546 lines
21 KiB
C#
546 lines
21 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Scene;
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using AcDream.App.Rendering.Sky;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Rendering;
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using AcDream.Core.Vfx;
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using AcDream.Core.World;
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using Silk.NET.Windowing;
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namespace AcDream.App.Rendering;
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internal readonly record struct RetailPViewFramebufferSize(int Width, int Height);
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internal interface IRetailPViewFramebufferSource
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{
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RetailPViewFramebufferSize Capture();
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}
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internal sealed class SilkRetailPViewFramebufferSource(IWindow window) :
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IRetailPViewFramebufferSource
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{
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private readonly IWindow _window = window
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?? throw new ArgumentNullException(nameof(window));
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public RetailPViewFramebufferSize Capture()
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{
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var size = _window.FramebufferSize;
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return new RetailPViewFramebufferSize(size.X, size.Y);
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}
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}
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internal sealed class RetailPViewCellSource : IRetailPViewCellSource
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{
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private readonly CellVisibility _cells;
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public RetailPViewCellSource(CellVisibility cells) =>
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_cells = cells ?? throw new ArgumentNullException(nameof(cells));
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public LoadedCell? Find(uint cellId) =>
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_cells.TryGetCell(cellId, out LoadedCell? cell) ? cell : null;
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}
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internal sealed class RetailPViewParticleClassifications
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{
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private readonly HashSet<uint> _outdoor = [];
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private readonly HashSet<uint> _visible = [];
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private readonly HashSet<uint> _dynamics = [];
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public IReadOnlySet<uint> Outdoor => _outdoor;
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public HashSet<uint> Visible => _visible;
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public HashSet<uint> Dynamics => _dynamics;
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public void BeginFrame()
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{
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_outdoor.Clear();
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_visible.Clear();
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_dynamics.Clear();
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}
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public void ReplaceOutdoor(IReadOnlyList<WorldEntity> owners)
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{
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_outdoor.Clear();
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foreach (WorldEntity owner in owners)
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_outdoor.Add(owner.Id);
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}
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public void ReplaceOutdoor(IReadOnlySet<uint> ownerIds)
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{
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_outdoor.Clear();
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_outdoor.UnionWith(ownerIds);
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}
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}
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/// <summary>
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/// Concrete GL implementation of the named passes ordered by
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/// <see cref="RetailPViewRenderer"/>. It owns reusable pass-local particle
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/// classifications but borrows every renderer and world source.
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/// The order it implements is retail <c>PView::DrawCells @ 0x005A4840</c>:
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/// landscape, delayed-alpha flush, optional interior depth clear, exit masks,
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/// cell shells/objects, then surviving dynamics. Landscape sky/terrain/weather
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/// placement follows <c>LScape::draw @ 0x00506330</c>.
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/// </summary>
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internal interface IOutdoorSceneParticleOwnerSource
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{
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IReadOnlySet<uint> OutdoorSceneParticleEntityIds { get; }
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}
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/// <summary>
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/// Campaign V slice V6j: backend-neutral. The order it implements is retail's and
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/// is written once; the four places it touches graphics state directly are owned
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/// by <see cref="IWorldPassSurface"/>.
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/// </summary>
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internal sealed partial class RetailPViewPassExecutor :
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IOutdoorSceneParticleOwnerSource
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{
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private readonly IWorldPassSurface _surface;
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private readonly IRenderFrameGlState _frameGlState;
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private readonly ClipFrame _clipFrame;
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private readonly TerrainModernRenderer? _terrain;
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private readonly EnvCellRenderer _envCells;
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private readonly WbDrawDispatcher _entities;
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private readonly SkyRenderer? _sky;
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private readonly ParticleSystem? _particles;
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private readonly ParticleRenderer? _particleRenderer;
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private readonly PortalDepthMaskRenderer? _portalDepthMask;
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private readonly RetailAlphaQueue _alpha;
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private readonly WorldRenderDiagnostics _diagnostics;
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private readonly TerrainDrawDiagnosticsController _terrainDiagnostics;
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private readonly RetailPViewParticleClassifications _particleClassifications = new();
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private readonly HashSet<uint> _noSceneParticleEntityIds = [];
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// ACDREAM_PROBE_WALK_ROOT / cathedral FW4: observation-only counter for
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// the walk-owned far-Z portal punches.
