using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering.Wb;
using AcDream.Core.World;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
///
/// App-layer port of the retail indoor render orchestration:
/// SmartBox::RenderNormalMode -> RenderDeviceD3D::DrawInside ->
/// PView::DrawInside -> ConstructView -> DrawCells.
///
public sealed class RetailPViewRenderer
{
private readonly GL _gl;
private readonly ClipFrame _clipFrame;
private readonly EnvCellRenderer _envCells;
private readonly WbDrawDispatcher _entities;
private static readonly ClipViewSlice NoClipSlice =
new(0, new Vector4(-1f, -1f, 1f, 1f), Array.Empty());
private readonly HashSet _oneCell = new(1);
private readonly Dictionary _oneCellSlot = new(1);
// R-A2: per-building flood grouping, reused across frames (inner lists cleared each frame).
private readonly Dictionary> _buildingGroups = new();
private const float OutdoorBuildingSeedDistance = 48f;
public RetailPViewRenderer(
GL gl,
ClipFrame clipFrame,
EnvCellRenderer envCells,
WbDrawDispatcher entities)
{
_gl = gl;
_clipFrame = clipFrame;
_envCells = envCells;
_entities = entities;
}
public RetailPViewFrameResult DrawInside(RetailPViewDrawContext ctx)
{
ArgumentNullException.ThrowIfNull(ctx);
var pvFrame = PortalVisibilityBuilder.Build(
ctx.RootCell,
ctx.ViewerEyePos,
ctx.CellLookup,
ctx.ViewProjection);
// R-A2: outdoor root — flood each nearby building SEPARATELY from its own entrance and merge
// the small (~2-cell) per-building views into the frame. Retail reaches building interiors via
// the terrain BSP -> DrawPortal -> ConstructView(CBldPortal) (decomp:326881/433895/433827); the
// land root itself has no portals (it floods nothing into buildings). Per-building seeding is
// robust to the eye's ~36 µm rest jitter where the pre-R-A2 single reverse-portal flood
// oscillated as the chase eye grazed a doorway (the indoor flap).
if (ctx.RootCell.IsOutdoorNode && ctx.NearbyBuildingCells is not null)
MergeNearbyBuildingFloods(ctx, pvFrame);
var clipAssembly = ClipFrameAssembler.Assemble(_clipFrame, pvFrame);
UploadClipFrame(ctx.SetTerrainClipUbo);
// R1: draw EVERY visible cell (retail cell_draw_list), not only the cells the
// assembler handed a clip-slot. This feeds the Prepare filter + entity partition,
// so every visible cell's shell has a prepared batch and seals — killing the grey
// (the old clipAssembly.CellIdToSlot.Keys filter silently dropped slot-less cells).
// Per-slice trim still applies in DrawEnvCellShells (Task 4 makes it self-contained).
var drawableCells = new HashSet(pvFrame.OrderedVisibleCells);
UseIndoorMembershipOnlyRouting();
_envCells.PrepareRenderBatches(
ctx.ViewProjection,
ctx.CameraWorldPosition,
filter: drawableCells,
centerLbX: ctx.RenderCenterLbX,
centerLbY: ctx.RenderCenterLbY,
renderRadius: ctx.RenderRadius);
var partition = InteriorEntityPartition.Partition(drawableCells, ctx.LandblockEntries);
var result = new RetailPViewFrameResult
{
PortalFrame = pvFrame,
ClipAssembly = clipAssembly,
DrawableCells = drawableCells,
Partition = partition,
};
ctx.EmitDiagnostics?.Invoke(result);
DrawLandscapeThroughOutsideView(ctx, clipAssembly, partition);
UseIndoorMembershipOnlyRouting();
DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells);
// #113 fix scope (#114): GL-clip the shells only for the OUTDOOR root —
// the case the flood replay validated (tight, stable door-aperture
// regions) and the one that produced the phantom staircase. The first
// user gate (2026-06-11) showed INDOOR clip regions are not yet
// draw-quality (chopped stairs / vanishing inner walls at exits /
// see-through to neighbour rooms at the meeting hall) — indoor roots
// stay unclipped (yesterday's user-accepted state) until #114 brings
// the indoor regions to retail's pixel-exact crop.
