Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
130 lines
5.2 KiB
C#
130 lines
5.2 KiB
C#
using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Categorizes how a sub-mesh should be composited into the frame. Determined
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/// from the Surface.Type flags on the AC dat surface that owns the sub-mesh.
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/// </summary>
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public enum TranslucencyKind
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{
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/// <summary>Standard opaque. Depth write + test, no blend.</summary>
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Opaque = 0,
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/// <summary>
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/// Alpha-keyed (clip-map). Treated as opaque for sorting; the fragment
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/// shader discards low-alpha fragments. Matches the current rendering of
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/// doors, windows, and vegetation.
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/// </summary>
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ClipMap = 1,
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/// <summary>
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/// Standard alpha blend: src*a + dst*(1-a).
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/// Depth-write off, depth-test on. Used for semi-transparent glass,
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/// water decals, and flame alpha surfaces.
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/// </summary>
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AlphaBlend = 2,
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/// <summary>
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/// Additive blend: src*a + dst. Depth-write off, depth-test on.
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/// Used for portal swirls, magical glows, and particle effects.
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/// </summary>
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Additive = 3,
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/// <summary>
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/// Inverted alpha blend: src*(1-a) + dst*a. Rare but present in
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/// the AC dat files.
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/// </summary>
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InvAlpha = 4,
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}
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public static class TranslucencyKindExtensions
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{
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// Translucent override comes FIRST, then the existing priority chain:
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// 1. Translucent override — Translucent (0x10) AND (ClipMap OR opaque-base)
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// → AlphaBlend (matches retail's blend forcing).
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// 2. Additive — SurfaceType.Additive (0x10000)
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// 3. InvAlpha — SurfaceType.InvAlpha (0x200)
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// 4. AlphaBlend — SurfaceType.Alpha (0x100) OR SurfaceType.Translucent (0x10)
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// 5. ClipMap — SurfaceType.Base1ClipMap (0x04)
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// 6. Opaque — everything else
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//
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// The Translucent override matches retail's D3DPolyRender::SetSurface
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// at 0x0059c4d0 (decomp lines 425083-425260). Verbatim from the
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// Translucent branch at 425246:
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//
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// if ((curr_surface_type & 0x10) != 0) {
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// if (skipChk != 0 || ebx == 0 || arg3 == 1) {
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// edi_2 = BLEND_SRCALPHA; // src
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// ebp = BLEND_INVSRCALPHA; // dst ← alpha-blend
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// ebx = 1; arg1 = 1; arg3 = 0;
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// }
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// curr_alpha = _ftol2(translucency * 255);
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// }
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//
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// Where `arg3 = 1` after the ClipMap branch and `ebx == 0` happens
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// in Branch 2 when the surface would otherwise be opaque (no Additive,
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// Alpha, or InvAlpha bits). So Translucent + ClipMap (e.g. cloud
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// surface 0x08000023, Type=0x10114) renders ALPHA-BLEND in retail
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// even though the Additive flag is also set; previously acdream's
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// priority-Additive-first classification mis-routed it as additive.
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// Empirically: this is the surface for cloud GfxObj 0x01004C35 in
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// every Cloudy/Rainy DayGroup. Misclassifying it as additive made
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// acdream's clouds barely-visible "brightness adders" rather than
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// the dense alpha-blended sheets retail shows.
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/// <summary>
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/// Maps a <see cref="SurfaceType"/> flags value to the correct
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/// <see cref="TranslucencyKind"/> for the two-pass render split.
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/// </summary>
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public static TranslucencyKind FromSurfaceType(SurfaceType type)
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{
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// Step 1: Translucent override — matches retail's branch at
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// decomp line 425250 where (skipChk || ebx == 0 || arg3 == 1)
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// forces (SrcAlpha, InvSrcAlpha) regardless of Additive.
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bool isTranslucent = (type & SurfaceType.Translucent) != 0;
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bool isClipMap = (type & SurfaceType.Base1ClipMap) != 0;
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bool wouldBeOpaque =
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(type & (SurfaceType.Additive
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| SurfaceType.Alpha
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| SurfaceType.InvAlpha)) == 0;
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if (isTranslucent && (isClipMap || wouldBeOpaque))
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return TranslucencyKind.AlphaBlend;
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// Step 2..6: existing priority order for non-overridden surfaces.
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if ((type & SurfaceType.Additive) != 0)
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return TranslucencyKind.Additive;
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if ((type & SurfaceType.InvAlpha) != 0)
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return TranslucencyKind.InvAlpha;
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if ((type & (SurfaceType.Alpha | SurfaceType.Translucent)) != 0)
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return TranslucencyKind.AlphaBlend;
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if ((type & SurfaceType.Base1ClipMap) != 0)
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return TranslucencyKind.ClipMap;
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return TranslucencyKind.Opaque;
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}
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/// <summary>
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/// Retail translucency is transparency: 0 = opaque, 1 = invisible.
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/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
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/// as <c>1 - translucency</c>.
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/// </summary>
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public static float OpacityFromSurfaceTranslucency(SurfaceType type, float translucency)
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{
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if ((type & SurfaceType.Translucent) == 0)
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return 1f;
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return Math.Clamp(1f - translucency, 0f, 1f);
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}
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/// <summary>
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/// D3DPolyRender::SetSurface at 0x0059c882 disables fixed-function fog
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/// alpha whenever the raw Additive surface bit is present, even when the
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/// Translucent+ClipMap branch later forces alpha blending.
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/// </summary>
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public static bool DisablesFixedFunctionFog(SurfaceType type)
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=> (type & SurfaceType.Additive) != 0;
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}
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