Vulkan is the sole, user-signed-off backend (V10 landed) and step 1 already removed ImGui/Studio/DevTools. This step deletes the GL rendering backend itself: every Gpu/Gl/** implementation, the Wb ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/ BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache, RenderBootstrap, and RenderFrameGlStateController. GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/ OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone — there is nothing left to select between. The five world-draw dual-arm renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer, SkyRenderer) and the composition roots (WorldRenderComposition, HostInputCameraComposition, LivePresentationComposition, FrameRootComposition) collapse to their RHI-only arm. GL-only diagnostic properties with a live external reader (DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op rather than disappearing, since the reader is out of this commit's scope. A few GL-flavored mechanisms turned out to be backend-neutral once isolated: GlConstructionCleanupLedger is renamed ResourceConstructionCleanupLedger (exception-chain walking has nothing to do with GL), and GlfwNativePlatformProbe moved out of the otherwise GL-only GraphicalCapabilityRecord.cs into GraphicalWindowBackendSelection.cs before the rest of that file was deleted. Test files with no surviving subject are deleted outright (GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests, PortalDepthShaderParityTests, TextureCacheBindlessTests, TextRendererFailureSafetyTests, ClipFrameUploadTests, every Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests); others get their dead GL-only members trimmed while their live assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now reads GpuBindingModel.StorageClipRegions, the same binding index under its new backend-neutral name; GpuResourceRetirementTransactionTests drops its OpenGLGraphicsDevice-subclassing test double and the two GL queue tests it existed for). EnvCellRendererTests' construction helper now builds a real ObjectMeshManager via VulkanMeshPipelineDevice instead of passing null through a null-forgiving operator, since the RHI constructor never tolerated a null mesh manager and the old GL constructor (which did) is gone. Deferred to the next two steps, deliberately not touched here: the Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl (WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale csproj comment (the package itself is still load-bearing — TextureFormat and friends are used well beyond the deleted ManagedGLUniformBuffer), and the CI/gate scripts. Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors. Tests: full-solution `dotnet test` green across every project (App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all others 100%); the 2 App.Tests names that flake under full-suite parallel execution (#250-family, documented pre-existing) pass in isolation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
488 lines
18 KiB
C#
488 lines
18 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.UI;
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using AcDream.Content.Vfx;
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using AcDream.Core.Lighting;
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using AcDream.Core.Meshing;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Core.World;
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using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// The retail portal-space CreatureMode scene owned by
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/// <c>gmSmartBoxUI</c> (<c>PostInit 0x004D6B60</c>,
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/// <c>UseTime 0x004D6E30</c>). It is a synthetic DAT Setup animated at
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/// 40 frames/second and drawn as a replacement 3-D viewport beneath the
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/// retained gameplay UI.
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///
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/// <para><b>Campaign V slice V6m.</b> This was the last raw-GL world-adjacent
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/// renderer, and its GL arm was deleted at slice V11. Nothing about the scene
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/// changed — the same synthetic Setup, the same 40 fps sequence, the same
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/// rotation and the same distant light, through the same
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/// <see cref="WbDrawDispatcher"/>. The RHI arm opens a pass of its own against
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/// the backbuffer and publishes it on <see cref="IWorldPassScope"/> for the
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/// span of the draw, exactly as the two offscreen viewports do
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/// (<see cref="PrivateEntityViewportRenderer"/>, slice V6l).</para>
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/// </summary>
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public sealed class PortalTunnelPresentation : IDisposable
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{
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public const uint SetupClientEnum = 0x10000001u;
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public const uint AnimationClientEnum = 0x10000002u;
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public const uint ClientEnumCategory = 7u;
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/// <summary>
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/// The colour the RHI arm's pass loads with, and the one value that makes
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/// its <c>Clear</c> load-op equivalent to GL's depth-only clear.
