// ClipFrame.cs // // Phase U.3: the GPU-side container + uploader for the SHARED per-frame clip // data consumed by mesh_modern.vert (SSBO binding=2) and terrain_modern.vert // (UBO binding=2). This is the "shared" half of the U.3 clip mechanism; the // per-instance slot index buffer (SSBO binding=3) is PER-RENDERER and owned by // each renderer (WbDrawDispatcher / EnvCellRenderer), parallel to its instance // buffer — it is NOT here. // // === The contract (both shader sides obey) =================================== // binding=2 mesh SSBO holds an array of CellClip, one per "slot": // struct CellClip { uint count; uint _p0; uint _p1; uint _p2; vec4 planes[8]; }; // std430 layout: count at byte 0, three pad uints at 4/8/12, planes[8] at 16 // (vec4 stride 16) → 144 bytes per slot. Slot 0 is RESERVED = no-clip (count 0). // binding=2 terrain UBO holds the single OutsideView region: // layout(std140) { int uTerrainClipCount; vec4 uTerrainClipPlanes[8]; }; // std140 layout: count at byte 0 (padded to 16), planes[8] at 16 → 144 bytes. // // In U.3 a ClipFrame is built via NoClip(): one slot (slot 0, count 0) and a // terrain count of 0. Everything renders exactly as before. U.4 populates real // slots from a PortalVisibilityFrame (one CellClip per visible cell) and sets the // terrain OutsideView planes, then points each renderer's per-instance slot // buffer at the right slots. // // Pure CPU byte-packing + a thin GL upload. NO GL types appear except in // UploadShared. The byte layout is asserted by ClipFrameLayoutTests so a silent // std430/std140 drift can't reach the GPU. using System; using System.Collections.Generic; using System.Numerics; using Silk.NET.OpenGL; namespace AcDream.App.Rendering; /// /// Per-frame container + uploader for the SHARED clip data: the binding=2 mesh /// SSBO (one CellClip per slot, slot 0 reserved no-clip) and the binding=2 /// terrain UBO (the single OutsideView region). See the file header for the exact /// std430 / std140 byte layout. Per-instance slot buffers (binding=3) are owned by /// each renderer, not here. /// public sealed class ClipFrame : IDisposable { // ---- Layout constants (mirror mesh_modern.vert + terrain_modern.vert) ---- /// Max planes per clip region — matches the shader's planes[8] /// and GL's guaranteed GL_MAX_CLIP_DISTANCES >= 8. public const int MaxPlanes = 8; /// std430 stride of one CellClip: 16 (count + 3 pad uints) + /// 8 × 16 (vec4 planes) = 144 bytes. public const int CellClipStrideBytes = 16 + MaxPlanes * 16; // 144 /// Byte offset of planes[0] within a CellClip (after the /// count + 3 pad uints). public const int CellClipPlanesOffset = 16; /// std140 size of the terrain UBO block: int count padded to 16, then /// 8 × 16 (vec4 planes) = 144 bytes. Same number as the SSBO stride by /// coincidence of the 16-byte vec4 rule, but a DIFFERENT layout family. public const int TerrainUboBytes = 16 + MaxPlanes * 16; // 144 /// SSBO binding index for the shared per-cell clip regions /// (mesh_modern.vert binding=2). public const uint MeshClipSsboBinding = 2; /// UBO binding index for the terrain OutsideView clip region /// (terrain_modern.vert binding=2). UBO namespace — distinct from the SSBO /// binding=2 above. public const uint TerrainClipUboBinding = 2; // ---- CPU-side state ------------------------------------------------------ // Packed std430 bytes for clipRegions[]. Always holds at least slot 0. private byte[] _regionBytes; private int _slotCount; // Packed std140 bytes for the terrain UBO (always TerrainUboBytes long). private readonly byte[] _terrainBytes = new byte[TerrainUboBytes]; // ---- GL-side state (lazily created on first UploadShared) ---------------- private uint _regionSsbo; private uint _terrainUbo; private bool _glInitialized; private bool _disposed; // GL reference captured on the first UploadShared so Dispose can delete the two // buffers. ClipFrame is long-lived in U.3 (GameWindow holds one via ??