acdream/src/AcDream.App/Rendering/Wb/EnvCellSceneryInstance.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

129 lines
4.7 KiB
C#

// Ported from references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SceneryInstance.cs
// Phase A8 extraction (2026-05-28). Verbatim port; adaptations:
// - SceneryInstance -> EnvCellSceneryInstance (scope-narrow to env-cell rendering)
// - ObjectLandblock -> EnvCellLandblock
// - Namespace: AcDream.App.Rendering.Wb
// - BoundingBox -> WbBoundingBox (defined in WbFrustum.cs)
// - DisqualificationReason + SceneryDisqualificationReason dropped (editor-only)
// - IsQueuedForUpload, IsTransformOnlyUpdate, ParticleEmitters, InstanceBufferOffset,
// InstanceCount, MdiCommands dropped (editor-only / shared-MDI)
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Lightweight data for a single placed env-cell scenery object.
/// Source: references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SceneryInstance.cs (lines 11-56)
/// </summary>
public struct EnvCellSceneryInstance
{
/// <summary>GfxObj or Setup ID from DAT.</summary>
public ulong ObjectId;
/// <summary>Unique instance index within the landblock (WB used a 128-bit editor ID; we use uint).</summary>
public uint InstanceId;
/// <summary>True for multi-part Setup objects, false for simple GfxObj.</summary>
public bool IsSetup;
/// <summary>True if this instance is a building.</summary>
public bool IsBuilding;
/// <summary>True if this is an interior cell connected directly to the landblock.</summary>
public bool IsEntryCell;
/// <summary>World-space position.</summary>
public Vector3 WorldPosition;
/// <summary>Local-space position (relative to landblock origin).</summary>
public Vector3 LocalPosition;
/// <summary>Rotation quaternion.</summary>
public Quaternion Rotation;
/// <summary>The current cell ID this instance is in (used for previewing moves between cells).</summary>
public uint CurrentPreviewCellId;
/// <summary>Scale (typically uniform).</summary>
public Vector3 Scale;
/// <summary>Pre-computed world transform matrix.</summary>
public Matrix4x4 Transform;
/// <summary>Local-space bounding box.</summary>
public WbBoundingBox LocalBoundingBox;
/// <summary>World-space bounding box.</summary>
public WbBoundingBox BoundingBox;
/// <summary>Rendering flags for this instance.</summary>
public uint Flags;
}
/// <summary>
/// Holds all EnvCell instances for a single landblock, ready for rendering.
/// Shared by both scenery and static object render managers.
/// Source: references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SceneryInstance.cs (lines 62-160)
/// </summary>
public class EnvCellLandblock
{
/// <summary>Grid X coordinate of this landblock.</summary>
public int GridX { get; set; }
/// <summary>Grid Y coordinate of this landblock.</summary>
public int GridY { get; set; }
public object Lock { get; } = new();
public List<EnvCellSceneryInstance> Instances { get; set; } = new();
/// <summary>
/// Grouped bounding boxes for each EnvCell in this landblock.
/// Key: CellID, Value: Composite bounding box of the cell and all its static objects.
/// </summary>
public Dictionary<uint, WbBoundingBox> EnvCellBounds { get; set; } = new();
/// <summary>
/// Set of EnvCell IDs in this landblock that have the SeenOutside flag.
/// </summary>
public HashSet<uint> SeenOutsideCells { get; set; } = new();
/// <summary>
/// Grouped transforms for each GfxObj part for static objects, for efficient instanced rendering.
/// Key: GfxObjId, Value: List of transforms
/// </summary>
public Dictionary<ulong, List<InstanceData>> StaticPartGroups { get; set; } = new();
/// <summary>
/// Grouped transforms for each GfxObj part for buildings, for efficient instanced rendering.
/// Key: GfxObjId, Value: List of transforms
/// </summary>
public Dictionary<ulong, List<InstanceData>> BuildingPartGroups { get; set; } = new();
/// <summary>
/// World-space bounding box of this landblock.
/// </summary>
public WbBoundingBox BoundingBox { get; set; }
/// <summary>
/// Total bounding box covering all EnvCells in this landblock.
/// </summary>
public WbBoundingBox TotalEnvCellBounds { get; set; }
/// <summary>
/// Whether instances (positions/bounding boxes) have been generated.
/// </summary>
public bool InstancesReady { get; set; }
/// <summary>
/// Whether mesh data for all instances has been prepared (CPU-side).
/// </summary>
public bool MeshDataReady { get; set; }
/// <summary>
/// Whether GPU resources have been uploaded.
/// </summary>
public bool GpuReady { get; set; }
}