Commit graph

191 commits

Author SHA1 Message Date
Erik
a171e7007b feat(render #53): EntityClassificationCache.InvalidateLandblock + tests
Sweep-by-landblock removal for the streaming demote/unload path. Tests
#6, #7, #8 from spec section 7.1 lock in: (a) all matching entries removed,
(b) non-matching entries preserved, (c) idempotent on missing LB.

Phase 1 (cache foundation) complete. 11 cache tests passing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 17:47:57 +02:00
Erik
aea4460eae feat(render #53): EntityClassificationCache.InvalidateEntity + tests
Idempotent removal of a cached entry by entity id. Tests #4 and #5 from
spec section 7.1 lock in the contract.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 17:42:09 +02:00
Erik
694815c499 feat(render #53): EntityClassificationCache.Populate + roundtrip tests
Implements Populate (insert-or-overwrite) and adds 5 tests covering the
populate->TryGet round-trip including the Setup pre-flatten shape. Per
spec test plan section 7.1 tests #2, #3, #9, #10, #14.

Tests use xUnit Assert.* (not FluentAssertions) to match the Task 2
implementer's choice and the existing 149 sibling assertions in the Wb
test directory.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 17:34:48 +02:00
Erik
773e9703da feat(render #53): EntityClassificationCache skeleton + first test
Adds CachedBatch, EntityCacheEntry, and EntityClassificationCache with
just TryGet (returns false on empty). The skeleton compiles and the first
test (TryGet_EmptyCache_ReturnsFalse) passes. Subsequent tasks add
Populate, InvalidateEntity, InvalidateLandblock, and the dispatcher
integration. Per spec design Section 6.1.

Note: CachedBatch / EntityCacheEntry / EntityClassificationCache are
internal (not public as the plan snippet showed). Their members
transitively reference the internal GroupKey type, so promoting them to
public produces CS0051 inconsistent-accessibility errors. The cache is
dispatcher-internal coordination state anyway, and the AcDream.App
csproj already exposes internals to AcDream.Core.Tests via
InternalsVisibleTo, so the test sees everything it needs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 17:23:37 +02:00
Erik
1488ec62b7 test(A.5 T21): lock in depth-write attribution per translucency kind
Per Phase A.5 spec §4.9.3 audit: opaque + ClipMap pass uses
DepthMask(true); AlphaBlend / Additive / InvAlpha pass uses
DepthMask(false), restored after. Audit confirmed correct in
WbDrawDispatcher.Draw. IsOpaquePublic shim already present.

Add WbDispatcherDepthMaskTests: 5-case Theory that pins the partition
so future regressions surface immediately.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:27:03 +02:00
Erik
003443cd1a feat(A.5 T17): WbDrawDispatcher Change #1 — animated-walk fix + WalkEntities helper
Per Phase A.5 spec §4.6 Change #1: when an LB is invisible AND
animatedEntityIds is non-empty, the inner loop walked every entity
in the LB just to find the few animated ones. At ~10.7K entities
(N1=4) that is wasted iteration cost per frame.

Extracted a pure-CPU internal static WalkEntities helper. When LB
is invisible: iterate animatedEntityIds directly and look each up
in a per-LB AnimatedById dictionary (typically <50 animated vs
~10K total). When LB is visible: walk all entities as before.

GpuWorldState.LandblockEntries now yields an AnimatedById map as a
5th tuple field alongside the AABB tuple. Dictionary is built on
each yield (cheap — ~132 entities/LB max). A caching layer is out
of A.5 scope.

WbDrawDispatcher.Draw signature updated to consume the 5-tuple.
GameWindow.cs call site passes _worldState.LandblockEntries which
now yields the 5-tuple — no change needed there.

8 new tests in WbDrawDispatcherBucketingTests cover T17 Change #1
(invisible LB / animated set / neverCull / null frustum) and
T18 Change #2 guard tests (cached AABB / dirty flag / animated bypass).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:18:02 +02:00
Erik
0de6bc9c96 fix(A.5 T13-T16): canonical LB id in Tick_DrainingPromoted test
Commit 19b4465's new ToPromote test pre-loaded an LB with a non-
canonical id (low 16 bits 0x0FFF instead of 0xFFFF). The new
canonicalization in AddEntitiesToExistingLandblock then key-missed and
parked the entity in the pending bucket instead of merging — assertion
failed.

