acdream/docs/superpowers/specs/2026-05-09-phase-n5b-terrain-modern-design.md
Erik b35ddf3426 spec(N.5b): design for terrain on the modern rendering path
Brainstormed 2026-05-09. Lifts outdoor terrain rendering onto N.5's
modern primitives (bindless textures + glMultiDrawElementsIndirect)
preserving the visible terrain pixel-for-pixel and preserving
physics-vs-visual Z agreement (issue #51).

Key decisions:
- Path C: WB renderer pattern + acdream's existing LandblockMesh.Build
  (which uses retail's FSplitNESW formula, verified at retail addr
  00531d10). Path A killed by 49.98% measured divergence vs retail.
- Single global VBO/EBO + slot allocator (one slot per landblock),
  uint32 indices with baseVertex baked, mirror WB's pattern.
- Keep TerrainAtlas (palCode-based fragment blending), add bindless
  handles. No LandSurfaceManager adoption.
- Separate terrain_modern.vert/.frag (port of today's terrain.vert/.frag
  with bindless preamble; same blend math, same AdjustPlanes lighting).
- Pure-CPU Z-conformance sentinel: meshTriZ vs TerrainSurface within
  1mm across 10 representative landblocks x 100 sample points.
- Acceptance: build green, conformance test passes, ~6-8 GL calls/frame
  for terrain regardless of scene size, [TERRAIN-DIAG] cpu_ms at
  radius=5 >=10% lower than today's per-LB-binds path.

Files added: TerrainModernRenderer + TerrainSlotAllocator +
terrain_modern.vert/.frag + 2 test files.
Files deleted: TerrainChunkRenderer + TerrainRenderer +
terrain.vert/.frag.

Out of scope: EnvCells/dungeons, sky, particles, A.5 LOD,
LandSurfaceManager adoption, fork-patching WB.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:23:09 +02:00

438 lines
28 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Phase N.5b — Terrain on the Modern Rendering Path — Design Spec
**Status:** Brainstormed 2026-05-09; not yet implemented.
**Author:** acdream lead engineer + Claude.
**Builds on:** Phase N.5 (`WbDrawDispatcher` on bindless + multi-draw indirect, shipped 2026-05-08).
**Predecessor docs (read first if you're new to this phase):**
- [`docs/research/2026-05-09-phase-n5b-handoff.md`](../../research/2026-05-09-phase-n5b-handoff.md) — cold-start briefing.
- [`docs/superpowers/plans/2026-05-08-phase-n5-modern-rendering.md`](../plans/2026-05-08-phase-n5-modern-rendering.md) — N.5 plan + ship record.
- [`docs/superpowers/specs/2026-05-08-phase-n5-modern-rendering-design.md`](2026-05-08-phase-n5-modern-rendering-design.md) — N.5 spec; the substrate N.5b consumes.
- [`docs/ISSUES.md`](../../ISSUES.md) issue #51 — the load-bearing constraint this phase resolves.
---
## 1. Problem statement
N.5 lifted **entity** rendering onto bindless textures + `glMultiDrawElementsIndirect`. CPU dispatcher is 1.23 ms/frame median at Holtburg courtyard; ~810 fps sustained; ~12-15 GL calls/frame for entities regardless of scene complexity. Terrain is still on the older per-landblock pipeline (`TerrainChunkRenderer` at [src/AcDream.App/Rendering/TerrainChunkRenderer.cs](../../../src/AcDream.App/Rendering/TerrainChunkRenderer.cs)) — bind a per-chunk VAO + IBO, issue `glDrawElements` per visible chunk. At radius=2 that's ~25 GL calls/frame for terrain; at radius=5 it scales to ~121.
**N.5b's goal:** lift terrain rendering onto the same modern primitives N.5 just delivered, preserving the visible terrain pixel-for-pixel and preserving physics-vs-visual Z agreement (issue #51 / the cell-boundary wobble bug class).
The work is straightforward in shape — N.5's substrate (bindless wrapper, `DrawElementsIndirectCommand` struct, `[WB-DIAG]` instrumentation, two-phase Dispose pattern) is already built. The non-trivial decision is how to handle the formula divergence between WorldBuilder and retail.