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internal int WalkLookInPunchCountThisFrame { get; private set; }
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/// <summary>
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/// Borrowed until the next late landscape pass. The outdoor-root post-world
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/// particle pass consumes this synchronously before another PView frame.
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/// </summary>
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public IReadOnlySet<uint> OutdoorSceneParticleEntityIds =>
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_particleClassifications.Outdoor;
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public RetailPViewPassExecutor(
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IWorldPassSurface surface,
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IRenderFrameGlState frameGlState,
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ClipFrame clipFrame,
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TerrainModernRenderer? terrain,
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EnvCellRenderer envCells,
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WbDrawDispatcher entities,
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SkyRenderer? sky,
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ParticleSystem? particles,
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ParticleRenderer? particleRenderer,
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PortalDepthMaskRenderer? portalDepthMask,
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RetailAlphaQueue alpha,
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WorldRenderDiagnostics diagnostics,
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TerrainDrawDiagnosticsController terrainDiagnostics)
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{
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_surface = surface ?? throw new ArgumentNullException(nameof(surface));
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_frameGlState = frameGlState
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?? throw new ArgumentNullException(nameof(frameGlState));
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_clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame));
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_terrain = terrain;
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_envCells = envCells ?? throw new ArgumentNullException(nameof(envCells));
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_entities = entities ?? throw new ArgumentNullException(nameof(entities));
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_sky = sky;
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_particles = particles;
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_particleRenderer = particleRenderer;
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_portalDepthMask = portalDepthMask;
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_alpha = alpha ?? throw new ArgumentNullException(nameof(alpha));
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_diagnostics = diagnostics ?? throw new ArgumentNullException(nameof(diagnostics));
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_terrainDiagnostics = terrainDiagnostics
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?? throw new ArgumentNullException(nameof(terrainDiagnostics));
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}
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public void BeginFrame()
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{
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_particleClassifications.BeginFrame();
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeWalkRootEnabled)
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{
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AcDream.Core.Rendering.RenderingDiagnostics.WalkRootPhase = "pre";
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WalkLookInPunchCountThisFrame = 0;
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}
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}
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/// <summary>Campaign FW3.2b-2: the shared dispatcher, for
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/// <see cref="RetailPViewRenderer"/>'s <c>WalkFrameDriver</c>
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/// construction — the driver's ctor takes a <see cref="WbDrawDispatcher"/>
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/// directly (it calls <c>SubmitOrderedStream</c> itself; see that
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/// class's own doc comment).</summary>
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internal WbDrawDispatcher Dispatcher => _entities;
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/// <summary>Campaign FW3.2b-2: forwards to
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/// <see cref="WbDrawDispatcher.RequireWalkSubmission"/> — the frame/
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/// encoder pair the walk driver submits its stream flushes into.</summary>
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internal (IGpuFrame Frame, IGpuPassEncoder Encoder) RequireWalkSubmission() =>
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_entities.RequireWalkSubmission();
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/// <summary>Campaign FW3.2b-2: forwards to
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/// <see cref="WbDrawDispatcher.WalkAttachmentExtent"/> — the real
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/// viewport size for <c>WalkProductionFrameContext</c>.</summary>
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internal (int Width, int Height)? WalkAttachmentExtent =>
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_entities.WalkAttachmentExtent;
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public void AbortFrame()
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{
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List<Exception>? failures = null;
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TryAbort(_frameGlState.RestoreFrameDefaults);
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TryAbort(() => _envCells.SetClipRouting(null));
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TryAbort(_entities.ClearClipRouting);
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TryAbort(_particleClassifications.BeginFrame);
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TryAbort(_noSceneParticleEntityIds.Clear);
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if (failures is { Count: > 0 })
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throw new AggregateException("Retail PView pass abort failed.", failures);
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void TryAbort(Action operation)
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{
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try
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{
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operation();
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}
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catch (Exception error)
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{
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(failures ??= []).Add(error);
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}
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}
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}
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public ClipFrameAssembly BeginWalkClipFrame(
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bool outdoorRoot,
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ClipFrameAssembly reuseAssembly) =>
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ClipFrameAssembler.BeginWalkFrame(_clipFrame, outdoorRoot, reuseAssembly);
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public void PrepareClipFrame(int terrainUploadCount) =>
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_surface.PrepareClipFrame(terrainUploadCount);
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public void SetTerrainClip(ReadOnlySpan<Vector4> planes) =>
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_surface.SetTerrainClip(planes);
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public void ClearClipRouting() => _entities.ClearClipRouting();
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public void UseIndoorMembershipOnlyRouting()
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{
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// Retail viewcone-checks meshes and draws whole cell shells. This clears
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// any terrain-slice routing before the indoor membership passes.