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///
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/// <para>Retail preserves the colour target rather than re-establishing it,
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/// and so does the GL arm. A Vulkan pass cannot inherit an image the way a
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/// bound framebuffer can under MSAA — the frame's world pass RESOLVES into
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/// the swapchain image and stores <c>DontCare</c> into the multisampled
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/// scratch, so a second multisampled pass declaring <c>Load</c> would load
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/// undefined contents (plan §5.5.12 item 5). Re-clearing is exact instead of
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/// approximate because of an invariant the frame graph enforces:
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/// <c>RenderFrameFoundation.PortalViewportVisible</c> and this scene's own
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/// <see cref="IsVisible"/> are the same value, read once at the top of the
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/// frame, and <c>WorldSceneRenderer</c> returns without drawing when it is
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/// set. So whenever this scene draws, the backbuffer holds exactly the
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/// opaque black <c>SceneTool::BeginScene @ 0x0043DAD0</c> establishes and
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/// nothing else — and clearing to that same black changes no pixel.</para>
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/// </summary>
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internal static readonly Vector4 RetailPortalSpaceClearColor = new(0f, 0f, 0f, 1f);
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private const uint SyntheticEntityId = 0xFFFF_FF01u;
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private const uint SyntheticLandblockId = 0u;
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private const float RotationDurationMin = 0.6f;
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private const float RotationDurationMax = 1.8f;
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private static readonly HashSet<uint> AnimatedIds = new() { SyntheticEntityId };
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/// <summary>
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/// The world pass scope this presentation's own pass publishes into for
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/// the span of the draw. <see cref="WbDrawDispatcher"/> borrows its pass
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/// from the scope rather than opening one, so a presentation that opens a
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/// pass of its own has to publish it there. The raw-GL arm this used to be
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/// optional for was deleted at Campaign V slice V11.
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/// </summary>
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private readonly IWorldPassScope _scope;
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/// <summary>The frame this presentation's own pass is opened on.</summary>
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private readonly ICurrentGpuFrameSource _frames;
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private readonly WbDrawDispatcher _dispatcher;
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private readonly SceneLightingUboBinding _lightUbo;
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private readonly Setup _setup;
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private readonly uint _setupDid;
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private readonly uint _animationDid;
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private readonly CSequence _sequence;
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private readonly PortalAnimationHookQueue _animationHooks;
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private readonly WorldEntity _entity;
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private readonly PortalTunnelCamera _camera = new();
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private readonly Random _random;
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private readonly Action<string?>? _displayNotice;
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private IDisposable? _displayNoticeLifetime;
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private readonly SyntheticEntityMeshReferenceOwner _meshReferences;
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private bool _visible;
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private double _rotationElapsed;
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private double _rotationDuration;
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private float _rotationStartAngle;
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private float _rotationEndAngle;
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private float _rotationCurrentAngle;
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private bool _waitCueVisible;
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private bool _disposeRequested;
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private bool _disposing;
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private bool _disposed;
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private PortalTunnelPresentation(
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IWorldPassScope scope,
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ICurrentGpuFrameSource frames,
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WbDrawDispatcher dispatcher,
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SceneLightingUboBinding lightUbo,
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IWbMeshAdapter meshAdapter,
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Setup setup,
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uint setupDid,
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uint animationDid,
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IAnimationLoader animationLoader,
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IAnimationHookSink hookSink,
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Random random,
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Action<string?>? displayNotice,
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IDisposable? displayNoticeLifetime)
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{
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_scope = scope;
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_frames = frames;
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_dispatcher = dispatcher;
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_lightUbo = lightUbo;
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_setup = setup;
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_setupDid = setupDid;
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_animationDid = animationDid;
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_sequence = new CSequence(animationLoader);
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_animationHooks = new PortalAnimationHookQueue(hookSink, SyntheticEntityId);
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_sequence.HookObj = _animationHooks;
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_random = random;
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_displayNotice = displayNotice;
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_displayNoticeLifetime = displayNoticeLifetime;
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_entity = new WorldEntity
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{
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Id = SyntheticEntityId,
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SourceGfxObjOrSetupId = setupDid,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = SetupMesh.Flatten(setup),
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};
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_meshReferences = new SyntheticEntityMeshReferenceOwner(
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meshAdapter,
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setup.Parts.Select(part => (ulong)(uint)part));
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}
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/// <summary>
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/// Resolve retail's enum-mapped portal Setup and animation through the
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/// installed DATs. Retail dereferences this scene unconditionally; missing
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/// required assets therefore fail startup with an actionable diagnostic.
