using System; using System.Collections.Generic; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using AcDream.App.Rendering.Residency; using AcDream.App.Rendering.Wb; using AcDream.Content; using AcDream.Core.Meshing; using AcDream.Core.Vfx; using DatReaderWriter; using DatReaderWriter.DBObjs; using DatReaderWriter.Enums; using RuntimeParticleEmitter = AcDream.Core.Vfx.ParticleEmitter; namespace AcDream.App.Rendering; /// /// Instanced renderer for retail particle emitters. Scene particles submit to /// while a world frame is active so their /// compositing order is shared with ordinary translucent GfxObj parts. Sky and /// sealed off-screen passes retain their independent immediate path. /// public sealed unsafe partial class ParticleRenderer : IDisposable { // The texture is per instance through GL_ARB_bindless_texture. Only blend // state remains a draw-call boundary, so stable retail distance order no // longer degenerates into one draw per alternating particle texture. private readonly record struct BatchKey(bool Additive); private readonly record struct ParticleDraw(BatchKey Key, ParticleInstance Instance); private readonly record struct MeshBatchKey(uint GfxObjId, int BatchIndex); private readonly record struct MeshParticleDraw( MeshBatchKey Key, ObjectRenderBatch Batch, MeshParticleInstance Instance); private readonly record struct DeferredParticleDraw( ParticleSubmissionKind Kind, ParticleDraw Billboard, MeshParticleDraw Mesh, Matrix4x4 ViewProjection); private readonly struct ParticleInstance { public readonly Vector3 Position; public readonly Vector3 AxisX; public readonly Vector3 AxisY; public readonly uint ColorArgb; public readonly AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot; public readonly float DistanceSq; public ParticleInstance( Vector3 position, Vector3 axisX, Vector3 axisY, uint colorArgb, AcDream.App.Rendering.Gpu.GpuTextureSlot textureSlot, float distanceSq) { Position = position; AxisX = axisX; AxisY = axisY; ColorArgb = colorArgb; TextureSlot = textureSlot; DistanceSq = distanceSq; } } /// /// Vertex-instance ABI shared with particle.vert. Campaign V slice V2c /// (2026-07-27): TextureHandleLow/High (the split halves of a raw 64-bit /// ARB_bindless_texture handle) became one TextureIndex — a slot into the /// binding=9 handle table — so ordered particles using different textures /// still remain one instanced draw when their blend mode matches. /// [StructLayout(LayoutKind.Sequential)] internal struct BillboardGpuInstance { public Vector4 Center; public Vector4 AxisX; public Vector4 AxisY; public Vector4 Color; public uint TextureIndex; } private readonly struct MeshParticleInstance { public readonly Matrix4x4 Model; public readonly uint ColorArgb; public readonly float DistanceSq; public MeshParticleInstance(Matrix4x4 model, uint colorArgb, float distanceSq) { Model = model; ColorArgb = colorArgb; DistanceSq = distanceSq; } } private readonly TextureCache? _textures; private readonly IDatReaderWriter? _dats; private readonly WbMeshAdapter? _meshAdapter; private readonly ParticleSystem _particles; private readonly RetailAlphaQueue? _alphaQueue; private readonly AlphaDrawSource _alphaSource; private readonly Dictionary _particleGfxInfoByGfxObj = new(); private readonly Dictionary _particleGfxInfoByEmitter = new(); private readonly Dictionary _geometryKindByGfxObj = new(); private readonly Dictionary _meshBlendBySurface = new(); private readonly ParticleMeshReferenceTracker? _meshReferences; private readonly ParticleEmitterRetirementTracker _emitterRetirements; private RetryableResourceReleaseLedger? _disposeResources; private bool _disposing; private bool _disposed; private