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_envCells.SetClipRouting(null);
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_entities.ClearClipRouting();
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}
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public void PrepareCellBatches(
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RetailPViewFrameInput frame,
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HashSet<uint> visibleCellIds) =>
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_envCells.PrepareRenderBatches(
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frame.ViewProjection,
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frame.CameraWorldPosition,
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filter: visibleCellIds,
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centerLbX: frame.RenderCenterLbX,
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centerLbY: frame.RenderCenterLbY,
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renderRadius: frame.RenderRadius);
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public void DrawOpaqueCellShells(HashSet<uint> cellIds) =>
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_envCells.Render(WbRenderPass.Opaque, cellIds);
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public void SetCellShellClipRouting(IReadOnlyDictionary<uint, int>? routing) =>
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_envCells.SetClipRouting(routing);
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public bool CellHasTransparentShell(uint cellId) =>
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_envCells.CellHasTransparent(cellId);
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public void DrawTransparentCellShellsOrdered(IReadOnlyList<uint> cellIds) =>
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_envCells.RenderTransparentOrdered(cellIds);
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public void DrawLandscapeSliceLate(
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RetailPViewFrameInput frame,
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RetailPViewLandscapeLateSliceContext context)
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{
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ClipViewSlice slice = context.Slice;
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bool scissor = BeginDoorwayScissor(slice.NdcAabb);
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_surface.BindTerrainClip();
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DisableClipDistances();
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if (context.Dynamics.Count > 0)
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{
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var dynamicsEntry = (
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frame.PlayerLandblockId ?? 0u,
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Vector3.Zero,
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Vector3.Zero,
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context.Dynamics,
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(IReadOnlyDictionary<uint, WorldEntity>?)null);
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_entities.Draw(
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frame.Camera,
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new[] { dynamicsEntry },
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frame.Frustum,
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neverCullLandblockId: frame.PlayerLandblockId,
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visibleCellIds: null,
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animatedEntityIds: frame.AnimatedEntityIds);
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}
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// Late-stage particle owners submit ONCE per frame through
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// DrawLandscapeStaticParticles after the slice loop (retail: one
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// unclipped alpha-list insertion per emitter), not per slice here.
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EnableClipDistances();
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// Retail GameSky::Draw @0x00506ff0 gates the WEATHER pass (arg2==1)
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// on SmartBox::is_player_outside @0x00451e80 — Ghidra-arbitrated:
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// (player objcell_id & 0xFFFF) < 0x100. The sky pass always draws;
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// the rain draws ONLY while the PLAYER stands in an outdoor cell.
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// That one boolean is retail's entire rain confinement (the
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// owner-reported indoor/seam rain at the cathedral: rain on the
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// ledges, none the instant the player crosses into an interior
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// cell) — no depth or view-clip mechanism is involved.
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bool playerOutside = (frame.PlayerCellId & 0xFFFFu) < 0x100u;
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if (frame.RenderSky && frame.RenderWeather && playerOutside)
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{
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_sky?.RenderWeather(
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frame.Camera,
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frame.CameraWorldPosition,
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frame.DayFraction,
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frame.ActiveDayGroup,
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frame.SkyKeyframe,
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frame.EnvironOverrideActive);
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DisableClipDistances();
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if (_particles is not null && _particleRenderer is not null)
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{
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_particleRenderer.Draw(
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frame.Camera,
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frame.CameraWorldPosition,
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ParticleRenderPass.SkyPostScene,
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clipSlot: checked((uint)slice.Slot));
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}
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}
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else
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{
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DisableClipDistances();
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}
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if (scissor)
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_surface.EndScissor();
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_entities.ClearClipRouting();
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DisableClipDistances();
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}
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public void DrawLandscapeStaticParticles(
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RetailPViewFrameInput frame,
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RetailPViewLandscapeStaticParticleContext context)
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{
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// One unclipped submission per owner per frame. Retail never clips a
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// particle to a portal view — its polys join the one alpha list during
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// the owner cell's walk turn and the depth test at the flush decides
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// occlusion (FlushAlphaList @0x0059D2E0). The former per-slice call
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// with the slice's clip slot both hardware-cut effects at aperture
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// boundaries and double-submitted owners visible in two slices.
