acdream/src/AcDream.App/Rendering/StaticMeshRenderer.cs
Erik a3b389603d fix(app): multi-point Z sampling + never-cull player landblock
1. Slope clipping: replaced single foot-forward Z sample with 4-point
   sampling (forward, back, left, right at 0.7 units). Takes the max Z
   across all samples so both uphill and downhill slopes keep feet above
   the terrain mesh surface. Removed the +0.1 Z bias entirely.

2. Player culling: replaced per-entity scan (alwaysVisibleEntityId) with
   per-landblock skip (neverCullLandblockId). The player's current
   landblock is computed from _playerController.Position and passed to
   the renderer. Simpler, faster, and more reliable.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:29:54 +02:00

293 lines
12 KiB
C#

// src/AcDream.App/Rendering/StaticMeshRenderer.cs
using System.Numerics;
using AcDream.Core.Meshing;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
public sealed unsafe class StaticMeshRenderer : IDisposable
{
private readonly GL _gl;
private readonly Shader _shader;
private readonly TextureCache _textures;
// One GPU bundle per unique GfxObj id. Each GfxObj can have multiple sub-meshes.
private readonly Dictionary<uint, List<SubMeshGpu>> _gpuByGfxObj = new();
public StaticMeshRenderer(GL gl, Shader shader, TextureCache textures)
{
_gl = gl;
_shader = shader;
_textures = textures;
}
public void EnsureUploaded(uint gfxObjId, IReadOnlyList<GfxObjSubMesh> subMeshes)
{
if (_gpuByGfxObj.ContainsKey(gfxObjId))
return;
var list = new List<SubMeshGpu>(subMeshes.Count);
foreach (var sm in subMeshes)
list.Add(UploadSubMesh(sm));
_gpuByGfxObj[gfxObjId] = list;
}
private SubMeshGpu UploadSubMesh(GfxObjSubMesh sm)
{
uint vao = _gl.GenVertexArray();
_gl.BindVertexArray(vao);
uint vbo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
fixed (void* p = sm.Vertices)
_gl.BufferData(BufferTargetARB.ArrayBuffer,
(nuint)(sm.Vertices.Length * sizeof(Vertex)), p, BufferUsageARB.StaticDraw);
uint ebo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
fixed (void* p = sm.Indices)
_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
(nuint)(sm.Indices.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
uint stride = (uint)sizeof(Vertex);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
_gl.EnableVertexAttribArray(3);
_gl.VertexAttribIPointer(3, 1, VertexAttribIType.UnsignedInt, stride, (void*)(8 * sizeof(float)));
_gl.BindVertexArray(0);
return new SubMeshGpu
{
Vao = vao,
Vbo = vbo,
Ebo = ebo,
IndexCount = sm.Indices.Length,
SurfaceId = sm.SurfaceId,
// Capture translucency at upload time so the draw loop never
// has to look it up from external state.
Translucency = sm.Translucency,
};
}
public void Draw(ICamera camera,
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax, IReadOnlyList<WorldEntity> Entities)> landblockEntries,
FrustumPlanes? frustum = null,
uint? neverCullLandblockId = null)
{
_shader.Use();
_shader.SetMatrix4("uView", camera.View);
_shader.SetMatrix4("uProjection", camera.Projection);
// ── Pass 1: Opaque + ClipMap ──────────────────────────────────────────
// Depth write on (default). No blending. ClipMap surfaces use the
// alpha-discard path in the fragment shader (uTranslucencyKind == 1).
foreach (var entry in landblockEntries)
{
// Per-landblock frustum cull. Never cull the player's landblock.
if (frustum is not null &&
entry.LandblockId != neverCullLandblockId &&
!FrustumCuller.IsAabbVisible(frustum.Value, entry.AabbMin, entry.AabbMax))
continue;
foreach (var entity in entry.Entities)
{
if (entity.MeshRefs.Count == 0)
continue;
foreach (var meshRef in entity.MeshRefs)
{
if (!_gpuByGfxObj.TryGetValue(meshRef.GfxObjId, out var subMeshes))
continue;
var entityRoot =
Matrix4x4.CreateFromQuaternion(entity.Rotation) *
Matrix4x4.CreateTranslation(entity.Position);
var model = meshRef.PartTransform * entityRoot;
_shader.SetMatrix4("uModel", model);
foreach (var sub in subMeshes)
{
// Skip translucent sub-meshes in the first pass.
if (sub.Translucency != TranslucencyKind.Opaque &&
sub.Translucency != TranslucencyKind.ClipMap)
continue;
_shader.SetInt("uTranslucencyKind", (int)sub.Translucency);
uint tex = ResolveTex(entity, meshRef, sub);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, tex);
_gl.BindVertexArray(sub.Vao);
_gl.DrawElements(PrimitiveType.Triangles, (uint)sub.IndexCount, DrawElementsType.UnsignedInt, (void*)0);
}
}
}
}
// ── Pass 2: Translucent (AlphaBlend, Additive, InvAlpha) ─────────────
// Depth test on so translucents composite correctly behind opaque geometry.
// Depth write OFF so translucents don't occlude each other or downstream