---
## 2. The formula divergence (why Path A is dead)
WorldBuilder's `TerrainUtils.CalculateSplitDirection` ([references/WorldBuilder/.../TerrainUtils.cs:44-53](../../../references/WorldBuilder/WorldBuilder.Shared/Modules/Landscape/Lib/TerrainUtils.cs:44)) and acdream's `TerrainBlending.CalculateSplitDirection` ([src/AcDream.Core/Terrain/TerrainBlending.cs:56](../../../src/AcDream.Core/Terrain/TerrainBlending.cs:56)) use mathematically distinct formulas:
| | Formula | Source |
|---|---|---|
| acdream | `dw = x*y*0x0CCAC033 - x*0x421BE3BD + y*0x6C1AC587 - 0x519B8F25; bit31` | AC2D `Landblocks.cpp:346-350` |
| WB | `(seedA + 1813693831) - seedB - 1369149221 >= 0.5` (rescaled) where `seedA = (lbX*8+cellX)*214614067; seedB = (lbY*8+cellY)*1109124029` | clean-room reverse engineering |
**Verified retail authority:** the named retail decomp at [`docs/research/named-retail/acclient_2013_pseudo_c.txt`](../../research/named-retail/acclient_2013_pseudo_c.txt) lines 316042-316144 (function `CLandBlockStruct::ConstructPolygons` at retail address `00531d10`) contains the constants `0x0CCAC033 / 0x6C1AC587 / 0x421BE3BD / 0x519B8F25` verbatim. **Retail uses AC2D's formula.** acdream matches retail. **WB does not.**
**Quantified divergence** (per `tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs`, sweep across 255×255 landblocks × 64 cells = 4,161,600 cells):
| Comparison | Disagreement rate |
|---|---|
| Raw enum output (WB enum vs acdream enum) | **50.02%** |
| Diagonal-actually-painted (post-correcting for WB's inverted enum semantics) | **49.98%** |
| Holtburg town (0xA9B0) | 29/64 cells (45.3%) wrong if using WB |
| Worst landblock (0x4D96) | 47/64 cells (73.4%) wrong if using WB |
| Best landblock (0x0478) | 17/64 cells (26.6%) wrong if using WB |
The two formulas behave like independent random hashes. Adopting WB's pipeline wholesale (Path A) would visibly mis-render ~half the diagonals on every landblock — the cell-boundary wobble bug class would be present everywhere.
**Path A is dead.** N.5b commits to Path C (see Decision 1 below): use WB's *renderer* pattern (single global VBO/EBO + slot allocator + multi-draw indirect), driven by acdream's existing `LandblockMesh.Build` which uses retail's formula.
---
## 3. Decisions log
The eight brainstorm outcomes, locked.
| # | Decision | Choice | Reason |
|---|---|---|---|
| 1 | Formula source for cell split direction | **Path C — WB renderer pattern, acdream's `LandblockMesh.Build` + `TerrainBlending.CalculateSplitDirection`** (retail's formula) | Path A measured 49.98% diagonal-painted divergence vs retail. Path B (fork-patch WB) is permanent maintenance burden. Path C keeps a known-working asset and avoids fork friction. Same per-frame perf as either alternative. |
| 2 | Atlas model | **Keep `TerrainAtlas` (palCode-based fragment blending) + add bindless handles** | Visual correctness already locked in. Bindless wrapper is ~50 lines, cookie-cutter from N.5's `TextureCache.MakeResidentHandle` pattern. No perf win from adopting WB's `LandSurfaceManager`. |
| 3 | Mesh ownership | **Single global VBO/EBO + slot allocator, one slot per landblock** | Required for `glMultiDrawElementsIndirect` to actually win — per-LB IBOs would force per-LB binds, defeating the point. Mirrors N.5's pattern + WB's pattern. |
| 4 | Index format | **uint32 + baseVertex baked into indices on upload** | Matches WB's pattern verbatim ("maximum driver compatibility"). 192 KB extra IBO at 256 slots — rounding error vs vertex bytes. Future-proofs A.5's higher radius. |
| 5 | Shader unification | **Separate `terrain_modern.vert/.frag`** | Vertex layouts are meaningfully different (terrain: 6 attribs incl. palCode; entities: position+UV+normal+per-instance matrix). Unifying forces dead code on both sides; no perf win. |
| 6 | Streaming integration | **Mirror WB's slot allocator (free-list `Queue<int>` + power-of-two grow). Skip WB's 15s unload delay.** | Free-list standard; grow-by-doubling matches N.5 buffer growth pattern. The 15s delay would compete with `StreamingLoader`'s existing hysteresis — let one component own lifecycle policy. |
| 7 | Conformance test | **Pure-CPU sweep: visual mesh Z = `TerrainSurface.SampleZFromHeightmap` within 1mm, 10 representative landblocks × 100 sample points** | The exact issue #51 sentinel. ~1,000 assertions/run, <100ms, no GL infrastructure needed. Catches any silent formula or vertex-layout drift. |
| 8 | Visual verification gate | **4 outdoor scenes (Holtburg flat + sloped, Foundry-area, sloped LB) × 6 visual checks** | Outdoor-only interiors / dungeons / EnvCells are out of scope and not testable yet. The wobble check is the load-bearing #51 sentinel. |
---
## 4. Architecture overview
### Per-frame draw flow
```
TerrainModernRenderer.Draw(camera, frustum, neverCullId):