Use canonical id 0x3232FFFFu directly. The test now exercises the
intended hot-path (merge into existing LB), not the cold pending-bucket
fallback (which is exercised by GpuWorldStateTwoTierTests).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:09:53 +02:00
Erik
c2c8a532db fix(A.5 T13-T16): WorldEntity required-member fields in new tests
Commit 19b4465 broke build by omitting required-member init for
SourceGfxObjOrSetupId/Position/Rotation in the new ToDemote/ToPromote
tests. WorldEntity has [required] on those fields (CS9035). The lone
test run that reported 38 passing used pre-existing binaries built
before this break.

Added all three required initializers (zero / Identity defaults — these
test the routing path; entity content doesn't matter).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:09:10 +02:00
Erik
19b4465257 fix(A.5 T13-T16): canonicalize ids; init-only radii; demote/promote tests
Code review on T13-T16 bundle (commits fb10c3f/aff35d2/b8d80fe/c4fd373/31d312a)
flagged 3 Important + 2 test-coverage gaps. Apply all 5:

Important #1: GpuWorldState.AddEntitiesToExistingLandblock didn't
canonicalize landblockId. Streaming callers always pass canonical
0xAAAA0xFFFF ids, but the public API silently key-missed for callers
that mirror AppendLiveEntity's cell-resolved-id pattern. Both new
methods now canonicalize the id on entry.

Important #2: RemoveEntitiesFromLandblock asymmetry with RemoveLandblock
re: persistent-entity rescue. Documented as intentional — demote-tier
entities are atlas-tier only (procedural scenery, dat-static stabs/
buildings; never ServerGuid != 0); the local player and live server
spawns live in their LB via RelocateEntity per frame and aren't
affected by atlas-layer demote.

Important #3: StreamingController.NearRadius / FarRadius were { get; set; }
but mutating them after the first Tick is a no-op (StreamingRegion
snapshots the values). Switched to { get; } only with XML doc warning.

Test gap #1: ToDemote routing through Tick — added test that walks
the player past hysteresis and asserts entities drop while terrain
stays.

Test gap #2: Promoted result routing through Tick — added test that
enqueues a Promoted and asserts AddEntitiesToExistingLandblock fires.

Deferred Minor: dead _streamingRadius write + style consistency on
fully-qualified IReadOnlyList — non-load-bearing, can roll into a later
cleanup.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:08:23 +02:00
Erik
b8d80fe282 feat(A.5 T13): StreamingController two-tier Tick
Replaces the single-radius Tick with a two-tier model that consumes
StreamingRegion's TwoTierDiff (5-list) and routes to the appropriate
JobKind:

- ToLoadFar    -> _enqueueLoad(id, LoadFar)
- ToLoadNear   -> _enqueueLoad(id, LoadNear)
- ToPromote    -> _enqueueLoad(id, PromoteToNear)
- ToDemote     -> _state.RemoveEntitiesFromLandblock(id) on render thread
- ToUnload     -> _enqueueUnload(id)

Drain switch handles Loaded (terrain + entity layer), Promoted (entity
layer only -- terrain already loaded), Unloaded, Failed, WorkerCrashed.

Constructor signature: nearRadius/farRadius separate ints. Old single-
radius ctor removed; existing single-radius tests updated to pass
nearRadius=farRadius for backward-compat coverage.

