Four small wins on top of the grouped-instanced refactor. 1. Drop unused animState lookup. Was a side-effect-free _entitySpawnAdapter.GetState call per per-instance entity, made redundant by the Issue #47 fix that trusts MeshRefs. 2. Front-to-back sort opaque groups. Squared distance from camera to each group's first-instance translation; ascending sort. Lets the GPU's depth test reject fragments behind closer geometry — real win on dense scenes (Holtburg courtyard, Foundry interior). 3. Per-entity AABB frustum cull. 5m-radius AABB check per entity before walking parts. Skips work for distant entities even when their landblock is partially visible. Animated entities (other characters, NPCs, monsters) bypass — they always need per-frame work for animation regardless. Conservative radius covers typical entity bounds; large outliers stay landblock-culled. 4. Memoize palette hash per entity. TextureCache.HashPaletteOverride is now internal; new GetOrUploadWithPaletteOverride overload takes a precomputed hash. The dispatcher computes it ONCE per entity and reuses across every (part, batch) lookup, avoiding the per-batch FNV-1a fold over SubPalettes. Trees / scenery without palette overrides skip entirely (palHash stays 0). Visual output unchanged; FPS up further, especially in dense scenes. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
299 lines
12 KiB
C#
299 lines
12 KiB
C#
// src/AcDream.App/Rendering/TextureCache.cs
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using AcDream.Core.Textures;
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using AcDream.Core.World;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using Silk.NET.OpenGL;
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using SurfaceType = DatReaderWriter.Enums.SurfaceType;
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namespace AcDream.App.Rendering;
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public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposable
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{
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private readonly GL _gl;
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private readonly DatCollection _dats;
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private readonly Dictionary<uint, uint> _handlesBySurfaceId = new();
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/// <summary>
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/// Composite cache for surface-with-override-origtex entries (Phase 5
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/// TextureChanges). Key = (baseSurfaceId, overrideOrigTextureId),
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/// value = GL texture handle.
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/// </summary>
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private readonly Dictionary<(uint surfaceId, uint origTexOverride), uint> _handlesByOverridden = new();
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/// <summary>
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/// Composite cache for palette-overridden entries (Phase 5 SubPalettes).
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/// Key = (baseSurfaceId, origTexOverride, paletteHash), value = handle.
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/// paletteHash is a cheap combined hash of the PaletteOverride's ids +
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/// offsets + lengths so two entities with equivalent palette setups
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/// share the same decoded texture.
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/// </summary>
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private readonly Dictionary<(uint surfaceId, uint origTexOverride, ulong paletteHash), uint> _handlesByPalette = new();
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private uint _magentaHandle;
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public TextureCache(GL gl, DatCollection dats)
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{
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_gl = gl;
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_dats = dats;
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}
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/// <summary>
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/// Get or upload the GL texture handle for a Surface id. Returns a
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/// 1x1 magenta fallback if the Surface or its RenderSurface chain is
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/// missing or uses an unsupported format.
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/// </summary>
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public uint GetOrUpload(uint surfaceId)
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{
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if (_handlesBySurfaceId.TryGetValue(surfaceId, out var h))
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return h;
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: null, paletteOverride: null);
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if (System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_SKY") == "1")
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DumpAlphaHistogram(surfaceId, decoded);
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h = UploadRgba8(decoded);
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_handlesBySurfaceId[surfaceId] = h;
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return h;
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}
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/// <summary>
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/// Alpha-channel histogram for one decoded texture. Used to diagnose
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/// "why are clouds not transparent" — if cloud textures come out with
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/// alpha = 1.0 everywhere we know the decode path strips the alpha
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/// channel somewhere. Printed once per unique surfaceId under
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/// <c>ACDREAM_DUMP_SKY=1</c>. Adds ~2ms per texture upload, negligible.
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/// </summary>
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private static void DumpAlphaHistogram(uint surfaceId, DecodedTexture decoded)
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{
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if (decoded.Rgba8.Length == 0 || decoded.Width == 0 || decoded.Height == 0)
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{
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System.Console.WriteLine($"[tex-alpha] surf=0x{surfaceId:X8} empty");
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return;
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}
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int total = decoded.Rgba8.Length / 4;
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// Bucket alpha in 10 bins.
