The complete retail drawing order in one installment (per the amended plan: every installment is a COMPLETE retail behavior - the half-ported punch of88be519is re-landed here WITH the ordering that makes it correct): static world (sky/terrain/weather/shells/scenery) -> aperture depth writes (interior SEAL at true depth / outdoor+look-in PUNCH to far-Z; PortalDepthMaskRenderer, DrawPortalPolyInternal Ghidra 0x0059bc90) -> interior cells WHOLE, far-to-near, drawn once (DrawCells Loop 2, Ghidra 0x005a4840; use_built_mesh pc:427905) -> per-cell STATIC object lists -> ALL dynamics LAST (DrawDynamicsLast), depth-tested, never hard-clipped InteriorEntityPartition: new contract - every ServerGuid != 0 entity goes to Dynamics regardless of cell (indoor/outdoor/unresolved/hidden); ByCell carries only dat-baked indoor statics of visible cells; Outdoor renamed OutdoorStatic. Fixes the audit's livedynamic-invisible-under-interior-roots divergence as a side effect (live entities are never dropped by the visibility set; culling is T3's viewcone). DELETED (retail has no counterpart): the gl_ClipDistance shell chop (927fd8fenable +9ce335eoutdoor scoping + UseShellClipRouting + the per-slice shell loop + clipShells param) - retail never clips cell geometry; aperture exactness = punch/seal + z-buffer + this order. The old per-slice scissored AABB depth clear is replaced by retail's single gated full clear (ClearDepthForInterior). The interior-root LiveDynamic top-up draw and the look-in's dynamics involvement are gone (one last pass, no double-draws). Closes at the T5 gate (expected): #114 (chop deleted), the char-eaten-by- doorway regression (ordering), outdoor interiors-through-doorways (punch); #108's render half (seal) - its membership half stays re-attributed. Suites: build green, App 226 green (partition tests rewritten to the T1 contract), Core 1398 + 4 pre-existing #99-era + 1 skip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
81 lines
3.2 KiB
C#
81 lines
3.2 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Splits a frame's landblock entities into the draw buckets used by the
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/// retail-style DrawInside flood.
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///
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/// <para>T1 (fused BR-2/3, 2026-06-11) — retail draw-order contract: the
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/// frame draws STATIC world first (terrain, building shells, scenery, then
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/// flooded interior cells + their static object lists), and every DYNAMIC
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/// (server-spawned: player, NPCs, doors, items) draws LAST, depth-tested,
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/// never hard-clipped. This is what makes the aperture depth punch safe —
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/// when the punch erases depth inside a doorway, no dynamic has been drawn
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/// yet, so nothing visible is destroyed (retail: objects draw per cell AFTER
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/// cells, PView::DrawCells epilogue Ghidra 0x005a4840; the first BR-2 attempt
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/// punched after dynamics and erased the player, reverted 88be519).</para>
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///
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/// <list type="bullet">
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/// <item><see cref="Result.ByCell"/> — indoor STATICS (dat-baked, ServerGuid==0)
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/// per visible cell, drawn with their cell.</item>
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/// <item><see cref="Result.OutdoorStatic"/> — outdoor statics (building
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/// shells, scenery stabs), drawn with the world/landscape pass.</item>
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/// <item><see cref="Result.Dynamics"/> — ALL server-spawned entities
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/// (ServerGuid != 0) regardless of cell, plus unresolved-cell live entities;
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/// drawn in the frame's single LAST entity pass.</item>
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/// </list>
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/// </summary>
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public static class InteriorEntityPartition
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{
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public sealed class Result
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{
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public Dictionary<uint, List<WorldEntity>> ByCell { get; } = new();
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public List<WorldEntity> OutdoorStatic { get; } = new();
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public List<WorldEntity> Dynamics { get; } = new();
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}
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public static Result Partition(
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HashSet<uint> visibleCells,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> landblockEntries)
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{
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var result = new Result();
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foreach (var entry in landblockEntries)
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{
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foreach (var e in entry.Entities)
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{
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if (e.MeshRefs.Count == 0) continue;
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// Retail contract: every server-spawned entity is a DYNAMIC
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// and draws in the last pass — indoor, outdoor, or unresolved.
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if (e.ServerGuid != 0)
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{
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result.Dynamics.Add(e);
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}
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else if (e.ParentCellId is uint cell && IsIndoorCellId(cell))
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{
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if (!visibleCells.Contains(cell))
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continue;
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if (!result.ByCell.TryGetValue(cell, out var list))
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result.ByCell[cell] = list = new List<WorldEntity>();
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list.Add(e);
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}
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else
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{
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result.OutdoorStatic.Add(e);
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}
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}
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}
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return result;
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}
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private static bool IsIndoorCellId(uint cellId)
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{
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uint low = cellId & 0xFFFFu;
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return low >= 0x0100u && low != 0xFFFFu;
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}
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}
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