow.SampleTerrainZ — thin wrapper over the new static.
- TerrainSurfaceTests.SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock
asserts both sampler paths agree at 1500 sample points across both
diagonals, so future drift gets caught.
The ACDREAM_DUMP_SCENERY_Z=1 diagnostic in BuildSceneryEntitiesForStreaming
is kept committed (env-var gated, zero cost when off) — useful for
the related #49 scenery (X, Y) placement investigation filed in the
same commit.
Visual verified at Holtburg landblock 0xA9B30001 2026-05-06: the
formerly floating 32 m pines (setups 0x020002D3 / 0x020002D9) now
sit flush on the visible terrain mesh.
Test baseline: dotnet test reports the same 8 pre-existing motion /
BSP step-up failures as the handoff doc warned about — no new
failures introduced.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brings in #38 render-interpolation camera work before testing #48
diagnostic dump.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Per-spawn / per-rendered-mesh log line at scenery hydration: rendered
gfx id, sample source (physics vs bilinear), groundZ, BaseLoc.Z,
finalZ, mesh vertex Z range, and DIDDegrade slot 0 metadata. One log
line lets the user identify a floating tree by world coords and the
data picks the hypothesis (BaseLoc.Z addition / sampler drift /
DIDDegrade selection). Diagnostic-first per CLAUDE.md before the fix.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Keep local physics authoritative at the retail 30 Hz MinQuantum, but expose a render-only position that lerps between completed physics ticks for the player mesh and chase-camera target. Network outbound continues to use the discrete physics position.
Also make the visually confirmed #47 humanoid close-detail DIDDegrade path default-on, with ACDREAM_RETAIL_CLOSE_DEGRADES=0 left as a diagnostic opt-out.
Verification: dotnet build AcDream.slnx -c Debug; focused #38 interpolation tests passed; visual confirmed smooth 2026-05-06. Full dotnet test AcDream.slnx -c Debug --no-build still has the known 8 AcDream.Core.Tests baseline failures.
Co-authored-by: Codex <codex@openai.com>
Humanoid bodies (Setup 0x02000001 + heritage variants) rendered visibly
flat / bulky vs retail because we drew the base GfxObj id from Setup /
AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray
(0x0050DCF0) treats that base id as the entry point to a DIDDegrade
table; close/player rendering uses Degrades[0].Id, which is the
higher-detail mesh that carries bicep / deltoid / shoulder geometry.
ACViewer also has this bug — it was the key signal it isn't acdream-
specific. Both clients drew the LOD-3 base mesh (e.g. 14 verts / 17
polys for Aluvian Male upper arm 0x01000055), missing the close-
detail variant (0x01001795: 32 verts / 60 polys).
Adds GfxObjDegradeResolver that walks the table with safe fallbacks
at every step. Wired in GameWindow after AnimPartChange application
and before texture-change resolution so texture overrides match the
resolved mesh's surfaces. Gated by ACDREAM_RETAIL_CLOSE_DEGRADES=1
and scoped to humanoid setups (34 parts with >=8 null-sentinel
attachment slots) while the fix bakes — the change is harmless on
non-humanoid setups (resolver falls back to base when no degrade
table) but we hold the broader sweep until LOD distance plumbing
lands.
User confirmed visually 2026-05-06: bicep, deltoid, and back-muscle
definition match retail.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>