acdream/src/AcDream.App/Rendering/Wb/BuildingLoader.cs
Erik 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00

160 lines
7.2 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Phase A8 (2026-05-26): static factory that builds a per-landblock
/// <see cref="BuildingRegistry"/> from a <see cref="LandBlockInfo"/>'s
/// <c>Buildings</c> array.
///
/// <para>Algorithm (mirrors WB's <c>PortalService.GetPortalsByBuilding</c> at
/// <c>WorldBuilder.Shared/Services/PortalService.cs:43-97</c>):</para>
/// <list type="bullet">
/// <item>Step A — seed the cell set from <c>BuildingInfo.Portals</c> entry portals.</item>
/// <item>Step B — BFS through <see cref="LoadedCell.Portals"/> to discover all
/// interior cells reachable from the entry portals (interior portals only;
/// exit portals — <c>OtherCellId == 0xFFFF</c> — terminate each BFS branch).</item>
/// <item>Step C — collect exit portal polygons in world space for the stencil
/// pipeline (Phase A8 Steps 1+2, RR7 scope).</item>
/// </list>
///
/// <para>Cells whose <c>LoadedCell</c> entries are missing from
/// <paramref name="cellsByCellId"/> are silently skipped (BFS bails at the
/// unloaded cell). In production, streaming loads all cells for a landblock
/// before <see cref="Build"/> runs, so the dict is always complete.</para>
///
/// <para><c>LoadedCell.BuildingId</c> is stamped here in RR4 after <c>reg.Add(building)</c>.</para>
///
/// <para>Retail references:
/// <c>docs/research/named-retail/acclient.h:32035</c> (<c>BuildInfo</c>) and
/// <c>:32094</c> (<c>CBldPortal</c>).</para>
/// </summary>
public static class BuildingLoader
{
/// <summary>
/// Builds a <see cref="BuildingRegistry"/> from the supplied landblock data.
/// Building IDs are allocated sequentially starting at 1 (0 is reserved for
/// "no building" semantics used by <c>LoadedCell.BuildingId</c> in RR4).
/// </summary>
/// <param name="info">The dat-loaded <see cref="LandBlockInfo"/> for this landblock.</param>
/// <param name="landblockId">The 32-bit landblock id (e.g. <c>0xA9B40000</c>).
/// The high 16 bits are ORed with each 16-bit <c>OtherCellId</c> to produce
/// the full cell id.</param>
/// <param name="cellsByCellId">Pre-loaded cells keyed by full 32-bit cell id.
/// Used for BFS extension (Step B) and exit-polygon collection (Step C).
/// An empty dict is valid for unit tests; Step B and C are skipped per cell.</param>
/// <returns>A fully populated <see cref="BuildingRegistry"/>; never null.</returns>
public static BuildingRegistry Build(
LandBlockInfo info,
uint landblockId,
IReadOnlyDictionary<uint, LoadedCell> cellsByCellId)
{
var reg = new BuildingRegistry();
if (info.Buildings is null || info.Buildings.Count == 0)
return reg;
uint lbMask = landblockId & 0xFFFF0000u;
uint nextId = 1;
foreach (var bInfo in info.Buildings)
{
var envCellIds = new HashSet<uint>();
var exitPortalPolys = new List<Vector3[]>();
// Step A: seed the cell set from BuildingInfo.Portals (entry portals).
// Each BuildingPortal.OtherCellId is a 16-bit cell-local id; OR with
// the landblock prefix for the full id.
// Defensive: skip OtherCellId == 0xFFFF (exit-portal sentinel in
// BuildingInfo — rare but WB guards against it too at PortalService.cs:58).
if (bInfo.Portals is not null)
{
foreach (var portal in bInfo.Portals)
{
if (portal.OtherCellId == 0xFFFF) continue;
envCellIds.Add(lbMask | portal.OtherCellId);
}
}
// Step B: BFS through interior CellPortals to find the full cell set.
// Uses pre-loaded LoadedCell.Portals (avoids a duplicate dat fetch per
// BFS step). Mirrors WB PortalService.cs:67-79.
// When cellsByCellId is empty (unit-test path), BFS immediately exits.
var queue = new Queue<uint>(envCellIds);
while (queue.Count > 0)
{
var current = queue.Dequeue();
if (!cellsByCellId.TryGetValue(current, out var cell)) continue;
foreach (var p in cell.Portals)
{
if (p.OtherCellId == 0xFFFF) continue; // exit portal — stop BFS here
uint neighbourId = lbMask | p.OtherCellId;
if (envCellIds.Add(neighbourId))
queue.Enqueue(neighbourId);
}
}
// Step C: collect exit portal polygons in world space.
// For each interior cell, iterate its portals; for each exit portal
// (OtherCellId == 0xFFFF), transform the portal polygon vertices from
// cell-local space to world space via WorldTransform.
// Mirrors WB PortalService.cs:81-86 (GetPortalsForCell return path).
foreach (var cellId in envCellIds)
{
if (!cellsByCellId.TryGetValue(cellId, out var cell)) continue;
for (int pi = 0; pi < cell.Portals.Count; pi++)
{
if (cell.Portals[pi].OtherCellId != 0xFFFF) continue;
if (pi >= cell.PortalPolygons.Count) continue;
var localPoly = cell.PortalPolygons[pi];
if (localPoly.Length < 3) continue;
var worldPoly = new Vector3[localPoly.Length];
for (int v = 0; v < localPoly.Length; v++)
worldPoly[v] = Vector3.Transform(localPoly[v], cell.WorldTransform);
exitPortalPolys.Add(worldPoly);
}
}
bool hasPortalBounds = false;
var portalMin = new Vector3(float.MaxValue);
var portalMax = new Vector3(float.MinValue);
foreach (var poly in exitPortalPolys)
{
foreach (var v in poly)
{
hasPortalBounds = true;
portalMin = Vector3.Min(portalMin, v);
portalMax = Vector3.Max(portalMax, v);
}
}
// WB PortalService.cs:89: skip buildings with no interior cells.
if (envCellIds.Count == 0) continue;
var building = new Building
{
BuildingId = nextId++,
EnvCellIds = envCellIds,
ExitPortalPolygons = exitPortalPolys,
HasPortalBounds = hasPortalBounds,
PortalBounds = hasPortalBounds
? new WbBoundingBox(portalMin, portalMax)
: default,
};
reg.Add(building);
// Step 4: stamp BuildingId on each cell (Option C — both directions
// O(1)). The internal setter on LoadedCell.BuildingId is accessible
// because this class lives in the same assembly (AcDream.App).
foreach (var cellId in envCellIds)
{
if (cellsByCellId.TryGetValue(cellId, out var cell))
cell.BuildingId = building.BuildingId;
}
}
return reg;
}
}