DrawEnvCellShells(ctx, pvFrame, clipAssembly, drawableCells,
clipShells: ctx.RootCell.IsOutdoorNode);
DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition);
return result;
}
// R-A2: group the nearby building cells by BuildingId and run one per-building flood per group
// (retail's per-building ConstructView(CBldPortal)), merging each small view into the frame. The
// grouping dict is reused across frames; inner lists are cleared each frame so a building that left
// the near set simply contributes an empty (skipped) group.
private void MergeNearbyBuildingFloods(RetailPViewDrawContext ctx, PortalVisibilityFrame pvFrame)
{
foreach (var group in _buildingGroups.Values)
group.Clear();
foreach (var cell in ctx.NearbyBuildingCells!)
{
// R-A2 seam fix: a cell without a BuildingId (unstamped, or outdoor-adjacent with an exit
// portal) must STILL flood — the pre-R-A2 node flood reached it via a reverse portal, so
// dropping it (the original `continue`) left holes at building/terrain seams. Key it by its
// own CellId → a singleton per-entrance flood: a cell with an exit portal seeds from it, a
// cell with none contributes nothing (same as before). BuildingId/CellId key collisions are
// harmless — BuildFromExterior seeds each exit-portal cell in a group independently.
uint groupKey = cell.BuildingId ?? cell.CellId;
if (!_buildingGroups.TryGetValue(groupKey, out var group))
{
group = new List();
_buildingGroups[groupKey] = group;
}
group.Add(cell);
}
foreach (var group in _buildingGroups.Values)
{
if (group.Count == 0)
continue;
var buildingFrame = PortalVisibilityBuilder.ConstructViewBuilding(
group, ctx.ViewerEyePos, ctx.CellLookup, ctx.ViewProjection, OutdoorBuildingSeedDistance);
MergeBuildingFrame(pvFrame, buildingFrame);
}
}
// Append a per-building flood's cells + views into the frame. Each building cell belongs to exactly
// one building, so there is no cross-building overlap; ContainsKey is a safety dedup. OutsideView is
// NOT merged — the outdoor root already seeds full-screen terrain, and ConstructViewBuilding
// (BuildFromExterior) leaves OutsideView empty (it stops at exit portals once inside the building).
private static void MergeBuildingFrame(PortalVisibilityFrame target, PortalVisibilityFrame src)
{
foreach (uint cellId in src.OrderedVisibleCells)
{
if (target.CellViews.ContainsKey(cellId))
continue;
target.CellViews[cellId] = src.CellViews[cellId];
target.OrderedVisibleCells.Add(cellId);
}
}
public RetailPViewFrameResult? DrawPortal(RetailPViewPortalDrawContext ctx)
{
ArgumentNullException.ThrowIfNull(ctx);
var pvFrame = PortalVisibilityBuilder.BuildFromExterior(
ctx.CandidateCells,
ctx.ViewerEyePos,
ctx.CellLookup,
ctx.ViewProjection,
ctx.MaxSeedDistance);
if (pvFrame.OrderedVisibleCells.Count == 0)
{
RestoreNoClip(ctx.SetTerrainClipUbo);
return null;
}
var clipAssembly = ClipFrameAssembler.Assemble(_clipFrame, pvFrame);
UploadClipFrame(ctx.SetTerrainClipUbo);
var drawableCells = new HashSet(clipAssembly.CellIdToSlot.Keys);
UseIndoorMembershipOnlyRouting();
_envCells.PrepareRenderBatches(
ctx.ViewProjection,
ctx.CameraWorldPosition,
filter: drawableCells,
centerLbX: ctx.RenderCenterLbX,
centerLbY: ctx.RenderCenterLbY,
renderRadius: ctx.RenderRadius);
var partition = InteriorEntityPartition.Partition(drawableCells, ctx.LandblockEntries);
var result = new RetailPViewFrameResult
{
PortalFrame = pvFrame,
ClipAssembly = clipAssembly,
DrawableCells = drawableCells,
Partition = partition,
};
ctx.EmitDiagnostics?.Invoke(result);
DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells);
// DrawPortal is the from-outside look-in path — same validated outdoor
// regime as the outdoor root (see #114 scope note in DrawInside).