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/// No substitute tunnel is fabricated.
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///
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/// <para>Internal since slice V6m: the RHI arm's two seams —
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/// <see cref="IWorldPassScope"/> and <see cref="ICurrentGpuFrameSource"/> —
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/// are internal RHI contracts, and the type itself keeps its visibility.
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/// Composition is the only caller.</para>
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/// </summary>
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internal static PortalTunnelPresentation CreateRequired(
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IWorldPassScope scope,
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ICurrentGpuFrameSource frames,
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IDatReaderWriter dats,
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IAnimationLoader animationLoader,
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IAnimationHookSink hookSink,
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WbDrawDispatcher dispatcher,
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SceneLightingUboBinding lightUbo,
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IWbMeshAdapter meshAdapter,
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Action<string?>? displayNotice = null,
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IDisposable? displayNoticeLifetime = null,
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Random? random = null)
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{
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ArgumentNullException.ThrowIfNull(scope);
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ArgumentNullException.ThrowIfNull(frames);
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(animationLoader);
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ArgumentNullException.ThrowIfNull(hookSink);
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(lightUbo);
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ArgumentNullException.ThrowIfNull(meshAdapter);
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uint setupDid = RetailDataIdResolver.Resolve(dats, SetupClientEnum, ClientEnumCategory);
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uint animationDid = RetailDataIdResolver.Resolve(dats, AnimationClientEnum, ClientEnumCategory);
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Setup? setup = setupDid == 0u ? null : dats.Get<Setup>(setupDid);
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Animation? animation = animationDid == 0u
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? null
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: animationLoader.LoadAnimation(animationDid);
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EnsureRequiredAssets(
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setupDid,
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setup is not null,
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animationDid,
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animation is not null);
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return new PortalTunnelPresentation(
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scope,
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frames,
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dispatcher,
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lightUbo,
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meshAdapter,
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setup!,
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setupDid,
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animationDid,
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animationLoader,
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hookSink,
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random ?? Random.Shared,
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displayNotice,
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displayNoticeLifetime);
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}
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internal static void EnsureRequiredAssets(
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uint setupDid,
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bool setupLoaded,
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uint animationDid,
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bool animationLoaded)
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{
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if (setupLoaded && animationLoaded)
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return;
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throw new InvalidOperationException(
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"[portal-space] required retail DAT assets unavailable: "
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+ $"setup=0x{setupDid:X8} ({(setupLoaded ? "ok" : "missing")}), "
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+ $"animation=0x{animationDid:X8} ({(animationLoaded ? "ok" : "missing")})");
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}
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public bool IsVisible => _visible;
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public int CurrentAnimationFrame => _sequence.GetCurrFrameNumber();
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public uint SetupDid => _setupDid;
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public uint AnimationDid => _animationDid;
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/// <summary>
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/// Publishes the synthetic scene's mesh ownership after the presentation
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/// itself has been stored by <c>GameWindow</c>. A partial acquisition stays
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/// reachable and is resumed or released by the same lifetime owner.
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/// </summary>
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internal void PrepareResources()
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{
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ThrowIfDisposed();
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_meshReferences.Acquire();
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}
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/// <summary>
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/// Retail <c>set_sequence_animation(anim, clear=1, low=1, fps=40)</c>
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/// on the edge where portal space becomes visible.
