Opus dual-lens review of05970306+388457a7(APPROVE WITH FIXES). Four items, all landed: 1. FOG (behavioural). Retail's D3D fixed-function fog stage runs AFTER the texture-stage pipeline, so the detail contribution must be fogged, not just the base. mesh_modern.frag already fogs the base colour (applyFog(rgb, vWorldPos)) before mesh_detail's replay draws over it; mesh_detail.frag previously emitted raw detail.rgb, understating fog by f*a*(fog-detail). Fix: mesh_detail.vert now outputs vWorldPos (mirroring mesh_modern.vert); mesh_detail.frag declares the identical SceneLighting UBO and applyFog function (copied verbatim, same binding/std140/math) and fogs detail.rgb before emitting it. This collapses algebraically to retail's fog-after-combine order: (1-a)*mix(base,fog,f) + a*mix(detail,fog,f) = mix(lerp(base,detail,a),fog,f) RetailDetailTextureContract gains ExpectedFogged(base,detail,opacity,fog, fogFactor); RetailDetailTextureContractTests pins the identity across 200 random samples within 1e-6. 2. EnvCellRenderer.Rhi.cs's DrawEnvCell-category comment still said "apply the 10-50 m positive-view-depth fade" — a stale claim from before VM1 removed the fade. Replaced with the mip-chain attenuation statement that mesh_detail.vert's header comment already carries. 3. Added the test the VM1 contract required but never had: TerrainAtlas .TryCreateDetailTexture uploads a full mip chain (MipLevelCount == RhiWorldTextureArray.MipLevelsFor(w,h), GenerateMipChain called) and registers with the repeat/linear world sampler, not single-level or clamped. Drives the private method directly (reflection) against a synthetic PFID_A8R8G8B8 RenderSurface through a minimal in-memory IDatReaderWriter fake, so the lane stays hermetic (no installed DAT). 4. #226 pseudocode note: noted that retail's stage-1 OUTPUT alpha (MODULATE(TEXTURE, CURRENT), 0x0059c549) — the framebuffer blend weight a delayed-alpha subset composites with — is not modelled; acdream instead draws a second pass weighted by detail.a*diffuseAlpha. Identical for opaque subsets, a bounded difference on translucent building/EnvCell subsets already covered by the existing AP-34 shared-alpha-queue divergence row. Also qualified the tmpmaterial.Diffuse.a = 1f (0x0059cb99) citation to name its exact branch (burnedInStaticLights < 0 && *(render_device+0x7e4) == 0); the other branch leaves diffuse FromVertex, but the opaque->1 / fading->opacity mapping still holds either way. Nit also folded in: EnvCellRendererTests' new SubmitRhi instance-alpha test is now a [Theory] over WbRenderPass.Opaque and .Transparent, pinning the bind-before-first-draw invariant on both passes. Regenerated mesh_detail's committed SPIR-V and the shader manifest (tools/compile-shaders.ps1); no other shader pair changed. Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors); dotnet test on AcDream.App.Tests (Release, hermetic lanes) green, including the shader manifest tests explicitly; AcDream.Core.Tests unaffected/green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
109 lines
5.3 KiB
C#
109 lines
5.3 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Testable CPU statement of retail's detail-pass gate and pixel math. The
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/// production pixels are produced by <c>mesh_detail</c>; keeping these facts
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/// in one small contract makes the setting and the combine independently
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/// assertable without a GPU.