DrawEnvCellShells(ctx, pvFrame, clipAssembly, drawableCells, clipShells: true);
DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition);
RestoreNoClip(ctx.SetTerrainClipUbo);
return result;
}
private void DrawLandscapeThroughOutsideView(
RetailPViewDrawContext ctx,
ClipFrameAssembly clipAssembly,
InteriorEntityPartition.Result partition)
{
if (clipAssembly.OutsideViewSlices.Length == 0)
return;
int probeSliceIndex = 0;
foreach (var slice in clipAssembly.OutsideViewSlices)
{
_clipFrame.SetTerrainClip(slice.Planes);
UploadClipFrame(ctx.SetTerrainClipUbo);
_entities.SetClipRouting(clipAssembly.CellIdToSlot, slice.Slot, outdoorVisible: true);
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeClipRouteEnabled)
EmitClipRouteProbe(clipAssembly, slice, probeSliceIndex);
probeSliceIndex++;
ctx.DrawLandscapeSlice(new RetailPViewLandscapeSliceContext(slice, partition.Outdoor));
}
// BR-2: retail clears the FULL depth buffer ONCE between the outside
// stage and the interior stage (PView::DrawCells, Ghidra 0x005a4840 —
// Clear gated on portalsDrawnCount; the exact gate semantics is a plan
// open question, staged here as "any outside slice drawn"), then
// re-stamps every outside-leading portal's TRUE depth (the seals,
// DrawExitPortalMasks below). The old per-slice scissored AABB clear
// was the wrong shape (AABB ⊇ aperture polygon) and had no seal after
// it — the #108 mechanism.
if (clipAssembly.OutsideViewSlices.Length > 0)
ctx.ClearDepthForInterior?.Invoke();
UseIndoorMembershipOnlyRouting();
}
// §4 flap [clip-route] probe state (2026-06-10, throwaway): print-on-change signature +
// monotonic sequence so held-flap vs healthy frames diff cleanly in one capture.
private string? _lastClipRouteSig;
private long _clipRouteSeq;
private readonly List _clipRouteCellKeys = new();
// §4 flap apparatus (2026-06-10): the decisive probe between the surviving suspects
// (handoff 2026-06-09 §1). Emits the EXACT clip inputs the landscape pass draws under:
// the outside slice's slot + NDC AABB + planes (CPU side), the region-SSBO bytes decoded
// at that slot (what mesh_modern.vert reads for routed instances), the terrain-UBO head
// (what terrain/sky gate against), and the CellIdToSlot routing table. Fires AFTER
// SetTerrainClip + UploadClipFrame + SetClipRouting, BEFORE DrawLandscapeSlice — so the
// printed bytes are exactly what this slice's draws consume.
private void EmitClipRouteProbe(ClipFrameAssembly clipAssembly, ClipViewSlice slice, int sliceIndex)
{
var sb = new System.Text.StringBuilder(256);
sb.Append(System.FormattableString.Invariant(
$"slice={sliceIndex}/{clipAssembly.OutsideViewSlices.Length} slot={slice.Slot}"));
sb.Append(System.FormattableString.Invariant(
$" ndc=({slice.NdcAabb.X:F3},{slice.NdcAabb.Y:F3},{slice.NdcAabb.Z:F3},{slice.NdcAabb.W:F3})"));
sb.Append(System.FormattableString.Invariant($" planes={slice.Planes.Length}["));
for (int i = 0; i < slice.Planes.Length; i++)
{
var p = slice.Planes[i];
if (i > 0) sb.Append(' ');
sb.Append(System.FormattableString.Invariant($"({p.X:F3},{p.Y:F3},{p.Z:F3},{p.W:F3})"));
}
// CellIdToSlot sorted by cell id so dictionary enumeration order can't fake a change.