1. Walk all loaded slots → per-slot frustum cull (AABB test).
Build _visibleSlots list (in-place reuse, no per-frame alloc).
2. If _visibleSlots.Count == 0: early-out.
3. Build per-frame DEIC array, one entry per visible slot:
DrawElementsIndirectCommand {
Count = 384, // verts/landblock
InstanceCount= 1,
FirstIndex = slot.FirstIndex, // baked offset into global IBO
BaseVertex = 0, // already baked into indices
BaseInstance = 0
}
4. If _drawIndirectCapacity < _visibleSlots.Count:
delete + re-allocate _indirectBuffer (power-of-two grow).
glBufferSubData(DRAW_INDIRECT_BUFFER, 0, sizeof(DEIC) * _visibleSlots.Count, deicArray)
5. shader.Use() // terrain_modern
6. Bind global VAO (_globalVao)
7. Set bindless handle uniforms: glProgramUniformHandleARB for uTerrain + uAlpha
8. Bind DRAW_INDIRECT_BUFFER (_indirectBuffer)
9. glMemoryBarrier(GL_COMMAND_BARRIER_BIT)
10. glMultiDrawElementsIndirect(Triangles, UnsignedInt, indirect=0,
drawcount=_visibleSlots.Count, stride=sizeof(DEIC))
11. Unbind VAO.
GL calls per frame for terrain: ~6-8 fixed.
- 1× shader.Use
- 1× BindVertexArray
- 2× ProgramUniformHandleARB (atlas handles)
- 1× BindBuffer for DRAW_INDIRECT_BUFFER
- 1× BufferSubData for DEIC array
- 1× MemoryBarrier
- 1× MultiDrawElementsIndirect
- 1× BindVertexArray(0)
```
### Per-landblock-load flow (streaming integration)
```
TerrainModernRenderer.AddLandblock(id, meshData, worldOrigin):
1. If id already present: RemoveLandblock(id) first (replaces).
2. Bake worldOrigin into vertex positions (CPU; ~12µs per landblock).
3. Acquire slot:
if _freeSlots.TryDequeue: reuse
else: slot = _nextFreeSlot++; if needed, EnsureCapacity(_nextFreeSlot).
4. Compute slot offsets:
slotByteOffset_VBO = slot * 384 * 40 bytes (15,360 bytes per slot)
slotByteOffset_IBO = slot * 384 * 4 bytes (1,536 bytes per slot)
firstIndex = slot * 384
baseVertex = slot * 384
5. Bake baseVertex into indices on CPU (indices[i] += baseVertex).
6. glBufferSubData(VBO, slotByteOffset_VBO, vertBytes, vertData).
7. glBufferSubData(IBO, slotByteOffset_IBO, idxBytes, bakedIndices).
8. Compute slot AABB (worldOrigin.x, worldOrigin.y, minZ, +192, +192, maxZ).
9. Store SlotData {id, worldOrigin, firstIndex, indexCount, aabbMin, aabbMax}.
10. _idToSlot[id] = slot.
TerrainModernRenderer.RemoveLandblock(id):
1. _idToSlot.TryGetValue(id) → slot.
2. _freeSlots.Enqueue(slot); _idToSlot.Remove(id); _slots[slot] = null.
(No GPU clear — DEIC list won't reference unused slots.)