GameWindow's enqueueLoad lambda updated from (id =>...) to (id, kind) =>
to match new Action<uint, LandblockStreamJobKind> signature; radius: arg
renamed to nearRadius:/farRadius: (both set to _streamingRadius until T16
wires the full two-tier env-var parsing).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:56:57 +02:00
Erik
fb10c3fa8c feat(A.5 T14): GpuWorldState RemoveEntitiesFromLandblock + AddEntitiesToExisting
Two new methods on GpuWorldState, used by two-tier streaming (T13):

- RemoveEntitiesFromLandblock(id): drop all entities from an LB while
  keeping the terrain. Used for Near->Far demote (player walks past the
  inner ring; LB stays loaded but entities leave).
- AddEntitiesToExistingLandblock(id, entities): merge new entities into
  an already-loaded LB record. Used for Far->Near promote (terrain is
  already on the GPU; just streaming the entity layer in).

Falls back to the pending bucket if the LB hasn't loaded yet.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:53:34 +02:00
Erik
774a7070a8 fix(A.5 T10-T12): Start() race + null mesh test + real mesh stub
Code review on T10-T12 bundle (commits 0cf86bb/00bb030/0405947 + audit
fix 76e1a64) found 3 Important issues:

1. LandblockStreamer.Start() had an idempotency race — the XML doc
   claimed thread-safety but the implementation checked _worker != null
   before assigning, allowing two callers to both pass the check and
   spawn duplicate worker threads. Fixed via Interlocked.CompareExchange.

2. No test verified the worker emits Failed when buildMeshOrNull returns
   null. Added Load_WhenBuildMeshReturnsNull_ReportsFailed.

3. StreamingControllerTests.cs:81 used MeshData: default! when
   constructing a Loaded result. If a future test flows MeshData
   through the apply callback, the null reference would NRE rather
   than producing a meaningful assertion failure. Replaced with a real
   empty LandblockMeshData instance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:49:14 +02:00
Erik
0405947bac feat(A.5 T12): inject mesh-build dependency into LandblockStreamer
Replaces the T7-temporary default! MeshData placeholder. Streamer
now takes Func<uint, LoadedLandblock?, LandblockMeshData?> at
construction; the worker calls it after _loadLandblock succeeds and
passes the pre-built mesh into LandblockStreamResult.Loaded.

GameWindow's buildMeshOrNull factory takes the already-loaded
LoadedLandblock (lb.Heightmap is the LandBlock dat object), so no
additional dat read is needed — _heightTable and _blendCtx are
read-only after init, _surfaceCache is ConcurrentDictionary (T9).
Zero dat lock needed inside the mesh-build closure.

StreamingController._applyTerrain delegate signature widened to
Action<LoadedLandblock, LandblockMeshData> so the pre-built mesh
flows render-thread-side via the Loaded result. ApplyLoadedTerrainLocked
now accepts meshData and calls _terrain.AddLandblock directly, skipping
the per-frame LandblockMesh.Build that previously ran on the render
thread (~5ms per LB at radius=12 first traversal).

StreamingControllerTests updated: all four applyTerrain lambdas
adapted to the two-arg Action signature.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:35:45 +02:00
Erik
00bb030c9f feat(A.5 T11): activate LandblockStreamer worker thread
Phase A.1 reverted to synchronous mode due to DatCollection thread-
safety; T10 documented the lock that makes concurrent reads safe. T11
activates the dedicated worker thread and switches enqueue methods
to non-blocking Channel.Writer.TryWrite.

EnqueueLoad now takes LandblockStreamJobKind (default: LoadNear from
all callers, matching previous full-load semantics). T13/T16 will
route by kind per TwoTierDiff.

Constructor gains optional buildMeshOrNull param (defaults to null-
returning stub); T12 wires the real LandblockMesh.Build factory.

GameWindow construction site updated: Action<uint> enqueueLoad
delegate now wraps a lambda (method group won't bind to Action<uint>
when the method has an optional second param).

LandblockStreamerTests updated: the synchronous-thread-pinning test
replaced by Load_ExecutesLoaderOnWorkerThread which asserts the
loader runs on a different thread; Load_FollowedByDrain now supplies
a stubMesh so the worker can produce Loaded (not Failed) results.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:32:35 +02:00
Erik
a0741bd13a feat(A.5 T8): WorldEntity AABB cache + dirty flag
Adds AabbMin/AabbMax (per-entity world-space bounding box) and AabbDirty
flag to WorldEntity. RefreshAabb() recomputes the box from Position ±5 m
(DefaultAabbRadius). SetPosition() writes Position and marks the cache
dirty so the dispatcher calls RefreshAabb on first read rather than
carrying stale bounds.

