Wire the portal-visibility result through the clip pipeline: build a per-frame ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) + cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant) EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/ skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
312 lines
13 KiB
C#
312 lines
13 KiB
C#
// ClipFrame.cs
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//
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// Phase U.3: the GPU-side container + uploader for the SHARED per-frame clip
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// data consumed by mesh_modern.vert (SSBO binding=2) and terrain_modern.vert
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// (UBO binding=2). This is the "shared" half of the U.3 clip mechanism; the
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// per-instance slot index buffer (SSBO binding=3) is PER-RENDERER and owned by
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// each renderer (WbDrawDispatcher / EnvCellRenderer), parallel to its instance
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// buffer — it is NOT here.
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//
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// === The contract (both shader sides obey) ===================================
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// binding=2 mesh SSBO holds an array of CellClip, one per "slot":
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// struct CellClip { uint count; uint _p0; uint _p1; uint _p2; vec4 planes[8]; };
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// std430 layout: count at byte 0, three pad uints at 4/8/12, planes[8] at 16
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// (vec4 stride 16) → 144 bytes per slot. Slot 0 is RESERVED = no-clip (count 0).
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// binding=2 terrain UBO holds the single OutsideView region:
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// layout(std140) { int uTerrainClipCount; vec4 uTerrainClipPlanes[8]; };
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// std140 layout: count at byte 0 (padded to 16), planes[8] at 16 → 144 bytes.
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//
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// In U.3 a ClipFrame is built via NoClip(): one slot (slot 0, count 0) and a
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// terrain count of 0. Everything renders exactly as before. U.4 populates real
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// slots from a PortalVisibilityFrame (one CellClip per visible cell) and sets the
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// terrain OutsideView planes, then points each renderer's per-instance slot
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// buffer at the right slots.
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//
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// Pure CPU byte-packing + a thin GL upload. NO GL types appear except in
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// UploadShared. The byte layout is asserted by ClipFrameLayoutTests so a silent
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// std430/std140 drift can't reach the GPU.
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Per-frame container + uploader for the SHARED clip data: the binding=2 mesh
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/// SSBO (one <c>CellClip</c> per slot, slot 0 reserved no-clip) and the binding=2
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/// terrain UBO (the single OutsideView region). See the file header for the exact
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/// std430 / std140 byte layout. Per-instance slot buffers (binding=3) are owned by
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/// each renderer, not here.
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/// </summary>
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public sealed class ClipFrame : IDisposable
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{
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// ---- Layout constants (mirror mesh_modern.vert + terrain_modern.vert) ----
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/// <summary>Max planes per clip region — matches the shader's <c>planes[8]</c>
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/// and GL's guaranteed <c>GL_MAX_CLIP_DISTANCES >= 8</c>.</summary>
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public const int MaxPlanes = 8;
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/// <summary>std430 stride of one <c>CellClip</c>: 16 (count + 3 pad uints) +
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/// 8 × 16 (vec4 planes) = 144 bytes.</summary>
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public const int CellClipStrideBytes = 16 + MaxPlanes * 16; // 144
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/// <summary>Byte offset of <c>planes[0]</c> within a <c>CellClip</c> (after the
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/// count + 3 pad uints).</summary>
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public const int CellClipPlanesOffset = 16;
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/// <summary>std140 size of the terrain UBO block: int count padded to 16, then
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/// 8 × 16 (vec4 planes) = 144 bytes. Same number as the SSBO stride by
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/// coincidence of the 16-byte vec4 rule, but a DIFFERENT layout family.</summary>
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public const int TerrainUboBytes = 16 + MaxPlanes * 16; // 144
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/// <summary>SSBO binding index for the shared per-cell clip regions
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/// (mesh_modern.vert binding=2).</summary>
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public const uint MeshClipSsboBinding = 2;
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/// <summary>UBO binding index for the terrain OutsideView clip region
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/// (terrain_modern.vert binding=2). UBO namespace — distinct from the SSBO
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/// binding=2 above.</summary>
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public const uint TerrainClipUboBinding = 2;
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// ---- CPU-side state ------------------------------------------------------
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// Packed std430 bytes for clipRegions[]. Always holds at least slot 0.
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private byte[] _regionBytes;
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private int _slotCount;
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// Packed std140 bytes for the terrain UBO (always TerrainUboBytes long).
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private readonly byte[] _terrainBytes = new byte[TerrainUboBytes];
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// ---- GL-side state (lazily created on first UploadShared) ----------------
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private uint _regionSsbo;
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private uint _terrainUbo;
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private bool _glInitialized;
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private bool _disposed;
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// GL reference captured on the first UploadShared so Dispose can delete the two
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// buffers. ClipFrame is long-lived in U.3 (GameWindow holds one via ??= NoClip()
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// and reuses it every frame), so we DO own buffer teardown — see Dispose.