EnsureCapacity(requiredSlots):
newCap = max(initialCapacity, currentCap * 2)
while newCap < requiredSlots: newCap *= 2.
Allocate new VBO + IBO at new size.
glCopyBufferSubData old → new (preserve loaded slot data).
Delete old; recreate VAO pointing at new VBO+IBO.
```
### Relation to N.5's existing dispatcher
`TerrainModernRenderer` is structurally **parallel** to `WbDrawDispatcher`, not nested under it. They share:
- `BindlessSupport` wrapper for `ARB_bindless_texture` calls
- `DrawElementsIndirectCommand` struct (20-byte layout)
- `[WB-DIAG]` instrumentation pattern (CPU `Stopwatch` + GPU `GL_TIME_ELAPSED` queries)
- `SceneLighting` UBO at binding=1
But they're separate dispatchers with separate global buffers, separate VAOs, separate shaders. Per frame, `GameWindow.Draw` calls them in sequence:
1. `_wbDrawDispatcher.Draw(...)` entities (opaque + transparent passes)
2. `_terrainModern.Draw(...)` terrain (single opaque pass)
3. Sky / particles / debug / UI on legacy paths until later phases retire them.
---
## 5. Component changes
### Files added
| File | Purpose | Approx. size |
|---|---|---|
| `src/AcDream.App/Rendering/TerrainModernRenderer.cs` | The new dispatcher. Owns global VBO/EBO + slot allocator + per-frame DEIC build + `glMultiDrawElementsIndirect` dispatch. | ~400-500 lines |
| `src/AcDream.App/Rendering/TerrainSlotAllocator.cs` | Pure-CPU helper extracted for unit testing: free-list slot management + DEIC array builder. | ~150 lines |
| `src/AcDream.App/Rendering/Shaders/terrain_modern.vert` | Vertex shader. Same per-cell layout as today's `terrain.vert` (locations 0-5). Reads bindless atlas handles via uniform. Same `SceneLighting` UBO at binding=1. Same per-vertex AdjustPlanes lighting bake. | ~150 lines |
| `src/AcDream.App/Rendering/Shaders/terrain_modern.frag` | Fragment shader. Same `combineOverlays` + `combineRoad` + `maskBlend3` as today's `terrain.frag`. Samples bindless `sampler2DArray` handles via `GL_ARB_bindless_texture` extension. Same fog + lightning flash + atmosphere. | ~150 lines |
| `tests/AcDream.Core.Tests/Terrain/TerrainModernConformanceTests.cs` | The Z-conformance sentinel for issue #51's bug class. ~10 representative landblocks × ~100 sample points; asserts `\|meshTriZ - TerrainSurface.SampleZFromHeightmap\| < 0.001m`. | ~150 lines |
| `tests/AcDream.Core.Tests/Rendering/TerrainSlotAllocatorTests.cs` | Unit tests for the slot allocator (free-list correctness, capacity grow, AABB tracking) + DEIC build correctness. Pure CPU; no GL. | ~200 lines |
### Files modified
| File | Change |
|---|---|
| `src/AcDream.App/Rendering/TerrainAtlas.cs` | Add `GetBindlessHandles()` returning `(ulong terrain, ulong alpha)`. Mirrors N.5's `TextureCache.MakeResidentHandle` pattern: generate handle once at first call, make resident, cache. The existing `GlTexture` / `GlAlphaTexture` `uint` properties stay (no legacy callers to migrate yet, but the path is preserved). |
| `src/AcDream.App/Rendering/GameWindow.cs` | Field declaration ([line 21](../../../src/AcDream.App/Rendering/GameWindow.cs:21)): `_terrain` field type `TerrainChunkRenderer? → TerrainModernRenderer?`. Construction ([line 1391](../../../src/AcDream.App/Rendering/GameWindow.cs:1391)): `new TerrainChunkRenderer(gl, shader, atlas)` `new TerrainModernRenderer(gl, bindless, shader, atlas)`. Wire the `[TERRAIN-DIAG]` rollup callback (mirror the existing `[WB-DIAG]` callback wiring). |