AabbDirty defaults to true on construction — freshly-built entities have
zero AabbMin/AabbMax until RefreshAabb is called. Two new conformance tests
verify the ±5 m geometry and the dirty/clean state machine.

Per Phase A.5 spec §4.6 Change #2.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:54:25 +02:00
Erik
295bce9bb2 feat(A.5 T7): LandblockStreamResult.Loaded.Tier+MeshData; Promoted variant
Extends the Loaded result record with a LandblockStreamTier discriminator
and a LandblockMeshData payload (default! stub — T13 wires the real
off-thread mesh build). Adds the Promoted variant for Far→Near upgrades
that only need the entity layer, not a mesh rebuild.

LandblockStreamer.HandleJob passes Tier.Near + default! MeshData at the
existing synchronous load site; StreamingControllerTests updated to
match the new positional signature.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:53:07 +02:00
Erik
1658882439 fix(A.5 T4-T6): bootstrap guard + dead enum + test cleanups
Code review on commits 7bcabab/fb6b61e/326b698 flagged 2 Important +
4 Minor issues. Apply all fixes:

Important:
- Two-tier RecenterTo + MarkResidentFromBootstrap now throw
  InvalidOperationException on misuse — calling RecenterTo before the
  bootstrap silently emitted the entire window as fresh loads (no
  demotes/unloads since _tierResidence was empty), a correctness hazard
  that produced no exception. Calling MarkResidentFromBootstrap twice
  silently dropped accumulated tier state. Both now crash loudly via
  a _bootstrapped flag.
- Dropped TierResidence.None from the enum — never assigned, never
  checked; absence from the dictionary already encodes "not resident."

Minor:
- Renamed test: RecenterTo_FirstTick_* → ComputeFirstTickDiff_FirstTick_*
  (the test calls ComputeFirstTickDiff, not RecenterTo).
- Strengthened RecenterTo_PlayerWalks_NullToFar_* with assertions for
  ToPromote.Count==3 (the x=102 column promoting Far→Near) and
  ToUnload.Empty (everything within hysteresis).
- Replaced System.Math.Abs with Math.Abs in new code to match the
  file's existing `using System;` convention.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:49:35 +02:00
Erik
326b698161 test(A.5 T6): StreamingRegion transitions + hysteresis + oscillation coverage
Adds 5 tests to StreamingRegionTwoTierTests covering all tier-transition paths:
- FarToNear promote (walk 2 east from initial center)
- NullToNear teleport (loads 9 near + 40 far for a fully fresh region)
- NearToFar demote only after NearRadius+2 hysteresis threshold
- FarToNull unload only after FarRadius+2 hysteresis threshold
- oscillation no-thrash: bouncing 1 LB across a near boundary fires 0 demotes
  and at most 5 promotes total (one initial settle of the x=100 near-column)

Oscillation test fix: initialise the region at the oscillation midpoint
(103,100) rather than at a distant starting center (100,100) so the
initial move into the oscillation range doesn't itself trigger legitimate
demotes, isolating the no-thrash invariant.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:39:16 +02:00
Erik
fb6b61e8ef feat(A.5 T5): StreamingRegion two-tier RecenterTo + TierResidence tracking
Adds TierResidence enum (None/Far/Near), _tierResidence dictionary seeded
by MarkResidentFromBootstrap, and the canonical two-tier RecenterTo overload
returning TwoTierDiff. Pass 1 walks the new far window and emits ToLoadFar /
ToLoadNear / ToPromote; Pass 2 walks prior residents and emits ToDemote /
ToUnload using Chebyshev hysteresis thresholds (NearRadius+2 / FarRadius+2).
EncodeLandblockIdForTest exposes the encoding rule to test assemblies.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:36:20 +02:00
Erik
7bcababf82 feat(A.5 T4): StreamingRegion ComputeFirstTickDiff
Adds the first-tick bootstrap diff: ToLoadNear for the (2*near+1)^2 inner
window, ToLoadFar for the outer annulus up to FarRadius. Uses Chebyshev
distance, matching existing Recenter convention.