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DisableClipDistances();
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_particleClassifications.ReplaceOutdoor(context.ParticleOwnerIds);
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ProbeWalkParticleRoute("static-owners", _particleClassifications.Outdoor);
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if (_particleClassifications.Outdoor.Count > 0
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&& _particles is not null
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&& _particleRenderer is not null)
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{
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_particleRenderer.DrawForOwners(
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frame.Camera,
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frame.CameraWorldPosition,
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ParticleRenderPass.Scene,
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_particleClassifications.Outdoor,
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clipSlot: 0);
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}
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_entities.ClearClipRouting();
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DisableClipDistances();
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}
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public void ClearInteriorDepth()
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{
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeWalkRootEnabled)
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AcDream.Core.Rendering.RenderingDiagnostics.WalkRootPhase = "post";
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_surface.ClearInteriorDepth();
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}
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public void DrawExitPortalMask(
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RetailPViewFrameInput frame,
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RetailPViewCellSliceContext context) =>
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DrawPortalDepthWrite(context, frame, forceFarZ: frame.RootCell.IsOutdoorNode);
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public void DrawUnattachedSceneParticles(
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RetailPViewFrameInput frame,
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bool outdoorCells)
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{
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if (_particles is null || _particleRenderer is null)
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return;
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// Retail draws an unattached emitter once, during its owner CELL's
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// walk turn, with NO portal-view clip (CPhysicsObj::ShouldDrawParticles
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// @0x0050FE60 gates by cell in-view + distance; occlusion is the depth
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// test at FlushAlphaList @0x0059D2E0). Outdoor-cell emitters submit in
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// the landscape stage, interior-cell emitters in the final world stage.
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// The former once-per-OutsideView-slice submission with that slice's
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// hardware clip slot made effects vanish by view direction (zero
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// outside slices in view = zero submissions) — invented behavior.
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DisableClipDistances();
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ProbeWalkParticleRoute(
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outdoorCells ? "unattached-outdoor" : "unattached-interior", null);
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_particleRenderer.DrawForOwners(
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frame.Camera,
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frame.CameraWorldPosition,
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ParticleRenderPass.Scene,
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_noSceneParticleEntityIds,
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includeUnattached: true,
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clipSlot: 0,
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unattachedCellScope: outdoorCells
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? UnattachedEmitterCellScope.OutdoorCells
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: UnattachedEmitterCellScope.InteriorCells);
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}
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/// <summary>ACDREAM_PROBE_WALK_ROOT companion (throwaway, dies with the
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/// cathedral falls investigation): logs each particle submission route
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/// with its owner count + the pre/post-depth-clear phase tag.</summary>
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private static void ProbeWalkParticleRoute(string route, IReadOnlySet<uint>? owners)
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{
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if (!AcDream.Core.Rendering.RenderingDiagnostics.ProbeWalkRootEnabled)
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return;
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string ids = "";
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if (owners is not null)
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{
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var sb = new System.Text.StringBuilder();
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int shown = 0;
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foreach (uint id in owners)
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{
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if (shown++ == 6) { sb.Append(",…"); break; }
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if (sb.Length > 0) sb.Append(',');
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sb.Append(id.ToString("x"));
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}
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ids = $" n={owners.Count} ids=[{sb}]";
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// Phase I cathedral instrumentation: the REAL falls owners
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// (outdoor landblock statics 0xCF418000-13 per the DAT-geometry
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// report) — print EVERY submission that carries one, with the
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// exact watched ids, unconditionally (never rate-limited; these
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// are the money lines the six fix rounds never had).