| `docs/plans/2026-04-11-roadmap.md` | N.5b "Shipped" row on completion; N.6 entry refreshed to remove "terrain on modern path" from scope. |
| `docs/ISSUES.md` | Issue #51 "Recently closed" with the SHIP commit SHA. |
| `CLAUDE.md` "WB integration cribs" section | Add the N.5b crib: terrain dispatcher mirror of WB's pattern, retail-formula preserved via `LandblockMesh.Build` + `TerrainBlending.CalculateSplitDirection`. |
| `memory/project_phase_n5b_state.md` (new memory file) | Captures any high-value gotchas discovered during N.5b implementation (analogous to `project_phase_n5_state.md`'s three gotchas). |
### Files deleted
| File | Reason |
|---|---|
| `src/AcDream.App/Rendering/TerrainChunkRenderer.cs` (454 lines) | Replaced by `TerrainModernRenderer`. |
| `src/AcDream.App/Rendering/TerrainRenderer.cs` (247 lines) | Older sibling already not wired in production. Has no users. Goes away in the same commit as `TerrainChunkRenderer`. |
| `src/AcDream.App/Rendering/Shaders/terrain.vert` (147 lines) | Replaced by `terrain_modern.vert`. |
| `src/AcDream.App/Rendering/Shaders/terrain.frag` (149 lines) | Replaced by `terrain_modern.frag`. |
### Net diff
- Adds: ~6 files, ~1,200 lines (renderer + slot-allocator + 2 shaders + 2 test files)
- Removes: ~4 files, ~1,000 lines (2 old renderers + 2 old shaders)
- Net: ~+200 lines for the same visual output, with the dispatcher collapsed to ~6-8 GL calls/frame regardless of scene size
### Public API of `TerrainModernRenderer`
```csharp
public sealed class TerrainModernRenderer : IDisposable
{
public TerrainModernRenderer(
GL gl,
BindlessSupport bindless,
Shader terrainModernShader,
TerrainAtlas atlas,
int initialSlotCapacity = 64);
public void AddLandblock(uint landblockId, LandblockMeshData mesh, Vector3 worldOrigin);
public void RemoveLandblock(uint landblockId);
public void Draw(ICamera camera, FrustumPlanes? frustum = null, uint? neverCullLandblockId = null);
public int LoadedSlots { get; } // for [TERRAIN-DIAG]
public int VisibleSlots { get; } // for [TERRAIN-DIAG]
public int CapacitySlots { get; } // for [TERRAIN-DIAG]
public void Dispose();
}
```
Same external interface as today's `TerrainChunkRenderer` (`AddLandblock` + `RemoveLandblock` + `Draw`). Drop-in at `GameWindow.cs:1391`.
---
## 6. Vertex format & shader
### Vertex format: `TerrainVertex` stays as-is (40 bytes)
```csharp
[StructLayout(LayoutKind.Sequential)]
public readonly record struct TerrainVertex(
Vector3 Position, // 12 bytes — world-space (worldOrigin baked in by AddLandblock)
Vector3 Normal, // 12 bytes — per-vertex from central-difference (Phase 3b)
uint Data0, // 4 bytes — base+ovl0 tex/alpha indices
uint Data1, // 4 bytes — ovl1+ovl2 tex/alpha indices
uint Data2, // 4 bytes — road0+road1 tex/alpha indices
uint Data3); // 4 bytes — rotations + splitDir bit
// total: 40 bytes
```
Already correct, already debugged. Per-vertex normal is preserved because retail bakes AdjustPlanes lighting at the vertex stage losing it would re-introduce the "warmer / less blue than retail" regression researched in [`docs/research/2026-04-24-lambert-brightness-split.md`](../../research/2026-04-24-lambert-brightness-split.md).