Also renames the single-tier RecenterTo → RecenterToSingleTier to free
the canonical name for the upcoming two-tier overload (T5). Updates
StreamingRegionTests and StreamingController to call the renamed method.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:34:55 +02:00
Erik
378f32ac7a fix(A.5 T3): pin Radius==FarRadius invariant in two-tier ctor test
Code review on commit 7fd9c82 flagged that the test asserted NearRadius,
FarRadius, CenterX, CenterY but not the load-bearing alias
Radius == FarRadius. That alias is what makes the existing hysteresis
math (Radius+2 unload threshold) correctly target the far-tier boundary.
Future typos would silently break far-tier hysteresis.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:30:30 +02:00
Erik
7fd9c82954 test(A.5 T3): StreamingRegion two-radius constructor
Add NearRadius/FarRadius properties and a four-arg constructor
(centerX, centerY, nearRadius, farRadius). Radius is set to farRadius
so existing hysteresis math (unload threshold = Radius+2) uses the
outer ring as the bookkeeping boundary. Old three-arg constructor
becomes a thin wrapper: this(cx, cy, radius, radius) — no behaviour
change, 25 pre-existing streaming tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:27:50 +02:00
Erik
4ed79207a6 fix(N.5b T7): tighten conformance sample upper bound to 191.975f
Code review identified a latent false-positive flake risk: physics
path clamps fx = localX/24 to (CellsPerSide - 0.001f) = 7.999, which
corresponds to localX <= 191.976. With samples up to 191.999f,
physics computes Z at the clamped position while the mesh sampler
uses the actual position — a difference of up to 23 mm at the upper
edge, which on a steep slope would falsely trip the 1 mm sentinel.

Tighten upper bound to 191.975f (strictly below the clamp boundary)
so both oracles compute Z at the same (cellX, tx). Also restored the
"worst-case from SplitFormulaDivergenceTest" inline comment for
landblock 0x4D96 per code review suggestion #3.

Test still passes: 10/10 landblocks, 1000 samples, max |delta|
= 0.0153 mm (previously 0.0305 mm — confirms the prior worst-case
was indeed at the boundary).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:59:01 +02:00
Erik
e54d5ca2cf phase(N.5b) Task 7: TerrainModernConformanceTests
Z-conformance sentinel for issue #51's bug class. Sweeps 10
representative landblocks x 100 sample points (uniform random in
local 0..192 with fixed seed 42). For each point: compute meshTriZ
via barycentric interpolation in the matching triangle of the
LandblockMesh.Build output; compute physicsZ via
TerrainSurface.SampleZFromHeightmap; assert |delta| < 0.001m.

Catches any silent formula or vertex-layout drift between the
visual and physics paths. Skips gracefully if ACDREAM_DAT_DIR
isn't set (CI without dat data).

Local run with dat data: 10/10 landblocks loaded, 1000 samples,
max |delta| = 0.0305 mm (worst case: Direlands 0xC040).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:49:15 +02:00
Erik
ba852993e9 phase(N.5b) Task 2: TerrainSlotAllocator + tests
Pure-CPU slot allocator for the terrain modern dispatcher's global
VBO/EBO. FIFO free-list + monotonic counter, mirroring WB's
TerrainRenderManager pattern. Caller (TerrainModernRenderer) handles
GPU buffer growth when Allocate sets needsGrow=true.

8 unit tests cover: fresh-allocator returns slot 0, sequential
allocs, free+alloc reuse, FIFO ordering, needsGrow signaling on
capacity overflow, GrowTo, LoadedCount tracking, and double-free
detection.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:44:51 +02:00
Erik
47f2cea1e8 test(N.5b): quantify WB vs retail terrain split formula divergence
Sweeps all (lbX, lbY, cellX, cellY) tuples for the full 255x255
landblock map (~4.16M cells) and reports both the raw enum-output
disagreement (50.02%) and the diagonal-actually-painted disagreement
(49.98%) between WB's CalculateSplitDirection and acdream's
TerrainBlending.CalculateSplitDirection (which retail uses per
CLandBlockStruct::ConstructPolygons at retail addr 00531d10).

