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6 commits

Author SHA1 Message Date
Erik
f8d0499d8b feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load
LoadedCell.BuildingId (init + internal setter) — set exactly once at
    landblock load time by BuildingLoader; null when the cell isn't
    part of any building (outdoor surface cells; dungeon cells not
    enumerated in LandBlockInfo.Buildings).

  GameWindow landblock-load path: builds BuildingRegistry from
    LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
    registry on _buildingRegistries[landblockId] (GameWindow-level dict)
    for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
    (a sealed record) — adding an App-type field there would violate
    Code Structure Rule #2, so the registry is stored in a new
    GameWindow-level dictionary instead. Cleanup wired in both
    removeTerrain lambdas (OnLoad + OnResize paths).

  drainedCells dict: the existing _pendingCells drain loop is extended
    to also build a local CellId→LoadedCell dict; BuildingLoader.Build
    uses this dict for the stamping pass so no second iteration is needed.

  New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
  tests total (4 from RR3 + 1 new).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:13:48 +02:00
Erik
fef6c619a9 Revert "feat(render): Phase A8 — wire stencil pipeline into render frame"
This reverts commit 41c2e67cd8.
2026-05-26 09:38:37 +02:00
Erik
41c2e67cd8 feat(render): Phase A8 — wire stencil pipeline into render frame
Replaces the pre-A8 "terrain-always + depth-clear-when-inside" pattern
with WB's stencil-aware ordering when cameraInsideCell:

  1. Upload portal triangle mesh from VisibleCellIds → LoadedCell.
  2. Draw indoor entities (EntitySet.IndoorOnly) — stencil OFF.
  3. Mark portal stencil + punch far depth (MarkAndPunch).
  4. Draw terrain — stencil-gated to portal silhouettes.
  5. Draw outdoor entities (EntitySet.OutdoorOnly) — stencil-gated.
  6. DisableStencil before particles/weather/UI.

Outdoor path unchanged (EntitySet.All, no stencil work).

Adds CellVisibility.TryGetCell(uint) for the VisibleCellIds → LoadedCell
materialization. Removes the now-redundant DepthBufferBit Clear that
was the old approximation.

Retail oracle: PView::DrawCells at
acclient_2013_pseudo_c.txt:432709 ("outside_view.view_count > 0" gate).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:29:45 +02:00
Erik
fee878f292 feat(render): Phase A8 — LoadedCell.PortalPolygons field
First slice of the indoor-cell visibility culling pipeline (#78). Adds
PortalPolygons: List<Vector3[]> to LoadedCell, parallel-indexed to the
existing Portals + ClipPlanes lists. Empty arrays for portals whose
polygon could not be resolved. Field is populated in Task 2.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:39:31 +02:00
Erik
1024ba34e0 fix(lighting): trigger indoor ambient on PLAYER cell, not camera cell
User report: third-person chase camera enters interiors before the
player body does, so the camera-based cameraInsideCell flag was
flipping the scene to indoor lighting prematurely (ambient drops to
0.2 white before the player has actually crossed the doorway).

Retail keys lighting off the PLAYER's cell. CellManager::ChangePosition
@ 0x004559B0 reads CObjCell::seen_outside on the player's current
cell — never on the camera. Match that semantics.

- CellVisibility.IsInsideAnyCell(Vector3): new non-caching brute-force
  scan that's safe to call alongside ComputeVisibility(cameraPos)
  without thrashing the camera cell cache.
- GameWindow render loop: derive playerInsideCell from the player's
  Position when in player mode, otherwise fall back to cameraInsideCell
  (orbit/fly debug camera).
- UpdateSunFromSky now takes playerInsideCell. The sky-render and
  depth-buffer-clear decisions still use cameraInsideCell — those are
  legitimately camera-POV concerns.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 10:38:48 +02:00
Erik
cffc3ee343 feat(render): portal-based EnvCell visibility (Step 4)
Port ACME's EnvCellManager portal visibility system:

- New CellVisibility class: BFS portal traversal from camera cell,
  portal-side clip-plane test, FindCameraCell with grace period
- LoadedCell data populated during streaming (portals, clip planes,
  world/inverse transforms, local AABB from CellStruct vertices)
- WorldEntity.ParentCellId tags interior entities for filtering
- InstancedMeshRenderer.Draw accepts optional visibleCellIds set —
  interior entities whose parent cell isn't visible are skipped
- Conditional depth clear between terrain and static mesh when
  camera is inside a cell (ACME GameScene.cs pattern)

When camera is outdoors, all interiors render (visibleCellIds=null).
When camera enters a building, only BFS-reachable cells render.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 22:20:52 +02:00