// opaque draws. Blend function is set per-draw based on TranslucencyKind.
//
// NOTE: translucent draws are NOT sorted by depth — overlapping translucent
// surfaces can composite in the wrong order. Portal-sized billboards don't
// overlap in practice so this is acceptable and avoids a larger refactor.
_gl.Enable(EnableCap.Blend);
_gl.DepthMask(false);
// Phase 9.2: enable back-face culling for the translucent pass so
// closed-shell translucents (lifestone crystal, glow gems, any
// convex blended mesh) don't draw their back faces over their
// front faces in arbitrary iteration order. Without this, the
// 58 triangles of the lifestone crystal composited with an
// "inside-out" look where the user saw through one face into
// the hollow interior. With back-face culling on, back faces are
// dropped at rasterization time, front faces composite as-is,
// and depth ordering within the front-facing subset is a
// non-issue for closed convex-ish shells. Matches WorldBuilder's
// per-batch CullMode handling in
// references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/
// BaseObjectRenderManager.cs:361-365.
//
// Our fan triangulation emits pos-side polygons as
// (0, i, i+1) which is CCW in standard OpenGL conventions, so
// GL_BACK + CCW front is the correct state. Neg-side polygons
// (if any) use reversed winding and get culled here — that's a
// known limitation and matches the opaque-pass behavior since
// neg-side polys are virtually never translucent in AC content.
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Back);
_gl.FrontFace(FrontFaceDirection.Ccw);
foreach (var entry in landblockEntries)
{
// Same per-landblock frustum cull for pass 2.
if (frustum is not null &&
entry.LandblockId != neverCullLandblockId &&
!FrustumCuller.IsAabbVisible(frustum.Value, entry.AabbMin, entry.AabbMax))
continue;
foreach (var entity in entry.Entities)
{
if (entity.MeshRefs.Count == 0)
continue;
foreach (var meshRef in entity.MeshRefs)
{
if (!_gpuByGfxObj.TryGetValue(meshRef.GfxObjId, out var subMeshes))
continue;
var entityRoot =
Matrix4x4.CreateFromQuaternion(entity.Rotation) *
Matrix4x4.CreateTranslation(entity.Position);
var model = meshRef.PartTransform * entityRoot;
_shader.SetMatrix4("uModel", model);
foreach (var sub in subMeshes)
{
if (sub.Translucency == TranslucencyKind.Opaque ||
sub.Translucency == TranslucencyKind.ClipMap)
continue;
// Set per-draw blend function.
switch (sub.Translucency)
{
case TranslucencyKind.Additive:
// src*a + dst — portal swirls, glows
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
break;
case TranslucencyKind.InvAlpha:
// src*(1-a) + dst*a
_gl.BlendFunc(BlendingFactor.OneMinusSrcAlpha, BlendingFactor.SrcAlpha);
break;
default: // AlphaBlend
// src*a + dst*(1-a)
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
break;
}
_shader.SetInt("uTranslucencyKind", (int)sub.Translucency);
uint tex = ResolveTex(entity, meshRef, sub);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, tex);
_gl.BindVertexArray(sub.Vao);
_gl.DrawElements(PrimitiveType.Triangles, (uint)sub.IndexCount, DrawElementsType.UnsignedInt, (void*)0);
}
}
}
}
// Restore default GL state for subsequent renderers (terrain etc.).
_gl.DepthMask(true);
_gl.Disable(EnableCap.Blend);
_gl.Disable(EnableCap.CullFace);
_gl.BindVertexArray(0);
}
/// <summary>
/// Resolves the GL texture id for a sub-mesh, honouring palette and
/// texture overrides carried on the entity and the mesh-ref.
/// </summary>
private uint ResolveTex(WorldEntity entity, MeshRef meshRef, SubMeshGpu sub)
{
uint overrideOrigTex = 0;
bool hasOrigTexOverride = meshRef.SurfaceOverrides is not null
&& meshRef.SurfaceOverrides.TryGetValue(sub.SurfaceId, out overrideOrigTex);
uint? origTexOverride = hasOrigTexOverride ? overrideOrigTex : (uint?)null;
if (entity.PaletteOverride is not null)
{
return _textures.GetOrUploadWithPaletteOverride(
sub.SurfaceId, origTexOverride, entity.PaletteOverride);
}
else if (hasOrigTexOverride)
{
return _textures.GetOrUploadWithOrigTextureOverride(sub.SurfaceId, overrideOrigTex);
}
else
{
return _textures.GetOrUpload(sub.SurfaceId);
}
}
public void Dispose()
{
foreach (var subs in _gpuByGfxObj.Values)
{
foreach (var sub in subs)
{
_gl.DeleteBuffer(sub.Vbo);
_gl.DeleteBuffer(sub.Ebo);
_gl.DeleteVertexArray(sub.Vao);
}
}
_gpuByGfxObj.Clear();
}
private sealed class SubMeshGpu
{
public uint Vao;
public uint Vbo;
public uint Ebo;
public int IndexCount;
public uint SurfaceId;
/// <summary>
/// Cached from GfxObjSubMesh.Translucency at upload time.
/// Avoids any per-draw lookup into external state.
/// </summary>
public TranslucencyKind Translucency;
}
}