The two formulas behave like independent random hashes. Adopting
WB's pipeline wholesale would mis-render ~half the diagonals on
every landblock (Holtburg 0xA9B0: 29/64 cells = 45.3% wrong). This
data is the foundation for N.5b's Path A vs B vs C decision (kills
Path A).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:22:50 +02:00
Erik
dcae2b6b94 phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted
Final cross-cutting review of N.5 found that Task 15's deletion of
mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned —
ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with
no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still
works" claim was inaccurate.

Resolution: formal retirement of the legacy renderer path within N.5
instead of deferring to N.6.

Deleted:
- src/AcDream.App/Rendering/InstancedMeshRenderer.cs
- src/AcDream.App/Rendering/StaticMeshRenderer.cs
- src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs

GameWindow simplified — capability detection is unconditional, missing
bindless throws NotSupportedException with a clear message at startup.
WbDrawDispatcher + mesh_modern shader load are mandatory after init.
No escape hatch.

GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on
AddLandblock/RemoveLandblock removed; adapter calls are unconditional
when the adapter is non-null.

PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable
static ctor removed (flag is gone; adapter calls are unconditional).

The ApplyLoadedTerrain physics-data loop was also simplified: the
EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone;
_pendingCellMeshes is now explicitly cleared to prevent unbounded
accumulation (the worker thread still populates it, but WB handles
EnvCell geometry through its own pipeline).

Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment
section added. Roadmap updated (N.5 ships with retirement; N.6 scope
narrowed to perf-only). CLAUDE.md "WB integration cribs" updated.
Perf baseline doc updated. WbDrawDispatcher class summary docstring
corrected to describe the as-shipped SSBO + multi-draw-indirect path.
ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7).

Bindless support is now a hard requirement. Modern desktop GPUs
universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters;
if a user hits the NotSupportedException, that's a real bug report
worth investigating, not a silent fallback.

Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:01:36 +02:00
Erik
cfe1ca3151 phase(N.5) Task 11: translucency partition contract test
Locks in Decision 2 (Opaque + ClipMap → opaque indirect; AlphaBlend +
Additive + InvAlpha → transparent indirect). Catches future refactors
that drift the partition — silent visual regression otherwise (groups
rendered in the wrong pass with the wrong blend state).

Adds public static IsOpaquePublic shim on WbDrawDispatcher; the
underlying IsOpaque stays private.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:53:36 +02:00
Erik
b163c53622 phase(N.5) Task 9 fixup: layout assertion + DrawCommandStride const
Code quality review caught:
- sizeofDEIC was a local; promoted to public const DrawCommandStride
  so tests can reference it symbolically.
- BatchDataPublic layout invariant (size + field offsets) wasn't
  asserted in tests. Added BatchDataPublic_LayoutMatchesPrivateBatchData
  + DrawCommandStride_MatchesStructSize tests to gate Task 10's
  MemoryMarshal.Cast<BatchData, BatchDataPublic> safety.
- Plan doc updated: BatchDataPublic spec was Pack=4 (wrong — must
  match private BatchData's Pack=8 for the cast to work). Implementation
  was already correct; plan now matches.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:42:49 +02:00
Erik
9a7a250b62 phase(N.5) Task 9: BuildIndirectArrays — CPU layout for indirect dispatch
Pure CPU helper that lays out a group list into a contiguous indirect
buffer (DrawElementsIndirectCommand[]) and parallel BatchData[] —
opaque section first, transparent section second. Returns counts +
byte offset for the transparent section.

Tests cover: spec §5 walk-through layout; empty group list edge case;
ClipMap classification (treated as opaque, not transparent).