sb.Append("] cells={");
_clipRouteCellKeys.Clear();
foreach (uint key in clipAssembly.CellIdToSlot.Keys)
_clipRouteCellKeys.Add(key);
_clipRouteCellKeys.Sort();
for (int i = 0; i < _clipRouteCellKeys.Count; i++)
{
if (i > 0) sb.Append(',');
sb.Append(System.FormattableString.Invariant(
$"0x{_clipRouteCellKeys[i]:X8}:{clipAssembly.CellIdToSlot[_clipRouteCellKeys[i]]}"));
}
sb.Append('}');
// Region-SSBO content decoded at the routed slot, from the packed bytes UploadClipFrame
// just uploaded — slot stride 144: count uint at +0, planes[8] at +16.
var rb = _clipFrame.RegionBytesForTest;
int off = slice.Slot * ClipFrame.CellClipStrideBytes;
if (off >= 0 && off + ClipFrame.CellClipStrideBytes <= rb.Length)
{
uint ssboCount = System.BitConverter.ToUInt32(rb.Slice(off, 4));
sb.Append(System.FormattableString.Invariant($" ssbo[{slice.Slot}]: n={ssboCount}"));
int planeN = (int)System.Math.Min(ssboCount, (uint)ClipFrame.MaxPlanes);
for (int i = 0; i < planeN; i++)
{
int po = off + ClipFrame.CellClipPlanesOffset + i * 16;
float px = System.BitConverter.ToSingle(rb.Slice(po, 4));
float py = System.BitConverter.ToSingle(rb.Slice(po + 4, 4));
float pz = System.BitConverter.ToSingle(rb.Slice(po + 8, 4));
float pw = System.BitConverter.ToSingle(rb.Slice(po + 12, 4));
sb.Append(System.FormattableString.Invariant($" ({px:F3},{py:F3},{pz:F3},{pw:F3})"));
}
}
else
{
sb.Append(System.FormattableString.Invariant(
$" ssbo[{slice.Slot}]: OUT-OF-RANGE len={rb.Length}"));
}
// Terrain-UBO head as uploaded (std140: int count at +0, planes[8] at +16).
var tb = _clipFrame.TerrainBytesForTest;
int uboCount = System.BitConverter.ToInt32(tb.Slice(0, 4));
float u0 = System.BitConverter.ToSingle(tb.Slice(16, 4));
float u1 = System.BitConverter.ToSingle(tb.Slice(20, 4));
float u2 = System.BitConverter.ToSingle(tb.Slice(24, 4));
float u3 = System.BitConverter.ToSingle(tb.Slice(28, 4));
sb.Append(System.FormattableString.Invariant(
$" ubo: n={uboCount} p0=({u0:F3},{u1:F3},{u2:F3},{u3:F3})"));
string sig = sb.ToString();
_clipRouteSeq++;
if (sig == _lastClipRouteSig)
return;
_lastClipRouteSig = sig;
Console.WriteLine($"[clip-route] n={_clipRouteSeq} {sig}");
}
private void DrawExitPortalMasks(
IRetailPViewCellDrawCallbacks ctx,
PortalVisibilityFrame pvFrame,
ClipFrameAssembly clipAssembly,
HashSet drawableCells)
{
if (ctx.DrawExitPortalMasks is null)
return;
for (int i = pvFrame.OrderedVisibleCells.Count - 1; i >= 0; i--)
{
uint cellId = pvFrame.OrderedVisibleCells[i];
if (!drawableCells.Contains(cellId))
continue;
foreach (var slice in GetCellSlicesOrNoClip(clipAssembly, cellId))
ctx.DrawExitPortalMasks(new RetailPViewCellSliceContext(cellId, slice, Array.Empty()));
}
}
private void DrawEnvCellShells(
IRetailPViewCellDrawCallbacks ctx,
PortalVisibilityFrame pvFrame,
ClipFrameAssembly clipAssembly,
HashSet drawableCells, // param kept this task; removed in Task 4
bool clipShells)
{
// Retail DrawCells Loop 2: every visible cell's shell, reverse cell_draw_list
// (far→near), per portal_view slice. No drawableCells filter — a cell without a
// clip-slot falls through GetCellSlicesOrNoClip to NoClipSlice and draws unclipped
// (sealed; per-slice trim returns in Task 4).