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private GL? _gl;
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private ClipFrame(byte[] regionBytes, int slotCount)
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{
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_regionBytes = regionBytes;
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_slotCount = slotCount;
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// Terrain defaults to count 0 (ungated). _terrainBytes is already all
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// zeros, which encodes count=0 + zeroed (unused) planes.
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}
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/// <summary>
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/// The U.3 default frame: exactly slot 0 (no-clip, count 0) and a terrain
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/// count of 0. The whole scene renders ungated — identical to pre-U.3. U.4
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/// replaces this with a frame built from real portal visibility.
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/// </summary>
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public static ClipFrame NoClip()
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{
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// One slot, all zeros: count=0 ⇒ shader passes every plane.
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var bytes = new byte[CellClipStrideBytes];
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return new ClipFrame(bytes, slotCount: 1);
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}
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/// <summary>Number of clip slots currently packed (always >= 1 — slot 0 is
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/// the reserved no-clip slot).</summary>
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public int SlotCount => _slotCount;
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/// <summary>
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/// Phase U.4: reset this frame back to the NoClip state — exactly slot 0
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/// (no-clip, count 0) and a terrain count of 0 — WITHOUT allocating a new
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/// frame or new GL buffers. The single long-lived <c>_clipFrame</c> in
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/// GameWindow is reset + re-packed every frame by <see cref="ClipFrameAssembler"/>,
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/// then re-uploaded via <see cref="UploadShared"/> (which reuses the same SSBO /
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/// UBO ids). This keeps the per-frame cost at one BufferData per buffer instead
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/// of leaking a fresh pair of GL buffers each frame.
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/// </summary>
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public void Reset()
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{
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// Slot 0 = no-clip (count 0). Zero just the slot-0 region; the tail beyond
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// _slotCount is never uploaded, so it needn't be cleared. AppendSlot writes
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// each new slot's count + planes in full, so stale bytes there are
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// overwritten before they can be uploaded.
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if (_regionBytes.Length < CellClipStrideBytes)
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EnsureRegionCapacity(CellClipStrideBytes);
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Array.Clear(_regionBytes, 0, CellClipStrideBytes);
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_slotCount = 1;
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// Terrain back to count 0 (ungated) until SetTerrainClip is called again.
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Array.Clear(_terrainBytes);
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}
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/// <summary>The shared mesh-clip SSBO id, or 0 before the first
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/// <see cref="UploadShared"/>. Renderers may bind this directly if they don't
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/// receive it via a parameter; <see cref="UploadShared"/> already binds it to
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/// <see cref="MeshClipSsboBinding"/>.</summary>
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public uint RegionSsbo => _regionSsbo;
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/// <summary>The terrain-clip UBO id, or 0 before the first
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/// <see cref="UploadShared"/>. Handed to <see cref="TerrainModernRenderer"/>
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/// so it can re-bind binding=2 (UBO namespace) before its draw.</summary>
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public uint TerrainUbo => _terrainUbo;
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/// <summary>
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/// Append one clip region (becomes the next slot index) from a
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/// <see cref="ClipPlaneSet"/>. Only the convex-plane case is supported in
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/// U.3 — <c>Count > 0</c> packs that many planes; <c>Count == 0</c> packs a
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/// no-clip region (pass-all). The scissor / nothing-visible fallbacks that
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/// <see cref="ClipPlaneSet"/> can carry are deferred to U.4 (which will draw
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/// the AABB box or skip the cell on the CPU side, not via this slot). Returns
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/// the new slot's index.
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/// </summary>
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public int AppendSlot(ClipPlaneSet set)
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{
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int count = Math.Min(set.Count, MaxPlanes);
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if (count == 0)
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return AppendSlot(ReadOnlySpan<Vector4>.Empty);
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Span<Vector4> planes = stackalloc Vector4[count];
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for (int i = 0; i < count; i++)
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planes[i] = set.Planes[i];
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return AppendSlot(planes);
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}
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/// <summary>
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/// Append one clip region from a raw plane list. <paramref name="planes"/>
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/// length 0 packs a no-clip (pass-all) region; otherwise up to
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/// <see cref="MaxPlanes"/> planes are packed (extras ignored). Each plane is
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/// <c>(nx, ny, 0, dw)</c> in clip space; a clip-space vertex is inside iff
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/// <c>dot(plane, gl_Position) >= 0</c> for every plane. Returns the new
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/// slot index.
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/// </summary>
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public int AppendSlot(ReadOnlySpan<Vector4> planes)
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{
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int count = Math.Min(planes.Length, MaxPlanes);
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int slot = _slotCount;
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int byteOffset = slot * CellClipStrideBytes;
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EnsureRegionCapacity(byteOffset + CellClipStrideBytes);
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// count (uint) at byteOffset; the 3 pad uints stay zero.