readonly HashSet _meshLoadRequestedThisFrame = new(); private bool _dynamicFrameStarted; /// /// The GL arm's per-flight VAO/VBO pool this used to report on was deleted /// at Campaign V slice V11: the RHI arm draws every particle instance from /// a ring allocation that lives until its frame retires, so there is no /// persistent dynamic-buffer pool left to size. /// internal (int SetCount, long CapacityBytes) DynamicBufferDiagnostics => (0, 0); private BillboardGpuInstance[] _instanceScratch = new BillboardGpuInstance[256]; private float[] _meshInstanceScratch = new float[256 * 20]; // MP-Alloc (2026-07-05): Draw() is called up to ~11 times per frame // (sky pre/post, scene, per-visible-cell, dynamics, unattached passes), // each previously `new`ing a List (BuildDrawList) and a // List (the per-batch `run` list) that became garbage // as soon as the call returned. All Draw() calls happen sequentially on // the render thread (verified: every call site in GameWindow.cs is a // plain synchronous invocation from the single-threaded OnRender chain, // none dispatched via Task.Run/Parallel) and each call fully drains its // lists before returning, so a single pair of reused fields is safe - // no call overlaps another's use of these buffers. private readonly List _drawListScratch = new(64); private readonly List _runScratch = new(64); private readonly List _meshDrawListScratch = new(64); private readonly List _meshRunScratch = new(64); private readonly List _submissionScratch = new(128); private readonly List _scopedEmitterScratch = new(64); private readonly List _deferredAlpha = new(128); private DeferredParticleDraw[] _preparedAlpha = new DeferredParticleDraw[256]; private uint[] _preparedInstanceOffsets = new uint[256]; private int _preparedAlphaCount; private readonly RetainedScratchCapacityPolicy _alphaScratchPolicy; internal long AlphaScratchBudgetBytes => _alphaScratchPolicy.BudgetBytes; internal long RetainedAlphaScratchBytes => checked( (long)_deferredAlpha.Capacity * Unsafe.SizeOf() + (long)_preparedAlpha.Length * Unsafe.SizeOf() + (long)_preparedInstanceOffsets.Length * sizeof(uint)); private sealed class AlphaDrawSource(ParticleRenderer owner) : IRetailAlphaDrawSource { public void PrepareAlphaDraws(ReadOnlySpan tokens) => owner.PrepareDeferredAlphaDraws(tokens); public void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount) => owner.DrawPreparedAlphaBatch(firstPreparedDraw, drawCount); public void ResetAlphaSubmissions() => owner.ResetDeferredAlpha(); } /// /// Starts one render frame. Wb point-of-use recovery is limited to one /// request per missing GfxObj even though portal slicing may invoke Draw /// many times during the frame. /// public void BeginFrame(int frameSlot) { // The GL arm's per-flight VAO/VBO pool this used to index into was // deleted at Campaign V slice V11; the RHI arm takes every instance // from a ring allocation, so frameSlot is validated but otherwise // unused here. ArgumentOutOfRangeException.ThrowIfNegative(frameSlot); _dynamicFrameStarted = true; _meshLoadRequestedThisFrame.Clear(); _emitterRetirements.RetryPending(); _textures?.TickParticleTextureCache(); } public void Draw( ICamera camera, Vector3 cameraWorldPos, ParticleRenderPass renderPass = ParticleRenderPass.Scene, Func? emitterFilter = null) { if (camera is null) return; Matrix4x4.Invert(camera.View, out var invView); Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13)); Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23)); BuildDrawLists( cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter, scopedEmitters: null); FinishDraw(camera, renderPass); } public void DrawForOwners( ICamera