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var buckets = new int[10];
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int aMin = 255, aMax = 0;
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long aSum = 0;
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for (int i = 0; i < decoded.Rgba8.Length; i += 4)
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{
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int a = decoded.Rgba8[i + 3];
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if (a < aMin) aMin = a;
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if (a > aMax) aMax = a;
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aSum += a;
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int b = a * 10 / 256;
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if (b > 9) b = 9;
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buckets[b]++;
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}
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float aMean = aSum / (float)total / 255f;
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var pct = new string[10];
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for (int i = 0; i < 10; i++) pct[i] = $"{100.0 * buckets[i] / total:F0}%";
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System.Console.WriteLine(
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$"[tex-alpha] surf=0x{surfaceId:X8} {decoded.Width}x{decoded.Height} " +
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$"a_min={aMin / 255f:F3} a_max={aMax / 255f:F3} a_mean={aMean:F3} " +
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$"bins[0-9]={string.Join(",", pct)}");
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}
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/// <summary>
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/// Get or upload a texture for a Surface id but with its
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/// <c>OrigTextureId</c> replaced by <paramref name="overrideOrigTextureId"/>.
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/// The Surface's other properties (type flags, color, translucency,
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/// clipmap handling, default palette) are preserved — only the
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/// SurfaceTexture lookup is swapped. This is how the server's
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/// CreateObject.TextureChanges are applied at render time.
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/// Caches under a composite key so multiple entities can share.
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/// </summary>
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public uint GetOrUploadWithOrigTextureOverride(uint surfaceId, uint overrideOrigTextureId)
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{
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var key = (surfaceId, overrideOrigTextureId);
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if (_handlesByOverridden.TryGetValue(key, out var h))
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return h;
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: overrideOrigTextureId, paletteOverride: null);
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h = UploadRgba8(decoded);
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_handlesByOverridden[key] = h;
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return h;
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}
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/// <summary>
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/// Full Phase 5 override: for palette-indexed textures (PFID_P8 /
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/// PFID_INDEX16), applies <paramref name="paletteOverride"/>'s
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/// subpalette overlays on top of the texture's default palette
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/// before decoding. Non-palette formats ignore the palette override.
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/// Also honors <paramref name="overrideOrigTextureId"/> if non-null.
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/// </summary>
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public uint GetOrUploadWithPaletteOverride(
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uint surfaceId,
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uint? overrideOrigTextureId,
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PaletteOverride paletteOverride)
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=> GetOrUploadWithPaletteOverride(surfaceId, overrideOrigTextureId, paletteOverride,
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HashPaletteOverride(paletteOverride));
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/// <summary>
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/// Overload that accepts a precomputed palette hash. Lets callers (e.g.
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/// the WB draw dispatcher) compute the hash ONCE per entity and reuse
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/// it across every (part, batch) lookup, avoiding the per-batch
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/// FNV-1a fold over <see cref="PaletteOverride.SubPalettes"/>.
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/// </summary>
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public uint GetOrUploadWithPaletteOverride(
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uint surfaceId,
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uint? overrideOrigTextureId,
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PaletteOverride paletteOverride,
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ulong precomputedPaletteHash)
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{
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uint origTexKey = overrideOrigTextureId ?? 0;
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var key = (surfaceId, origTexKey, precomputedPaletteHash);
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if (_handlesByPalette.TryGetValue(key, out var h))
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return h;
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: overrideOrigTextureId, paletteOverride: paletteOverride);
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h = UploadRgba8(decoded);
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_handlesByPalette[key] = h;
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return h;
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}
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/// <summary>
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/// Cheap 64-bit hash over a palette override's identity so two
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/// entities with the same palette setup share a decode. Internal so
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/// the WB dispatcher can compute it once per entity.
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/// </summary>
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internal static ulong HashPaletteOverride(PaletteOverride p)
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{
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// Not cryptographic — just needs to distinguish override setups
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// for caching. Start with base palette id, fold in each entry.
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ulong h = 0xCBF29CE484222325UL; // FNV-1a offset basis
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const ulong prime = 0x100000001B3UL;
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h = (h ^ p.BasePaletteId) * prime;
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foreach (var sp in p.SubPalettes)
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{
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h = (h ^ sp.SubPaletteId) * prime;
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h = (h ^ sp.Offset) * prime;
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h = (h ^ sp.Length) * prime;
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}
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return h;
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}
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private DecodedTexture DecodeFromDats(uint surfaceId, uint? origTextureOverride, PaletteOverride? paletteOverride)
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{
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var surface = _dats.Get<Surface>(surfaceId);
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if (surface is null)
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return DecodedTexture.Magenta;
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// Base1Solid surfaces (and any with OrigTextureId==0) carry a ColorValue
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// instead of a texture chain. Overrides are irrelevant here — there's
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// no texture chain to swap — so the override is ignored for solid-color
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// surfaces. Translucency is honored so Base1Solid|Translucent surfaces
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// with Translucency=1.0 become alpha=0, which the mesh shader's discard
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// cutout makes invisible.