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WriteUInt(_regionBytes, byteOffset, (uint)count);
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for (int i = 0; i < count; i++)
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{
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int po = byteOffset + CellClipPlanesOffset + i * 16;
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WriteVec4(_regionBytes, po, planes[i]);
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}
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_slotCount++;
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return slot;
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}
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/// <summary>
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/// Set the terrain OutsideView clip region (the single region the terrain
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/// shader gates against). <paramref name="planes"/> length 0 ungates terrain
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/// (count 0). U.3 callers never touch this — <see cref="NoClip"/> leaves it
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/// at count 0. U.4 calls it with the OutsideView planes.
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/// </summary>
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public void SetTerrainClip(ReadOnlySpan<Vector4> planes)
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{
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int count = Math.Min(planes.Length, MaxPlanes);
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Array.Clear(_terrainBytes);
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WriteInt(_terrainBytes, 0, count);
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for (int i = 0; i < count; i++)
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WriteVec4(_terrainBytes, CellClipPlanesOffset + i * 16, planes[i]);
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}
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/// <summary>
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/// Upload the shared mesh-clip SSBO (binding=2) and the terrain-clip UBO
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/// (binding=2, UBO namespace) and bind both to their binding points. Idempotent
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/// to call once per frame. Creates the GL buffers lazily on first call.
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/// </summary>
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public unsafe void UploadShared(GL gl)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (!_glInitialized)
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{
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_gl = gl; // captured for Dispose (single context for the frame's lifetime)
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_regionSsbo = gl.GenBuffer();
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_terrainUbo = gl.GenBuffer();
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_glInitialized = true;
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}
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int regionByteCount = _slotCount * CellClipStrideBytes;
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gl.BindBuffer(BufferTargetARB.ShaderStorageBuffer, _regionSsbo);
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fixed (byte* p = _regionBytes)
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{
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gl.BufferData(BufferTargetARB.ShaderStorageBuffer,
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(nuint)regionByteCount, p, BufferUsageARB.DynamicDraw);
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}
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gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, MeshClipSsboBinding, _regionSsbo);
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gl.BindBuffer(BufferTargetARB.UniformBuffer, _terrainUbo);
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fixed (byte* p = _terrainBytes)
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{
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gl.BufferData(BufferTargetARB.UniformBuffer,
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(nuint)TerrainUboBytes, p, BufferUsageARB.DynamicDraw);
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}
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gl.BindBufferBase(BufferTargetARB.UniformBuffer, TerrainClipUboBinding, _terrainUbo);
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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// ClipFrame is long-lived in U.3 (GameWindow holds one via ??= NoClip() and
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// reuses it every frame), so we own the two GL buffers and delete them here.
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// _glInitialized guards the case where UploadShared never ran (no buffers to
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// delete, and _gl was never captured).
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if (_glInitialized && _gl is not null)
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{
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_gl.DeleteBuffer(_regionSsbo);
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_gl.DeleteBuffer(_terrainUbo);
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_regionSsbo = 0;
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_terrainUbo = 0;
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}
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}
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// ---- byte helpers (little-endian; matches x86/x64 GPU upload) ------------
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private void EnsureRegionCapacity(int requiredBytes)
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{
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if (_regionBytes.Length >= requiredBytes) return;
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int newLen = Math.Max(requiredBytes, _regionBytes.Length * 2);
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Array.Resize(ref _regionBytes, newLen);
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}
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private static void WriteUInt(byte[] dst, int offset, uint value)
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{
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dst[offset + 0] = (byte)(value & 0xFF);
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dst[offset + 1] = (byte)((value >> 8) & 0xFF);
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dst[offset + 2] = (byte)((value >> 16) & 0xFF);
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dst[offset + 3] = (byte)((value >> 24) & 0xFF);
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}
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private static void WriteInt(byte[] dst, int offset, int value)
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=> WriteUInt(dst, offset, unchecked((uint)value));
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private static void WriteVec4(byte[] dst, int offset, Vector4 v)
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{
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WriteFloat(dst, offset + 0, v.X);
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WriteFloat(dst, offset + 4, v.Y);
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WriteFloat(dst, offset + 8, v.Z);
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WriteFloat(dst, offset + 12, v.W);
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}
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private static void WriteFloat(byte[] dst, int offset, float value)
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{
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uint bits = BitConverter.SingleToUInt32Bits(value);
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WriteUInt(dst, offset, bits);
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}
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// ---- Test seams ----------------------------------------------------------
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/// <summary>Test seam: the packed std430 region bytes (slot 0..SlotCount-1).
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/// Read-only snapshot used by ClipFrameLayoutTests to assert the byte layout.</summary>
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internal ReadOnlySpan<byte> RegionBytesForTest => _regionBytes.AsSpan(0, _slotCount * CellClipStrideBytes);
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/// <summary>Test seam: the packed std140 terrain UBO bytes.</summary>
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internal ReadOnlySpan<byte> TerrainBytesForTest => _terrainBytes;
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}
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