camera, Vector3 cameraWorldPos, ParticleRenderPass renderPass, IReadOnlySet attachedOwnerIds, bool includeUnattached = false, IReadOnlySet? excludedAttachedOwnerIds = null) { if (camera is null) return; _particles.CopyRenderableEmittersForOwners( renderPass, attachedOwnerIds, includeUnattached, _scopedEmitterScratch, excludedAttachedOwnerIds); Matrix4x4.Invert(camera.View, out Matrix4x4 invView); Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13)); Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23)); BuildDrawLists( cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter: null, _scopedEmitterScratch); FinishDraw(camera, renderPass); } private void FinishDraw(ICamera camera, ParticleRenderPass renderPass) { if (_submissionScratch.Count == 0) return; if (renderPass == ParticleRenderPass.Scene && _alphaQueue?.IsCollecting == true) DeferToRetailAlphaQueue(camera); else DrawOrdered(camera); } private void DeferToRetailAlphaQueue(ICamera camera) { RetailAlphaQueue queue = _alphaQueue!; Matrix4x4 viewProjection = camera.View * camera.Projection; for (int i = 0; i < _submissionScratch.Count; i++) { ParticleSubmission submission = _submissionScratch[i]; DeferredParticleDraw deferred = submission.Kind == ParticleSubmissionKind.Billboard ? new DeferredParticleDraw( submission.Kind, _drawListScratch[submission.DrawIndex], default, viewProjection) : new DeferredParticleDraw( submission.Kind, default, _meshDrawListScratch[submission.DrawIndex], viewProjection); int token = _deferredAlpha.Count; _deferredAlpha.Add(deferred); queue.Submit( _alphaSource, token, MathF.Sqrt(MathF.Max(0f, submission.DistanceSq))); } } private void DrawOrdered(ICamera camera) { DrawOrderedRhi(camera); } private void PrepareDeferredAlphaDraws(ReadOnlySpan tokens) { if (tokens.Length == 0) return; PrepareDeferredAlphaDrawsRhi(tokens); } private void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount) { if (drawCount <= 0) return; if (firstPreparedDraw < 0 || firstPreparedDraw > _preparedAlphaCount - drawCount) throw new ArgumentOutOfRangeException(nameof(firstPreparedDraw)); DrawPreparedAlphaBatchRhi(firstPreparedDraw, drawCount); } private void ResetDeferredAlpha() { int observedCount = Math.Max( _deferredAlpha.Count, _preparedAlphaCount); _deferredAlpha.Clear(); _preparedAlphaCount = 0; int currentCapacity = Math.Max( _deferredAlpha.Capacity, Math.Max( _preparedAlpha.Length, _preparedInstanceOffsets.Length)); int bytesPerDraw = checked( 2 * Unsafe.SizeOf() + sizeof(uint)); int targetCapacity = _alphaScratchPolicy.ObserveAndSelectCapacity( currentCapacity, observedCount, bytesPerDraw, minimumCapacity: 256, growthQuantum: 256); if (targetCapacity >= currentCapacity) return; _deferredAlpha.Capacity = targetCapacity; Array.Resize(ref _preparedAlpha, targetCapacity); Array.Resize(ref _preparedInstanceOffsets, targetCapacity); } private void BuildDrawLists( Vector3 cameraWorldPos, ParticleRenderPass renderPass, Vector3 cameraRight, Vector3 cameraUp, Func? emitterFilter, IReadOnlyList? scopedEmitters) { var draws = _drawListScratch; draws.Clear(); _meshDrawListScratch.Clear(); _submissionScratch.Clear(); int sequence = 0; if (scopedEmitters is not null) { for (int i = 0; i < scopedEmitters.Count; i++) { AppendEmitterDraws( scopedEmitters[i], cameraWorldPos, cameraRight, cameraUp, ref sequence); } return; } foreach (RuntimeParticleEmitter emitter in _particles.EnumerateRenderableEmitters(renderPass)) { if (emitterFilter is null || emitterFilter(emitter)) AppendEmitterDraws(emitter, cameraWorldPos, cameraRight, cameraUp, ref sequence); } } private void AppendEmitterDraws( RuntimeParticleEmitter em, Vector3 cameraWorldPos, Vector3 