//
// #113 (2026-06-10): the per-slice clip MUST actually clip. Retail clips drawn
// CELL geometry to the accumulated portal view — Render::set_view (:343750)
// installs the view polygon's edge planes and DrawEnvCell submits every cell
// polygon with planeMask=0xffffffff (:427922) through ACRender::polyClipFinish.
// Our equivalent (UseShellClipRouting → mesh_modern.vert gl_ClipDistance) was
// routed but INERT: gl_ClipDistance writes are ignored unless GL_CLIP_DISTANCEi
// is enabled, and no caller enabled it for this pass — so flooded interior cells
// drew WHOLE, painting interior geometry across exterior walls (the Holtburg
// meeting-hall phantom staircase, AAB3 0x100 stair cell coincident with the
// shell's west wall). Self-contained per feedback_render_self_contained_gl_state;
// no early-outs between enable and disable. Slot-0 slices (SSBO count=0) still
// pass-all — the assembler's >8-plane scissor fallback remains unimplemented
// (rare; Issue113MeetingHallFloodTests pins 0 such slices at the hall).
// Characters/statics stay unclipped (DrawCellObjectLists): retail's mesh path is
// viewcone-check + BoundingType handling, and hard-clipping slices characters at
// doorways (the original UseIndoorMembershipOnlyRouting observation).
//
// clipShells (#114 scope, 2026-06-11): true only for outdoor-eye roots.
// The first user gate showed indoor clip regions are not draw-quality
// yet (chopped stairs / vanishing walls at exits) — indoor roots draw
// unclipped until #114 lands pixel-exact indoor regions.
if (clipShells)
for (int i = 0; i < ClipFrame.MaxPlanes; i++)
_gl.Enable(Silk.NET.OpenGL.EnableCap.ClipDistance0 + i);
foreach (var entry in IndoorDrawPlan.ShellPass(pvFrame))
{
uint cellId = entry.CellId;
_oneCell.Clear();
_oneCell.Add(cellId);
var slices = GetCellSlicesOrNoClip(clipAssembly, cellId);
// BR-2 phantom-site probe: which cells draw their shell with a
// pass-all slice (NoClipSlice fallback or assembler slot-0)?
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbePhantomEnabled)
EmitPhantomShellProbe(cellId, slices, clipShells,
hadSlot: clipAssembly.CellIdToViewSlices.ContainsKey(cellId));
foreach (var slice in slices)
{
UseShellClipRouting(cellId, slice);
_envCells.Render(WbRenderPass.Opaque, _oneCell);
_envCells.Render(WbRenderPass.Transparent, _oneCell);
}
}
if (clipShells)
for (int i = 0; i < ClipFrame.MaxPlanes; i++)
_gl.Disable(Silk.NET.OpenGL.EnableCap.ClipDistance0 + i);
}
private void DrawCellObjectLists(
IRetailPViewCellDrawContext ctx,
PortalVisibilityFrame pvFrame,
ClipFrameAssembly clipAssembly,
HashSet drawableCells,
InteriorEntityPartition.Result partition)
{
for (int i = pvFrame.OrderedVisibleCells.Count - 1; i >= 0; i--)
{
uint cellId = pvFrame.OrderedVisibleCells[i];
if (!drawableCells.Contains(cellId))
continue;
if (!partition.ByCell.TryGetValue(cellId, out var bucket) || bucket.Count == 0)
continue;
_oneCell.Clear();
_oneCell.Add(cellId);
// BR-2 phantom-site probe: entity buckets draw unclipped +
// un-viewcone'd by design — log the per-cell exposure.