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/// </summary>
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public void Enter()
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{
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ThrowIfDisposed();
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_animationHooks.Clear();
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_sequence.ClearAnimations();
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_sequence.AppendAnimation(new AnimData
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{
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AnimId = (QualifiedDataId<Animation>)_animationDid,
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LowFrame = 1,
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HighFrame = -1,
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Framerate = TeleportAnimSequencer.TunnelFramesPerSecond,
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});
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_rotationElapsed = 0.0;
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_rotationDuration = 0.0;
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_rotationStartAngle = 0f;
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_rotationEndAngle = 0f;
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_rotationCurrentAngle = 0f;
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_camera.DirectionDegrees = 0f;
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SetWaitCue(false);
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_visible = true;
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RebuildPose();
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}
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/// <summary>Hide the CreatureMode viewport and clear its sequence.</summary>
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public void Exit()
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{
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if (_disposed)
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return;
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_visible = false;
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SetWaitCue(false);
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_animationHooks.Clear();
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_sequence.ClearAnimations();
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}
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public void Tick(float dt)
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{
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if (!_visible || dt < 0f)
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return;
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_sequence.Update(dt, frame: null);
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RebuildPose();
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_animationHooks.Drain(Vector3.Zero);
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TickRotation(dt);
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}
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public void SetWaitCue(bool visible)
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{
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if (_waitCueVisible == visible)
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return;
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_waitCueVisible = visible;
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_displayNotice?.Invoke(
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visible ? "In Portal Space - Please Wait..." : null);
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}
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/// <summary>
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/// Draw retail portal space into the active viewport. The caller suppresses
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/// the normal world viewport while this scene is visible, then draws the
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/// retained UI above it.
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/// </summary>
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public void Draw(int width, int height, Matrix4x4 smartBoxProjection)
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{
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if (!_visible || width <= 0 || height <= 0 || _entity.MeshRefs.Count == 0)
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return;
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_camera.Aspect = width / (float)height;
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_camera.UseSmartBoxFov(smartBoxProjection);
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DrawRhi();
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}
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/// <summary>
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/// Every capability the raw-GL arm used to set by hand (deleted at
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/// Campaign V slice V11) is baked into the dispatcher's pipelines, and the
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/// pass sets its own full-attachment viewport, so what remains is the
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/// pass itself: a backbuffer pass at the world's sample count that clears
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/// colour and depth (see <see cref="RetailPortalSpaceClearColor"/> for why
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/// re-clearing colour is exact) and is published as the scope's for the
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/// span of the draw.
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/// </summary>
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private void DrawRhi()
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{
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IGpuFrame frame = _frames.CurrentFrame
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?? throw new InvalidOperationException(
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"Portal space requires an open IGpuFrame (see GpuDeviceFrameLifetime).");
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using IGpuPassEncoder encoder = frame.BeginPass(
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GpuPassDescription.BackbufferClear(
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"portal-space",
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RetailPortalSpaceClearColor,
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_scope.SampleCount));
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// Published AFTER the pass opens and BEFORE the light upload: publishing
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// resets the frame-global sections, and the distant light installed below
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// is the one this scene wants rather than the world's.
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using IDisposable publication = _scope.Publish(encoder);
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DrawScene();
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}
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private void DrawScene()
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{
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UploadRetailLight();
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// The dispatcher is shared with the world pass. Portal space is its
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// own CreatureMode scene: it has no world-cell clip routing and no
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// world point lights, only the distant light installed above.