cameraRight, Vector3 cameraUp, ref int sequence) { List draws = _drawListScratch; ParticleGfxInfo gfxInfo = default; bool gfxInfoResolved = false; for (int idx = 0; idx < em.Particles.Length; idx++) { ref Particle p = ref em.Particles[idx]; if (!p.Alive) continue; // `p.Position` is already in world coordinates: AttachLocal // emitters get their AnchorPos refreshed each frame by the // owning subsystem (sky-PES driver, animation tick, etc.) which // mirrors retail's live-parent-frame read at // ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1. Vector3 pos = p.Position; uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId; if (gfxObjId != 0 && ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh && TryAppendMeshDraws(em, p, gfxObjId, cameraWorldPos, ref sequence)) { continue; } if (!gfxInfoResolved) { gfxInfo = ResolveParticleGfxInfo(em); gfxInfoResolved = true; } bool additive = gfxInfo.HasMaterial ? gfxInfo.Additive : (em.Desc.Flags & EmitterFlags.Additive) != 0; var key = new BatchKey(additive); Vector3 axisX; Vector3 axisY; if (gfxInfo.IsBillboard) { pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size); axisX = cameraRight * (gfxInfo.Size.X * p.Size); axisY = cameraUp * (gfxInfo.Size.Y * p.Size); } else { Quaternion orientation = ParticleOrientation(em, p); pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation); axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size); axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size); } float distSq = Vector3.DistanceSquared(pos, cameraWorldPos); int drawIndex = draws.Count; draws.Add(new ParticleDraw( key, new ParticleInstance( pos, axisX, axisY, p.ColorArgb, gfxInfo.TextureSlot, distSq))); _submissionScratch.Add(new ParticleSubmission( ParticleSubmissionKind.Billboard, drawIndex, distSq, sequence++)); } } private bool TryAppendMeshDraws( AcDream.Core.Vfx.ParticleEmitter emitter, Particle particle, uint gfxObjId, Vector3 cameraWorldPosition, ref int sequence) { if (_meshAdapter is null || !MeshParticlesAvailable) return true; _meshReferences!.Register(emitter.Handle, gfxObjId); ObjectRenderData? renderData = _meshAdapter.TryGetRenderData(gfxObjId); if (renderData is null) { if (_meshLoadRequestedThisFrame.Add(gfxObjId)) _meshAdapter.EnsureLoaded(gfxObjId); return true; } Quaternion orientation = ParticleOrientation(emitter, particle); Matrix4x4 model = Matrix4x4.CreateScale(particle.Size) * Matrix4x4.CreateFromQuaternion(orientation) * Matrix4x4.CreateTranslation(particle.Position); float viewerDistance = RetailAlphaOrdering.ComputeViewerDistance( renderData.SortCenter, model, cameraWorldPosition); float distanceSq = viewerDistance * viewerDistance; var instance = new MeshParticleInstance(model, particle.ColorArgb, distanceSq); for (int batchIndex = 0; batchIndex < renderData.Batches.Count; batchIndex++) { ObjectRenderBatch batch = renderData.Batches[batchIndex]; if (batch.IndexCount <= 0 || !batch.TextureSlot.IsAssigned) continue; int drawIndex = _meshDrawListScratch.Count; _meshDrawListScratch.Add(new MeshParticleDraw( new MeshBatchKey(gfxObjId, batchIndex), batch, instance)); _submissionScratch.Add(new ParticleSubmission( ParticleSubmissionKind.Mesh, drawIndex, distanceSq, sequence++)); } return true; } /// /// Campaign V slice V6e: the shader-side spelling of "this particle has no /// texture, draw the procedural blob". It must agree with /// ACDREAM_TEXTURE_NONE in Shaders/common.glsl and in the /// Vulkan preamble. /// /// V2c encoded the same fact as "a table slot whose handle is zero", /// which particle.frag could test because GL's emulated table stores the /// handles themselves. Vulkan's table is an opaque descriptor array