= NoClip() // and reuses it every frame), so we DO own buffer teardown — see Dispose. private GL? _gl; private ClipFrame(byte[] regionBytes, int slotCount) { _regionBytes = regionBytes; _slotCount = slotCount; // Terrain defaults to count 0 (ungated). _terrainBytes is already all // zeros, which encodes count=0 + zeroed (unused) planes. } /// /// The U.3 default frame: exactly slot 0 (no-clip, count 0) and a terrain /// count of 0. The whole scene renders ungated — identical to pre-U.3. U.4 /// replaces this with a frame built from real portal visibility. /// public static ClipFrame NoClip() { // One slot, all zeros: count=0 ⇒ shader passes every plane. var bytes = new byte[CellClipStrideBytes]; return new ClipFrame(bytes, slotCount: 1); } /// Number of clip slots currently packed (always >= 1 — slot 0 is /// the reserved no-clip slot). public int SlotCount => _slotCount; /// /// Phase U.4: reset this frame back to the NoClip state — exactly slot 0 /// (no-clip, count 0) and a terrain count of 0 — WITHOUT allocating a new /// frame or new GL buffers. The single long-lived _clipFrame in /// GameWindow is reset + re-packed every frame by , /// then re-uploaded via (which reuses the same SSBO / /// UBO ids). This keeps the per-frame cost at one BufferData per buffer instead /// of leaking a fresh pair of GL buffers each frame. /// public void Reset() { // Slot 0 = no-clip (count 0). Zero just the slot-0 region; the tail beyond // _slotCount is never uploaded, so it needn't be cleared. AppendSlot writes // each new slot's count + planes in full, so stale bytes there are // overwritten before they can be uploaded. if (_regionBytes.Length < CellClipStrideBytes) EnsureRegionCapacity(CellClipStrideBytes); Array.Clear(_regionBytes, 0, CellClipStrideBytes); _slotCount = 1; // Terrain back to count 0 (ungated) until SetTerrainClip is called again. Array.Clear(_terrainBytes); } /// The shared mesh-clip SSBO id, or 0 before the first /// . Renderers may bind this directly if they don't /// receive it via a parameter; already binds it to /// . public uint RegionSsbo => _regionSsbo; /// The terrain-clip UBO id, or 0 before the first /// . Handed to /// so it can re-bind binding=2 (UBO namespace) before its draw. public uint TerrainUbo => _terrainUbo; /// /// Append one clip region (becomes the next slot index) from a /// . Only the convex-plane case is supported in /// U.3 — Count > 0 packs that many planes; Count == 0 packs a /// no-clip region (pass-all). The scissor / nothing-visible fallbacks that /// can carry are deferred to U.4 (which will draw /// the AABB box or skip the cell on the CPU side, not via this slot). Returns /// the new slot's index. /// public int AppendSlot(ClipPlaneSet set) { int count = Math.Min(set.Count, MaxPlanes); if (count == 0) return AppendSlot(ReadOnlySpan.Empty); Span planes = stackalloc Vector4[count]; for (int i = 0; i < count; i++) planes[i] = set.Planes[i]; return AppendSlot(planes); } /// /// Append one clip region from a raw plane list. /// length 0 packs a no-clip (pass-all) region; otherwise up to /// planes are packed (extras ignored). Each plane is /// (nx, ny, 0, dw) in clip space; a clip-space vertex is inside iff /// dot(plane, gl_Position) >= 0 for every plane. Returns the new /// slot index. /// public int AppendSlot(ReadOnlySpan planes) { int count = Math.Min(planes.Length, MaxPlanes); int slot = _slotCount; int byteOffset = slot * CellClipStrideBytes; EnsureRegionCapacity(byteOffset + CellClipStrideBytes); // count (uint) at byteOffset; the 3 pad uints stay zero. WriteUInt(_regionBytes, byteOffset, (uint)count); for (int