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbePhantomEnabled)
EmitPhantomObjsProbe(cellId, bucket.Count);
UseIndoorMembershipOnlyRouting();
DrawEntityBucket(ctx, bucket, _oneCell);
foreach (var slice in GetCellSlicesOrNoClip(clipAssembly, cellId))
ctx.DrawCellParticles?.Invoke(new RetailPViewCellSliceContext(cellId, slice, bucket));
}
}
// BR-2 phantom-site probe state: print-on-change per cell so the log stays
// diffable while the condition persists. Throwaway apparatus — strip when
// the #113 phantom residual closes (plan §BR-2).
private readonly Dictionary _phantomShellSig = new();
private readonly Dictionary _phantomObjsSig = new();
private void EmitPhantomShellProbe(uint cellId, ClipViewSlice[] slices, bool clipShells, bool hadSlot)
{
var sb = new System.Text.StringBuilder(96);
sb.Append(clipShells ? "clip=on" : "clip=OFF");
sb.Append(hadSlot ? " slot=yes" : " slot=NONE(pass-all)");
sb.Append(" slices=[");
for (int i = 0; i < slices.Length; i++)
{
if (i > 0) sb.Append(',');
sb.Append(slices[i].Slot).Append(':').Append(slices[i].Planes.Length).Append("pl");
if (slices[i].Slot == 0) sb.Append("(PASS-ALL)");
}
sb.Append(']');
var sig = sb.ToString();
if (_phantomShellSig.TryGetValue(cellId, out var prev) && prev == sig) return;
_phantomShellSig[cellId] = sig;
Console.WriteLine($"[phantom-shell] cell=0x{cellId:X8} {sig}");
}
private void EmitPhantomObjsProbe(uint cellId, int bucketCount)
{
if (_phantomObjsSig.TryGetValue(cellId, out var prev) && prev == bucketCount) return;
_phantomObjsSig[cellId] = bucketCount;
Console.WriteLine($"[phantom-objs] cell=0x{cellId:X8} entities={bucketCount} (drawn unclipped, no viewcone)");
}
private static ClipViewSlice[] GetCellSlicesOrNoClip(
ClipFrameAssembly clipAssembly,
uint cellId)
{
if (clipAssembly.CellIdToViewSlices.TryGetValue(cellId, out var slices)
&& slices.Length > 0)
return slices;
return new[] { NoClipSlice };
}
private void UseIndoorMembershipOnlyRouting()
{
// For MESHES (characters, statics) retail's DrawMesh performs portal-view
// visibility checks (Render::viewconeCheck on the drawing sphere) rather
// than hard per-poly clipping — feeding the 2D views into gl_ClipDistance
// slices characters at stair/door boundaries, which retail does not do.
// CELL SHELL geometry is different: retail clips it to the portal view
// (planeMask=0xffffffff per cell polygon, decomp :427922 + :343750) —
// DrawEnvCellShells enables exactly that (#113).
_envCells.SetClipRouting(null);
_entities.ClearClipRouting();
}
private void UseShellClipRouting(uint cellId, ClipViewSlice slice)
{
_oneCellSlot.Clear();
_oneCellSlot[cellId] = slice.Slot;
_envCells.SetClipRouting(_oneCellSlot);
_entities.ClearClipRouting();
}
private void DrawEntityBucket(
IRetailPViewCellDrawContext ctx,
IReadOnlyList bucket,
HashSet? visibleCellIds)
{
uint lbId = ctx.PlayerLandblockId ?? 0u;
var entry = (lbId, Vector3.Zero, Vector3.Zero,
(IReadOnlyList)bucket,
(IReadOnlyDictionary?)null);
_entities.Draw(
ctx.Camera,
new[] { entry },
ctx.Frustum,
neverCullLandblockId: ctx.PlayerLandblockId,
visibleCellIds: visibleCellIds,
animatedEntityIds: ctx.AnimatedEntityIds);
}
private void RestoreNoClip(Action setTerrainClipUbo)
{
_clipFrame.Reset();
UploadClipFrame(setTerrainClipUbo);
UseIndoorMembershipOnlyRouting();
}
private void UploadClipFrame(Action setTerrainClipUbo)
{
_clipFrame.UploadShared(_gl);
_entities.SetClipRegionSsbo(_clipFrame.RegionSsbo);
_envCells.SetClipRegionSsbo(_clipFrame.RegionSsbo);
setTerrainClipUbo(_clipFrame.TerrainUbo);
}
}
public interface IRetailPViewCellDrawCallbacks
{
public Action? DrawExitPortalMasks { get; }
public Action? DrawCellParticles { get; }
}
public interface IRetailPViewCellDrawContext : IRetailPViewCellDrawCallbacks
{
public ICamera Camera { get; }
public FrustumPlanes? Frustum { get; }
public uint? PlayerLandblockId { get; }
public HashSet? AnimatedEntityIds { get; }
}
public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
{
public required LoadedCell RootCell { get; init; }
/// R-A2: nearby building cells (BuildingId-tagged) flooded per-building when the root is the
/// outdoor node. Null for interior roots. Grouped by BuildingId inside .