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if (surface.Type.HasFlag(SurfaceType.Base1Solid) || (uint)surface.OrigTextureId == 0)
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return SurfaceDecoder.DecodeSolidColor(surface.ColorValue, surface.Translucency);
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// Use the override SurfaceTexture id when present, otherwise the
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// Surface's native OrigTextureId.
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uint surfaceTextureId = origTextureOverride ?? (uint)surface.OrigTextureId;
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var surfaceTexture = _dats.Get<SurfaceTexture>(surfaceTextureId);
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if (surfaceTexture is null || surfaceTexture.Textures.Count == 0)
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return DecodedTexture.Magenta;
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uint renderSurfaceId = (uint)surfaceTexture.Textures[0];
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if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
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&& !_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
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return DecodedTexture.Magenta;
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// Start with the texture's default palette, then apply overlays.
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// ACViewer's Render/TextureCache.IndexToColor does the same and never
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// consults ObjDesc.BasePaletteId for palette-indexed textures — the
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// RenderSurface's own default palette is the starting point.
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Palette? basePalette = rs.DefaultPaletteId != 0
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? _dats.Get<Palette>(rs.DefaultPaletteId)
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: null;
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Palette? effectivePalette = basePalette;
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if (paletteOverride is not null && basePalette is not null && paletteOverride.SubPalettes.Count > 0)
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{
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effectivePalette = ComposePalette(basePalette, paletteOverride);
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}
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// Clipmap surfaces use palette indices 0..7 as transparent sentinels.
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bool isClipMap = surface.Type.HasFlag(SurfaceType.Base1ClipMap);
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bool isAdditive = surface.Type.HasFlag(SurfaceType.Additive);
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return SurfaceDecoder.DecodeRenderSurface(rs, effectivePalette, isClipMap, isAdditive);
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}
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/// <summary>
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/// Build a composite palette by copying subpalette ranges into a
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/// mutable copy of the base. Ported from ACViewer's
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/// Render/TextureCache.IndexToColor, with network-side Offset/Length
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/// multiplied by 8 to recover the raw palette-index units (ACE's
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/// writer divides by 8 before writing).
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/// </summary>
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private Palette ComposePalette(Palette basePalette, PaletteOverride paletteOverride)
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{
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var composed = new Palette();
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composed.Colors.AddRange(basePalette.Colors);
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foreach (var sp in paletteOverride.SubPalettes)
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{
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var subPal = _dats.Get<Palette>(sp.SubPaletteId);
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if (subPal is null) continue;
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int startIdx = sp.Offset * 8;
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// Length == 0 is the sentinel for "entire palette" per
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// Chorizite.ACProtocol.Types.Subpalette docs. Use a value
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// large enough to cover any real palette; we clamp below.
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int count = sp.Length == 0 ? 2048 : sp.Length * 8;
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for (int j = 0; j < count; j++)
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{
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int idx = startIdx + j;
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if (idx >= composed.Colors.Count || idx >= subPal.Colors.Count)
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break;
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composed.Colors[idx] = subPal.Colors[idx];
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}
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}
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return composed;
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}
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private uint UploadRgba8(DecodedTexture decoded)
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{
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uint tex = _gl.GenTexture();
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_gl.BindTexture(TextureTarget.Texture2D, tex);
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fixed (byte* p = decoded.Rgba8)
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_gl.TexImage2D(
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TextureTarget.Texture2D,
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0,
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InternalFormat.Rgba8,
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(uint)decoded.Width,
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(uint)decoded.Height,
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0,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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p);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
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_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
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_gl.BindTexture(TextureTarget.Texture2D, 0);
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return tex;
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}
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public void Dispose()
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{
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foreach (var h in _handlesBySurfaceId.Values)
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_gl.DeleteTexture(h);
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_handlesBySurfaceId.Clear();
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foreach (var h in _handlesByOverridden.Values)
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_gl.DeleteTexture(h);
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_handlesByOverridden.Clear();
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foreach (var h in _handlesByPalette.Values)
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_gl.DeleteTexture(h);
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_handlesByPalette.Clear();
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if (_magentaHandle != 0)
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{
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_gl.DeleteTexture(_magentaHandle);
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_magentaHandle = 0;
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}
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}
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}
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