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System.Text.StringBuilder? falls = null;
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foreach (uint id in owners)
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{
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if (id >= 0xCF418000u && id <= 0xCF418014u)
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{
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falls ??= new System.Text.StringBuilder();
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if (falls.Length > 0) falls.Append(',');
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falls.Append(id.ToString("x"));
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}
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}
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if (falls is not null)
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{
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Console.WriteLine(
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$"[falls] route={route} phase="
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+ $"{AcDream.Core.Rendering.RenderingDiagnostics.WalkRootPhase} "
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+ $"ids=[{falls}]");
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}
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}
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Console.WriteLine(
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$"[walk-part] {route}{ids} phase={AcDream.Core.Rendering.RenderingDiagnostics.WalkRootPhase}");
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}
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public void FlushLandscapeAlpha() => _alpha.Flush();
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public void DrawCellParticles(
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RetailPViewFrameInput frame,
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RetailPViewCellSliceContext context)
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{
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if (_particles is null
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|| _particleRenderer is null
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|| context.ParticleOwnerIds.Count == 0)
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{
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return;
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}
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HashSet<uint> visible = _particleClassifications.Visible;
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visible.Clear();
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visible.UnionWith(context.ParticleOwnerIds);
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if (visible.Count == 0)
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return;
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DisableClipDistances();
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ProbeWalkParticleRoute("cell-owners", visible);
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// Retail never clips cell particles to a portal view: the owner
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// cell's walls own occlusion via the depth test at the alpha flush.
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_particleRenderer.DrawForOwners(
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frame.Camera,
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frame.CameraWorldPosition,
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ParticleRenderPass.Scene,
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visible,
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clipSlot: 0);
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DisableClipDistances();
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}
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public void EmitDiagnostics(
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RetailPViewFrameInput frame,
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RetailPViewFrameResult result) =>
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_diagnostics.EmitRetailPViewDiagnostics(
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RenderingDiagnostics.ProbeVisibilityEnabled,
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RenderingDiagnostics.ProbeFlapEnabled,
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result,
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frame.RootCell,
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frame.ViewerCellId,
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frame.PlayerCellId,
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frame.CameraWorldPosition,
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frame.PlayerViewPosition,
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frame.CameraCellResolution);
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private void DrawPortalDepthWrite(
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RetailPViewCellSliceContext context,
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RetailPViewFrameInput frame,
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bool forceFarZ,
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int? onlyPortalIndex = null)
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{
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// Retail D3DPolyRender::DrawPortalPolyInternal @ 0x0059BC90.
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// Main interior roots stamp true depth (seal); outdoor and look-in
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// apertures stamp far depth (punch). The renderer owns that choice.
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if (_portalDepthMask is null)
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return;
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LoadedCell? cell = frame.Cells.Find(context.CellId);
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if (cell is null)
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return;
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Span<Vector3> world = stackalloc Vector3[32];
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for (int index = 0; index < cell.Portals.Count; index++)
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{
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if (onlyPortalIndex.HasValue && index != onlyPortalIndex.Value)
|
|
continue;
|
|
if (cell.Portals[index].OtherCellId != 0xFFFF)
|
|
continue;
|
|
if (index >= cell.PortalPolygons.Count)
|
|
break;
|
|
Vector3[] localVertices = cell.PortalPolygons[index];
|
|
if (localVertices.Length < 3)
|
|
continue;
|
|
|
|
int count = Math.Min(localVertices.Length, world.Length);
|
|
for (int vertex = 0; vertex < count; vertex++)
|
|
{
|
|
// FW3.3: fans draw at the dat aperture verbatim (the
|
|
// ShellDrawLiftZ retirement — shells draw unlifted too).
|
|
world[vertex] = Vector3.Transform(
|
|
localVertices[vertex],
|
|
cell.WorldTransform);
|
|
}
|
|
|
|
_diagnostics.EmitSeamMask(
|
|
RenderingDiagnostics.ProbeSeamDrawEnabled,
|
|
RenderingDiagnostics.SeamDrawTargetCells,
|
|
context.CellId,
|
|
index,
|
|
forceFarZ,
|
|
world[..count]);
|
|
|
|
_portalDepthMask.DrawDepthFan(
|
|
world[..count],
|
|
frame.ViewProjection,
|
|
context.Slice.Planes,
|
|
forceFarZ);
|
|
}
|
|
}
|
|
|
|
private bool BeginDoorwayScissor(Vector4 ndcAabb) =>
|
|
_surface.BeginScissor(ndcAabb);
|
|
|
|
private void EnableClipDistances() => _surface.EnableClipDistances();
|
|
|
|
private void DisableClipDistances() => _surface.DisableClipDistances();
|
|
}
|