public IReadOnlyList? NearbyBuildingCells { get; init; }
public required Vector3 ViewerEyePos { get; init; }
public required Matrix4x4 ViewProjection { get; init; }
public required Func CellLookup { get; init; }
public required ICamera Camera { get; init; }
public required Vector3 CameraWorldPosition { get; init; }
public required FrustumPlanes? Frustum { get; init; }
public required uint? PlayerLandblockId { get; init; }
public required HashSet? AnimatedEntityIds { get; init; }
public required int RenderCenterLbX { get; init; }
public required int RenderCenterLbY { get; init; }
public required int RenderRadius { get; init; }
public required IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList Entities,
IReadOnlyDictionary? AnimatedById)> LandblockEntries { get; init; }
public required Action SetTerrainClipUbo { get; init; }
public required Action DrawLandscapeSlice { get; init; }
/// BR-2: one full-buffer depth clear between the outside stage and the
/// interior stage (retail PView::DrawCells, Ghidra 0x005a4840). Null for outdoor
/// roots — outdoors the interiors must depth-test against terrain + exteriors and
/// appear only through real apertures (the BR-2 commit-2 punch).
public Action? ClearDepthForInterior { get; init; }
public Action? DrawExitPortalMasks { get; init; }
public Action? DrawCellParticles { get; init; }
public Action? EmitDiagnostics { get; init; }
}
public sealed class RetailPViewPortalDrawContext : IRetailPViewCellDrawContext
{
public required IEnumerable CandidateCells { get; init; }
public required Vector3 ViewerEyePos { get; init; }
public required Matrix4x4 ViewProjection { get; init; }
public required Func CellLookup { get; init; }
public required ICamera Camera { get; init; }
public required Vector3 CameraWorldPosition { get; init; }
public required FrustumPlanes? Frustum { get; init; }
public required uint? PlayerLandblockId { get; init; }
public required HashSet? AnimatedEntityIds { get; init; }
public required int RenderCenterLbX { get; init; }
public required int RenderCenterLbY { get; init; }
public required int RenderRadius { get; init; }
public required float MaxSeedDistance { get; init; }
public required IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList Entities,
IReadOnlyDictionary? AnimatedById)> LandblockEntries { get; init; }
public required Action SetTerrainClipUbo { get; init; }
public Action? DrawExitPortalMasks { get; init; }
public Action? DrawCellParticles { get; init; }
public Action? EmitDiagnostics { get; init; }
}
public sealed class RetailPViewFrameResult
{
public required PortalVisibilityFrame PortalFrame { get; init; }
public required ClipFrameAssembly ClipAssembly { get; init; }
public required HashSet DrawableCells { get; init; }
public required InteriorEntityPartition.Result Partition { get; init; }
}
public readonly record struct RetailPViewLandscapeSliceContext(
ClipViewSlice Slice,
IReadOnlyList OutdoorEntities);
public readonly record struct RetailPViewCellSliceContext(
uint CellId,
ClipViewSlice Slice,
IReadOnlyList CellEntities);