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_dispatcher.ClearClipRouting();
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_dispatcher.SetSceneLights(null);
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var entries = new (uint, Vector3, Vector3, IReadOnlyList<WorldEntity>, IReadOnlyDictionary<uint, WorldEntity>?)[]
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{
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(SyntheticLandblockId,
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new Vector3(-16f, -16f, -16f),
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new Vector3(16f, 16f, 16f),
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new WorldEntity[] { _entity },
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null),
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};
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_dispatcher.Draw(
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_camera,
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entries,
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frustum: null,
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neverCullLandblockId: SyntheticLandblockId,
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visibleCellIds: null,
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animatedEntityIds: AnimatedIds);
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}
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private void TickRotation(float dt)
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{
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_rotationElapsed += dt;
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if (_rotationElapsed >= _rotationDuration)
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{
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_rotationCurrentAngle = _rotationEndAngle;
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_rotationElapsed = 0.0;
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_rotationDuration = NextDouble(RotationDurationMin, RotationDurationMax);
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_rotationStartAngle = _rotationCurrentAngle;
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_rotationEndAngle = (float)NextDouble(0.0, 360.0);
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if (_waitCueVisible)
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_displayNotice?.Invoke("In Portal Space - Please Wait...");
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}
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else
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{
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float t = _rotationDuration <= 0.0
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? 1f
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: (float)(_rotationElapsed / _rotationDuration);
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float level = TeleportAnimSequencer.GetRetailAnimationLevel(t) / 1024f;
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_rotationCurrentAngle = _rotationStartAngle
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+ ((_rotationEndAngle - _rotationStartAngle) * level);
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}
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_camera.DirectionDegrees = _rotationCurrentAngle;
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}
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private double NextDouble(double min, double max) => min + (_random.NextDouble() * (max - min));
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private void RebuildPose()
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{
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AnimationFrame? frame = _sequence.GetCurrAnimframe();
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_entity.MeshRefs = SetupMesh.Flatten(_setup, frame);
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}
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private void UploadRetailLight()
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{
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Vector3 direction = Vector3.Normalize(new Vector3(0.3f, -1.9f, 0.65f));
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_lightUbo.Upload(new SceneLightingUbo
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{
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Light0 = new UboLight
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{
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PosAndKind = Vector4.Zero,
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DirAndRange = new Vector4(direction, 1e9f),
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ColorAndIntensity = new Vector4(1f, 1f, 1f, 2f),
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ConeAngleEtc = Vector4.Zero,
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},
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CellAmbient = new Vector4(0.3f, 0.3f, 0.3f, 1f),
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FogParams = new Vector4(1e9f, 1e9f, 0f, 0f),
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FogColor = Vector4.Zero,
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CameraAndTime = new Vector4(PortalTunnelCamera.RetailEye, 0f),
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});
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}
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private void ThrowIfDisposed() =>
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ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
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/// <summary>
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/// Retail stages animation hooks while advancing the sequence, then drains
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/// them after the object's current pose has been committed. Portal space
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/// has no live-world record, so it owns this small equivalent queue and
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/// forwards its DAT-authored hooks through the shared hook router.
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/// </summary>
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private sealed class PortalAnimationHookQueue : IAnimHookQueue
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{
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private readonly IAnimationHookSink _sink;
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private readonly uint _ownerId;
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private readonly List<AnimationHook> _pending = new();
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public PortalAnimationHookQueue(IAnimationHookSink sink, uint ownerId)
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{
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_sink = sink;
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_ownerId = ownerId;
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}
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public void AddAnimHook(AnimationHook hook) => _pending.Add(hook);
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public void AddAnimDoneHook()
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{
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// The tunnel animation is retail's cyclic tail, so AnimDone is
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// not observable during the portal-space presentation.
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}
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public void Drain(Vector3 worldPosition)
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{
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for (int i = 0; i < _pending.Count; i++)
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_sink.OnHook(_ownerId, worldPosition, _pending[i]);
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_pending.Clear();
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|
}
|
|
|
|
public void Clear() => _pending.Clear();
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_disposed || _disposing)
|
|
return;
|
|
|
|
_disposeRequested = true;
|
|
_disposing = true;
|
|
try
|
|
{
|
|
_visible = false;
|
|
SetWaitCue(false);
|
|
_animationHooks.Clear();
|
|
_sequence.ClearAnimations();
|
|
_meshReferences.Dispose();
|
|
if (_meshReferences.IsDisposed)
|
|
{
|
|
_displayNoticeLifetime?.Dispose();
|
|
_displayNoticeLifetime = null;
|
|
_disposed = true;
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
_disposing = false;
|
|
}
|
|
}
|
|
}
|