i = 0; i < count; i++) { int po = byteOffset + CellClipPlanesOffset + i * 16; WriteVec4(_regionBytes, po, planes[i]); } _slotCount++; return slot; } /// /// Set the terrain OutsideView clip region (the single region the terrain /// shader gates against). length 0 ungates terrain /// (count 0). U.3 callers never touch this — leaves it /// at count 0. U.4 calls it with the OutsideView planes. /// public void SetTerrainClip(ReadOnlySpan planes) { int count = Math.Min(planes.Length, MaxPlanes); Array.Clear(_terrainBytes); WriteInt(_terrainBytes, 0, count); for (int i = 0; i < count; i++) WriteVec4(_terrainBytes, CellClipPlanesOffset + i * 16, planes[i]); } /// /// Upload the shared mesh-clip SSBO (binding=2) and the terrain-clip UBO /// (binding=2, UBO namespace) and bind both to their binding points. Idempotent /// to call once per frame. Creates the GL buffers lazily on first call. /// public unsafe void UploadShared(GL gl) { ArgumentNullException.ThrowIfNull(gl); ObjectDisposedException.ThrowIf(_disposed, this); if (!_glInitialized) { _gl = gl; // captured for Dispose (single context for the frame's lifetime) _regionSsbo = gl.GenBuffer(); _terrainUbo = gl.GenBuffer(); _glInitialized = true; } int regionByteCount = _slotCount * CellClipStrideBytes; gl.BindBuffer(BufferTargetARB.ShaderStorageBuffer, _regionSsbo); fixed (byte* p = _regionBytes) { gl.BufferData(BufferTargetARB.ShaderStorageBuffer, (nuint)regionByteCount, p, BufferUsageARB.DynamicDraw); } gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, MeshClipSsboBinding, _regionSsbo); gl.BindBuffer(BufferTargetARB.UniformBuffer, _terrainUbo); fixed (byte* p = _terrainBytes) { gl.BufferData(BufferTargetARB.UniformBuffer, (nuint)TerrainUboBytes, p, BufferUsageARB.DynamicDraw); } gl.BindBufferBase(BufferTargetARB.UniformBuffer, TerrainClipUboBinding, _terrainUbo); } public void Dispose() { if (_disposed) return; _disposed = true; // ClipFrame is long-lived in U.3 (GameWindow holds one via ??= NoClip() and // reuses it every frame), so we own the two GL buffers and delete them here. // _glInitialized guards the case where UploadShared never ran (no buffers to // delete, and _gl was never captured). if (_glInitialized && _gl is not null) { _gl.DeleteBuffer(_regionSsbo); _gl.DeleteBuffer(_terrainUbo); _regionSsbo = 0; _terrainUbo = 0; } } // ---- byte helpers (little-endian; matches x86/x64 GPU upload) ------------ private void EnsureRegionCapacity(int requiredBytes) { if (_regionBytes.Length >= requiredBytes) return; int newLen = Math.Max(requiredBytes, _regionBytes.Length * 2); Array.Resize(ref _regionBytes, newLen); } private static void WriteUInt(byte[] dst, int offset, uint value) { dst[offset + 0] = (byte)(value & 0xFF); dst[offset + 1] = (byte)((value >> 8) & 0xFF); dst[offset + 2] = (byte)((value >> 16) & 0xFF); dst[offset + 3] = (byte)((value >> 24) & 0xFF); } private static void WriteInt(byte[] dst, int offset, int value) => WriteUInt(dst, offset, unchecked((uint)value)); private static void WriteVec4(byte[] dst, int offset, Vector4 v) { WriteFloat(dst, offset + 0, v.X); WriteFloat(dst, offset + 4, v.Y); WriteFloat(dst, offset + 8, v.Z); WriteFloat(dst, offset + 12, v.W); } private static void WriteFloat(byte[] dst, int offset, float value) { uint bits = BitConverter.SingleToUInt32Bits(value); WriteUInt(dst, offset, bits); } // ---- Test seams ---------------------------------------------------------- /// Test seam: the packed std430 region bytes (slot 0..SlotCount-1). /// Read-only snapshot used by ClipFrameLayoutTests to assert the byte layout. internal ReadOnlySpan RegionBytesForTest => _regionBytes.AsSpan(0, _slotCount * CellClipStrideBytes); /// Test seam: the packed std140 terrain UBO bytes. internal ReadOnlySpan TerrainBytesForTest => _terrainBytes; }