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4 commits

Author SHA1 Message Date
Erik
e40159f4d6 fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset)
Three root causes regressed the Holtburg lifestone since the WB rendering
migration (Phase N.5 retirement amendment, commit dcae2b6, 2026-05-08).
All confirmed via temporary [LIFESTONE-DIAG] instrumentation and visually
verified by the user through the +Acdream test character.

1. **Alpha-test discard** in mesh_modern.frag transparent pass killed
   high-α pixels of dat-flagged transparent surfaces. Native AC
   transparent surfaces routinely include effectively-opaque pixels —
   e.g. the lifestone crystal core (surface 0x080011DE) — that compose
   correctly under (SrcAlpha, 1-SrcAlpha) blending. The original N.5
   §2 rationale ("high-α belongs in opaque pass") doesn't hold for
   surfaces flagged transparent at the dat level: those pixels can't
   reach the opaque pass at all. Fix: remove `α >= 0.95 discard` from
   the transparent pass, keep `α < 0.05 discard` as a fragment-cost
   optimization (skip totally-empty pixels).

2. **Cull state** for the transparent pass was unset by
   WbDrawDispatcher after the N.5 retirement amendment deleted
   StaticMeshRenderer.cs (which had the Phase 9.2 setup at commit
   6f1971a, 2026-04-11). Closed-shell translucents — lifestone crystal,
   glow gems — need GL_CULL_FACE + GL_BACK + GL_CCW in the transparent
   pass; otherwise back faces composite over front faces in iteration
   order under DepthMask(false). Fix: re-establish Phase 9.2's exact
   GL state setup at the top of Phase 8.

3. **uDrawIDOffset uniform** was missing from mesh_modern.vert.
   gl_DrawIDARB resets to 0 at the start of each
   glMultiDrawElementsIndirect call, so the transparent pass — which
   begins later in the indirect buffer — was fetching
   Batches[0..transparentCount) instead of its actual section at
   Batches[opaqueCount..end). The lifestone crystal ended up reading
   the FIRST OPAQUE batch's TextureHandle every frame; as the camera
   moved and the front-to-back opaque sort reordered which group
   landed at BatchData[0], the crystal's apparent texture flickered to
   whatever sat first — typically the player character's body parts.
   Fix: add `uniform int uDrawIDOffset` to the vertex shader, change
   Batches[gl_DrawIDARB] → Batches[uDrawIDOffset + gl_DrawIDARB], and
   set the uniform per-pass in WbDrawDispatcher (0 for opaque,
   _opaqueDrawCount for transparent). Mirrors WorldBuilder's
   BaseObjectRenderManager.cs line 845.

Tests: 1688/1696 passing (8 pre-existing physics/input failures
unchanged). N.5b conformance sentinel 94/94 clean.

Visual: Holtburg lifestone now renders with the spinning blue crystal
correctly composed over the pedestal. Other transparent content (glass,
particle effects, NPC clothing) is unaffected — the same uniform fix
applies globally and is correct for all transparent draws.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 15:49:05 +02:00
Erik
26b2871b10 feat(A.5 T20): MSAA 4x + alpha-to-coverage on foliage
Per Phase A.5 spec §4.9.2: ClipMap foliage uses binary alpha-cutoff.
At N₂=12 horizon distance the pixel-stepped silhouettes are visible.
A2C with MSAA 4x produces smooth retail-faithful tree edges.

GL context now requests Samples=4. WbDrawDispatcher's opaque pass
toggles GL_SAMPLE_ALPHA_TO_COVERAGE on/off around the multi-draw
indirect call. mesh_modern.frag's opaque pass now discards only
truly-empty (α<0.05) so the GPU derives sample mask from coverage;
transparent pass boundary logic is unchanged.

MSAA audit: no custom FBOs found — all rendering uses default
framebuffer. Sky/particles/ImGui are all MSAA-compatible.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:25:59 +02:00
Erik
166af9a53e phase(N.5) Task 5 fixup: shader doc + extension cleanup
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>
2026-05-08 20:11:03 +02:00
Erik
aad2aa67da phase(N.5) Task 5: mesh_modern.vert + .frag — bindless + SSBO + indirect
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>
2026-05-08 20:05:35 +02:00