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///
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/// <para>VM2 (2026-08-22, live cdb read on the PDB-paired retail client,
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/// <c>docs/research/2026-08-22-vm2-retail-detail-path-cdb.md</c>) settled
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/// which of retail's two detail paths real hardware runs. Retail's
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/// <c>RenderDevice::render_device.m_caps.bCanDoSinglePassDetailing</c> reads
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/// 1 and the file-static <c>trysinglepass</c> reads 1, so
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/// <c>D3DPolyRender::RenderMeshSubset</c> (0x0059ca10) never falls back to
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/// the two-pass framebuffer blend the earlier #226 port reproduced; it takes
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/// the single-pass texture-stage combine set up in
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/// <c>D3DPolyRender::SetSurface</c> (0x0059c4d0):
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/// <c>lerp(base * diffuse, detail.rgb, detail.a * diffuse.a)</c> — a blend
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/// TOWARD the detail colour by <c>detail.a * diffuse.a</c>, not the
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/// fallback's <c>dest * (detail.rgb + 1 - detail.a)</c>. Built meshes light
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/// with <c>tmpmaterial.Diffuse.a = 1</c> for opaque subsets
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/// (<c>RenderMeshSubset</c>), so on the live Dereth category texture (mean
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/// rgb 0.165, mean alpha 0.132) the combine is a mild darkening
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/// (≈ 0.868 * base + 0.022), the opposite sign of the fallback's
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/// brightening.</para>
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///
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/// <para>There is no distance fade on this path. Retail's
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/// <c>ACRender::get_alpha_for_z</c> (0x006b6230) is only evaluated in
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/// <c>D3DPolyRender::DrawPolyInternal</c> (0x0059d7c0, the immediate-polygon
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/// path) and only when the static <c>noFadeDetail</c> (0x00820e38,
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/// initialised to 1) is 0. Every loaded <c>CGfxObj</c> sets
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/// <c>use_built_mesh=1</c> (<c>CGfxObj::InitLoad</c> 0x005346b0), so buildings
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/// and EnvCells never reach that function — their attenuation is the LINEAR
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/// mip chain converging to the texture mean, not a scripted ramp.</para>
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/// </summary>
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internal static class RetailDetailTextureContract
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{
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internal static bool ShouldRender(
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bool settingEnabled,
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TerrainAtlas.RetailDetailTextureBinding binding) =>
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settingEnabled && binding.IsAvailable;
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/// <summary>
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/// Opaque detail must compare equal against the depth written by its exact
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/// base geometry. On an MSAA target that inherits the base pass's per-sample
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/// alpha-to-coverage mask without applying A2C to the detail alpha itself.
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/// Transparent bases do not write depth, so their adjacent detail uses the
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/// accepted less-or-equal comparison instead.
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/// </summary>
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internal static GpuCompareOp DetailDepthCompare(bool transparent) =>
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transparent ? GpuCompareOp.LessOrEqual : GpuCompareOp.Equal;
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/// <summary>
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/// The exact pixel <c>mesh_detail</c> composites onto the existing
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/// framebuffer colour: retail's single-pass stage-1
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/// <c>BLENDCURRENTALPHA(TEXTURE, CURRENT)</c>, a lerp from
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/// <paramref name="baseColour"/> toward <paramref name="detail"/>'s RGB by
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/// <c>detail.a * opacity</c>. <paramref name="opacity"/> is the base
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/// subset's diffuse alpha — 1 for an opaque subset, the translucency-fade
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/// multiplier for a fading one — mirrored from the shader's
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/// <c>instanceAlpha[instanceIndex]</c> read.
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/// </summary>
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internal static Vector3 Expected(Vector3 baseColour, Vector4 detail, float opacity) =>
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Vector3.Lerp(
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baseColour,
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new Vector3(detail.X, detail.Y, detail.Z),
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detail.W * opacity);
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/// <summary>
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/// True when the combine above is an exact no-op — either the detail
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/// texel is fully transparent or the base subset's own diffuse alpha (the
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/// translucency fade) has reached zero. Neutral is <c>detail.a * opacity
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/// == 0</c>, not any particular colour equality.
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/// </summary>
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internal static bool IsNeutral(Vector4 detail, float opacity) =>
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detail.W * opacity == 0f;
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/// <summary>
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/// Review fix (post-05970306): retail's D3D fog stage runs AFTER the
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/// texture-stage combine, applying to the FINAL pixel, not to
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/// <c>detail.rgb</c> in isolation. acdream draws the combine as two
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/// separate passes (mesh_modern's base draw, then mesh_detail's blended
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/// replay), so each draw fogs its OWN colour before the fixed-function
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/// blend recombines them — this is the CPU statement of that two-draw
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/// path: <c>lerp(mix(base,fog,f), mix(detail,fog,f), detail.a*opacity)</c>.
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/// It is algebraically identical to retail's single-draw
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/// fog-after-combine order, <c>mix(Expected(base,detail,opacity), fog,
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/// f)</c> — see <c>RetailDetailTextureContractTests</c> for the identity
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/// pinned numerically, and mesh_detail.frag's header comment for the
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/// derivation.
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/// </summary>
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internal static Vector3 ExpectedFogged(
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Vector3 baseColour,
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Vector4 detail,
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float opacity,
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Vector3 fog,
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float fogFactor)
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{
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Vector3 foggedBase = Vector3.Lerp(baseColour, fog, fogFactor);
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Vector3 foggedDetail = Vector3.Lerp(
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new Vector3(detail.X, detail.Y, detail.Z),
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fog,
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fogFactor);
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return Vector3.Lerp(foggedBase, foggedDetail, detail.W * opacity);
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}
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}
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