with /// nothing to compare — reading an unwritten element of a partially-bound /// array is undefined, not zero — so the fact moves into the index, where /// both dialects test it the same way. GL renders identically: the same /// particles take the same branch. /// private const uint NoTextureSlot = 0xFFFFFFFFu; // Campaign V slice V4t: static again — the particle already carries the // device's table slot, so there is no per-renderer interning left to do. // GpuTextureSlot.Unassigned and NoTextureSlot are the same 0xFFFFFFFF by // construction (the contract's sentinel IS ACDREAM_TEXTURE_NONE), so the // untextured branch collapses into the assignment rather than disappearing. private static void WriteBillboardGpuInstance( ref BillboardGpuInstance destination, ParticleInstance particle) { destination = new BillboardGpuInstance { Center = new Vector4(particle.Position, 0f), AxisX = new Vector4(particle.AxisX, 0f), AxisY = new Vector4(particle.AxisY, 0f), Color = new Vector4( ((particle.ColorArgb >> 16) & 0xFF) / 255f, ((particle.ColorArgb >> 8) & 0xFF) / 255f, (particle.ColorArgb & 0xFF) / 255f, ((particle.ColorArgb >> 24) & 0xFF) / 255f), TextureIndex = particle.TextureSlot.IsAssigned ? particle.TextureSlot.Index : NoTextureSlot, }; } private static void WriteMeshGpuInstance( float[] destination, int offset, MeshParticleInstance instance) { Matrix4x4 model = instance.Model; destination[offset + 0] = model.M11; destination[offset + 1] = model.M12; destination[offset + 2] = model.M13; destination[offset + 3] = model.M14; destination[offset + 4] = model.M21; destination[offset + 5] = model.M22; destination[offset + 6] = model.M23; destination[offset + 7] = model.M24; destination[offset + 8] = model.M31; destination[offset + 9] = model.M32; destination[offset + 10] = model.M33; destination[offset + 11] = model.M34; destination[offset + 12] = model.M41; destination[offset + 13] = model.M42; destination[offset + 14] = model.M43; destination[offset + 15] = model.M44; destination[offset + 16] = ((instance.ColorArgb >> 16) & 0xFF) / 255f; destination[offset + 17] = ((instance.ColorArgb >> 8) & 0xFF) / 255f; destination[offset + 18] = (instance.ColorArgb & 0xFF) / 255f; destination[offset + 19] = ((instance.ColorArgb >> 24) & 0xFF) / 255f; } private TranslucencyKind ResolveMeshBlend(ObjectRenderBatch batch) { uint surfaceId = batch.Key.SurfaceId; if (surfaceId == 0 || _dats is null) return batch.IsAdditive ? TranslucencyKind.Additive : TranslucencyKind.AlphaBlend; if (_meshBlendBySurface.TryGetValue(surfaceId, out TranslucencyKind blend)) return blend; blend = RetailParticleBlendResolver.Resolve( surfaceId, batch.IsAdditive, id => _dats.Get(id), Console.Error.WriteLine); _meshBlendBySurface[surfaceId] = blend; return blend; } private RetailParticleGeometryKind ResolveGeometryKind(uint gfxObjId) { if (_geometryKindByGfxObj.TryGetValue(gfxObjId, out RetailParticleGeometryKind kind)) return kind; uint? firstDegradeMode = null; try { if (_dats?.Get(gfxObjId) is { } gfx && gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) && gfx.DIDDegrade != 0 && _dats.Get(gfx.DIDDegrade) is { Degrades.Count: > 0 } degrade) { firstDegradeMode = degrade.Degrades[0].DegradeMode; } } catch (Exception ex) { // Missing/corrupt content must not invent a billboard. Cache the // retail full-mesh choice and let WbMeshAdapter's normal missing- // asset diagnostics decide whether geometry can be presented. Console.Error.WriteLine( $"[particle-geometry] Failed to decode GfxObj 0x{gfxObjId:X8} degrade metadata: {ex.Message}"); } kind = RetailParticleGeometryClassifier.Classify(firstDegradeMode); _geometryKindByGfxObj[gfxObjId] = kind; return