Static + public so tests can exercise without a GL context. Task 10
wires it into the rewritten Draw() method.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:38:22 +02:00
Erik
0d96716825 phase(N.5) Task 3: TextureCache bindless GetOrUpload + parallel cache
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>
2026-05-08 19:53:10 +02:00
Erik
01cff4144f phase(N.4) Tasks 22+23: WbDrawDispatcher + surface metadata side-table
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>
2026-05-08 15:30:33 +02:00
Erik
c02c307bee phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content
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>
2026-05-08 14:46:34 +02:00
Erik
ce72c574e9 phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts
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>
2026-05-08 14:37:09 +02:00
Erik
bf53cb4fce phase(N.4): WbMeshAdapter.Tick — drain WB pipeline queues per frame
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>
2026-05-08 14:24:32 +02:00
Erik
f4f0101d2c phase(N.4) Task 14: pending-spawn list integration test
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>
2026-05-08 14:02:30 +02:00
Erik
669768d9da phase(N.4) Task 11: LandblockSpawnAdapter (atlas-tier ref-count bridge)
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>
2026-05-08 13:53:38 +02:00
Erik
4ad7a985cf phase(N.4) Task 9: real WB pipeline bring-up + InstancedMeshRenderer routing
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>
2026-05-08 13:31:30 +02:00
Erik
1030c69b3c phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface
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>
2026-05-08 13:18:50 +02:00
Erik
ed73fc5040 test(N.4): conformance tests for mesh extraction + setup flatten
Mesh extraction (4 tests): quad output, double-sided via Stippling.Both,
double-sided via SidesType=Clockwise (AC's NoNeg-clear convention),
NoPos-only emission. Pins GfxObjMesh.Build's behavior.

Setup flatten (5 tests): identity (no frames), Default frame, Resting
beats Default, motion override beats Resting, DefaultScale per part.
Pins SetupMesh.Flatten's placement-frame fallback chain.

These run BEFORE substitution per N.1/N.3 pattern — they prove
equivalence, not test the substitution.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:14:36 +02:00
Erik
46deed6019 phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
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>
2026-05-08 13:08:56 +02:00
Erik
d467c4cf24 test(N.3): update SurfaceDecoderTests to match isAdditive split
Decode_A8_ExpandsSingleByteToRgbaWithAlphaInAllChannels renamed to
Decode_A8_NonAdditive_ProducesWhitePlusAlpha with updated expectations
(R=G=B=255, A=val) matching the new default isAdditive:false WB semantics.

Decode_CustomLscapeAlpha_TreatedIdenticallyToA8 updated to the same
non-additive expectation (255,255,255,val).

New test Decode_A8_Additive_ReplicatesByteToAllChannels documents the
isAdditive:true path (R=G=B=A=val) used by TerrainAtlas alpha maps.

8 pre-existing failures unchanged. 883 pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 11:34:32 +02:00
Erik
2a491c6f92 test(N.3): conformance tests proving WB TextureHelpers matches our decode
Nine tests covering INDEX16 (normal + clipmap), P8, A8R8G8B8, R8G8B8,
A8Additive (matches our current DecodeA8), A8 non-additive (documents
the divergence), R5G6B5, A4R4G4B4. All run before any substitution --
they prove equivalence, not test the substitution.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 11:27:39 +02:00
Erik
b0ec6deb50 phase(N.1): delete legacy scenery code path; WB is the only path
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>
2026-05-08 10:37:55 +02:00
Erik
4bfcb2b190 phase(N.1): per-helper conformance tests for WB substitutions (rotation excluded)
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>
2026-05-08 09:53:00 +02:00
Erik
26cf2b84e7 phase(N.1): add LandBlock → TerrainEntry[] adapter
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>
2026-05-08 09:11:59 +02:00
Erik
833d167ebc fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope
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>
2026-05-07 21:15:11 +02:00
Erik
a4693954d8 fix(scenery): #48 unify scenery Z with physics-path triangle picker
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>
2026-05-07 14:30:25 +02:00
Erik
71b1622293 fix(camera): #38 render-interpolate player motion
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>
2026-05-06 17:53:34 +02:00
Erik
0bd9b9693b fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes
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>
2026-05-06 16:46:23 +02:00