kind; } private void OnEmitterDied(int handle) { _emitterRetirements.BeginRetirement(handle); } private ParticleGfxInfo ResolveParticleGfxInfo(RuntimeParticleEmitter emitter) { if (_textures is null) return ParticleGfxInfo.Default; if (_particleGfxInfoByEmitter.TryGetValue(emitter.Handle, out ParticleGfxInfo resolved)) return resolved; EmitterDesc desc = emitter.Desc; if (desc.TextureSurfaceId != 0) { resolved = ParticleGfxInfo.Billboard( _textures.AcquireParticleTexture(emitter.Handle, desc.TextureSurfaceId), Vector2.One, Vector3.Zero, additive: (desc.Flags & EmitterFlags.Additive) != 0, hasMaterial: false, surfaceId: desc.TextureSurfaceId); _particleGfxInfoByEmitter.Add(emitter.Handle, resolved); return resolved; } uint gfxObjId = desc.HwGfxObjId != 0 ? desc.HwGfxObjId : desc.GfxObjId; if (gfxObjId == 0 || _dats is null) return ParticleGfxInfo.Default; if (!_particleGfxInfoByGfxObj.TryGetValue(gfxObjId, out var info)) { info = ReadParticleGfxInfo(gfxObjId); _particleGfxInfoByGfxObj[gfxObjId] = info; } resolved = info.SurfaceId == 0 ? ParticleGfxInfo.Default : info with { TextureSlot = _textures.AcquireParticleTexture( emitter.Handle, info.SurfaceId), }; _particleGfxInfoByEmitter.Add(emitter.Handle, resolved); return resolved; } private ParticleGfxInfo ReadParticleGfxInfo(uint gfxObjId) { try { var gfx = _dats?.Get(gfxObjId); if (gfx is null) return ParticleGfxInfo.Default; uint surfaceId = gfx.Surfaces.Count > 0 ? gfx.Surfaces[0].DataId : 0u; bool additive = false; if (surfaceId != 0) { var surface = _dats?.Get(surfaceId); additive = surface is not null && surface.Type.HasFlag(SurfaceType.Additive); } return AuthoredParticleGfxInfo( gfx, // Shape only: the caller re-resolves the slot per emitter, so // this record is cached with no texture rather than slot 0. texture: AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned, additive, hasMaterial: surfaceId != 0, surfaceId: surfaceId); } catch { return ParticleGfxInfo.Default; } } private ParticleGfxInfo AuthoredParticleGfxInfo( GfxObj gfx, AcDream.App.Rendering.Gpu.GpuTextureSlot texture, bool additive, bool hasMaterial, uint surfaceId) { if (gfx.VertexArray.Vertices.Count == 0) return ParticleGfxInfo.Billboard( texture, Vector2.One, Vector3.Zero, additive, hasMaterial, surfaceId); var min = new Vector3(float.PositiveInfinity); var max = new Vector3(float.NegativeInfinity); foreach (var (_, v) in gfx.VertexArray.Vertices) { min = Vector3.Min(min, v.Origin); max = Vector3.Max(max, v.Origin); } var size = max - min; var center = (min + max) * 0.5f; if (IsPointSprite(gfx)) { float sx = FallbackParticleExtent(size.X) * 0.9f; float sy = FallbackParticleExtent(size.Z) * 0.9f; return ParticleGfxInfo.Billboard( texture, new Vector2(sx, sy), center, additive, hasMaterial, surfaceId); } Vector3 axisX; Vector3 axisY; Vector2 planeSize; if (size.Y > size.X && size.Y > size.Z) { if (size.X > size.Z) { axisX = Vector3.UnitX; axisY = Vector3.UnitY; planeSize = new Vector2(size.X, size.Y); } else { axisX = Vector3.UnitY; axisY = Vector3.UnitZ; planeSize = new Vector2(size.Y, size.Z); } } else if (size.X > size.Y && size.X > size.Z) { if (size.Z > size.Y) { axisX = Vector3.UnitX; axisY = Vector3.UnitZ; planeSize = new Vector2(size.X, size.Z); } else { axisX = Vector3.UnitX; axisY = Vector3.UnitY; planeSize = new Vector2(size.X, size.Y); } } else { if (size.X > size.Y) { axisX = Vector3.UnitX; axisY = Vector3.UnitZ; planeSize = new Vector2(size.X, size.Z); } else { axisX = Vector3.UnitY; axisY = Vector3.UnitZ; planeSize = new Vector2(size.Y, size.Z); } } planeSize.X = FallbackParticleExtent(planeSize.X); planeSize.Y = FallbackParticleExtent(planeSize.Y); return new ParticleGfxInfo( texture, planeSize, axisX, axisY, center, false, additive, hasMaterial, surfaceId); } private bool IsPointSprite(GfxObj gfx) { if (!gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfx.DIDDegrade == 0 || _dats is null) return false; try { var degrade = _dats.Get(gfx.DIDDegrade); return degrade?.Degrades.Count > 0 && degrade.Degrades[0].DegradeMode == 2; } catch { return false; } } private static float FallbackParticleExtent(float value) => value > 1e-4f ? Math.Clamp(value, 1e-4f, 10_000f) : 1f; private static Quaternion ParticleOrientation(AcDream.Core.Vfx.ParticleEmitter em, Particle p) { Quaternion orientation = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0 ? em.AnchorRot : p.SpawnRotation; if (em.Desc.Type is AcDream.Core.Vfx.ParticleType.ParabolicLVGAGR or AcDream.Core.Vfx.ParticleType.ParabolicLVLALR or AcDream.Core.Vfx.ParticleType.ParabolicGVGAGR) { Vector3 angular = p.C * p.Age; float radians = angular.Length(); if (radians > 1e-6f) orientation = Quaternion.Normalize(orientation * Quaternion.CreateFromAxisAngle(angular / radians, radians)); } return orientation; } public void Dispose() { if (_disposed || _disposing) return; _disposing = true; try { if (_disposeResources is null) { var releases = new List<(string Name, Action Release)>(); BuildDisposeReleases(releases); _disposeResources = new RetryableResourceReleaseLedger(releases); } ResourceReleaseAttempt attempt = _disposeResources.Advance(); if (!_disposeResources.IsComplete) { throw attempt.ToException( "One or more particle renderer resources could not be released."); } CompleteDispose(); _disposeResources = null; _disposed = true; if (attempt.HasFailures) { throw attempt.ToException( "Particle renderer resources released with exceptional committed outcomes."); } } finally { _disposing = false; } } private void BuildDisposeReleases(List<(string Name, Action Release)> releases) { releases.Add(("emitter-death-subscription", () => _particles.EmitterDied -= OnEmitterDied)); releases.Add(("emitter-resources", RetireEveryResolvedEmitter)); if (_meshReferences is not null) releases.Add(("mesh-references", _meshReferences.Dispose)); // The RHI arm owns pipelines and two static quad buffers and no GL // names at all, so it releases through the same retryable ledger and // then there is nothing else to do. The raw-GL release path (tracked // quad/dynamic-buffer/shader deletions) was deleted at Campaign V // slice V11. releases.Add(("rhi-resources", DisposeRhiResources)); } private void RetireEveryResolvedEmitter() { int[] handles = [.. _particleGfxInfoByEmitter.Keys]; for (int i = 0; i < handles.Length; i++) _emitterRetirements.BeginRetirement(handles[i]); _emitterRetirements.CompleteOrThrow(); } private void CompleteDispose() { _dynamicFrameStarted = false; _particleGfxInfoByEmitter.Clear(); _particleGfxInfoByGfxObj.Clear(); _geometryKindByGfxObj.Clear(); _meshBlendBySurface.Clear(); _deferredAlpha.Clear(); } private readonly record struct ParticleGfxInfo( AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot, Vector2 Size, Vector3 AxisX, Vector3 AxisY, Vector3 CenterOffset, bool IsBillboard, bool Additive, bool HasMaterial, uint SurfaceId) { public static ParticleGfxInfo Default { get; } = Billboard( AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned, Vector2.One, Vector3.Zero, additive: false, hasMaterial: false, surfaceId: 0); public static ParticleGfxInfo Billboard( AcDream.App.Rendering.Gpu.GpuTextureSlot textureSlot, Vector2 size, Vector3 centerOffset, bool additive, bool hasMaterial, uint surfaceId) => new( textureSlot, size, Vector3.UnitX, Vector3.UnitY, centerOffset, true, additive, hasMaterial, surfaceId); } }