VAO attribute layout (locations 0-5, unchanged from today's `terrain.vert`):
| Loc | Type | Source | Purpose |
|---|---|---|---|
| 0 | vec3 (3 floats) | Position offset 0 | world-space position |
| 1 | vec3 (3 floats) | Normal offset 12 | per-vertex normal |
| 2 | uvec4 (4 bytes) | Data0 offset 24 | base+ovl0 tex/alpha |
| 3 | uvec4 (4 bytes) | Data1 offset 28 | ovl1+ovl2 tex/alpha |
| 4 | uvec4 (4 bytes) | Data2 offset 32 | road0+road1 tex/alpha |
| 5 | uvec4 (4 bytes) | Data3 offset 36 | rotations + splitDir |
### Shader: `terrain_modern.vert/.frag`
The structural change vs today's `terrain.vert/.frag` is small. The blend math, lighting bake, fog, lightning flash all stay verbatim. The only change is how textures are bound:
```glsl
// terrain_modern.frag — preamble
#version 460 core
#extension GL_ARB_bindless_texture : require
uniform sampler2DArray uTerrain; // 64-bit bindless handle, set per-frame
uniform sampler2DArray uAlpha; // 64-bit bindless handle, set per-frame
// SceneLighting UBO at binding=1 (unchanged from today)
layout(std140, binding = 1) uniform SceneLighting { ... };
// rest is unchanged from today's terrain.frag — combineOverlays, combineRoad,
// maskBlend3, applyFog, lightning flash are line-for-line identical
```
C# side per frame:
```csharp
// once at startup or first Draw, after atlas is built:
var (terrainHandle, alphaHandle) = atlas.GetBindlessHandles();
// MakeTextureHandleResidentARB called inside GetBindlessHandles, mirror N.5's pattern
// per frame:
shader.Use();
gl.ProgramUniformHandleARB(shader.Program, uTerrainLoc, terrainHandle);
gl.ProgramUniformHandleARB(shader.Program, uAlphaLoc, alphaHandle);
// ... bind global VAO + DEIC + glMultiDrawElementsIndirect
```
The bindless extension makes texture access syntactically identical to today's `sampler2DArray` uniform the only difference is *how* the sampler is set on the C# side. GLSL doesn't know it's bindless.
### SSBO/UBO binding map (cross-checked with N.5)
| Binding | Type | Owner | Used by |
|---|---|---|---|
| SSBO=0 | `Instances[]` (mat4) | `WbDrawDispatcher` | `mesh_modern.vert` |
| SSBO=1 | `Batches[]` (handle+layer+flags) | `WbDrawDispatcher` | `mesh_modern.vert/.frag` |
| **SSBO=2** | (reserved) | | future per-batch terrain data when A.5 wants per-LB atlas variation |
| UBO=1 | `SceneLighting` | `GameWindow` (set once/frame) | `mesh_modern.frag`, `terrain_modern.vert/.frag`, `sky.frag`, etc. |
N.5b doesn't introduce a new SSBO. The atlas handles are uniforms, not SSBO entries atlas is region-wide so per-frame upload is two `uvec2`s (16 bytes), not worth the SSBO machinery. SSBO=2 stays available for future per-batch terrain data.
### What's preserved bit-for-bit from today's shaders
- `unpackOverlayLayer(...)` (rotation logic for overlays)
- The `gl_VertexID % 6 → corner` table for both SWtoNE and SEtoNW splits (the geometry mapping that was debugged 2026-04-21 to match ACE's `ConstructPolygons`)
- `MIN_FACTOR = 0.0` for the AdjustPlanes Lambert floor (the brightness research)
- `combineOverlays` + `combineRoad` + `maskBlend3` fragment math
- `applyFog` distance-blend
- Lightning flash additive overlay
- Per-vertex sun + ambient bake into `vLightingRGB`
---
## 7. Conformance + verification
### CPU unit tests (no GL required)
**`tests/AcDream.Core.Tests/Rendering/TerrainSlotAllocatorTests.cs`** exercises the dispatcher's pure-CPU pieces in isolation:
| Test | Asserts |
|---|---|
| `Add_FirstLandblock_GetsSlotZero` | `_nextFreeSlot` starts at 0; first add uses slot 0 |
| `Add_SecondLandblock_GetsSlotOne` | Sequential adds use sequential slots |
| `RemoveThenAdd_ReusesFreedSlot` | Free-list FIFO: remove slot 0, add new LB slot 0 again |
| `Add_BeyondInitialCapacity_DoublesCapacity` | After 64 adds, 65th triggers grow to 128 |
| `AddSameId_ReplacesExistingSlot` | Re-adding an LB id replaces in same slot (no leak) |
| `Build_DeicArray_VisibleSlotsOnly` | DEIC array has one entry per visible slot, `firstIndex = slot * 384`, `count = 384` |
| `Build_DeicArray_EmptyVisible` | No visible empty array |
| `Aabb_StoredFromWorldOrigin` | Slot's AABB is `(origin.x, origin.y, minZ)..(origin.x+192, origin.y+192, maxZ)` |
**`tests/AcDream.Core.Tests/Terrain/TerrainModernConformanceTests.cs`** the Z-conformance sentinel for issue #51's bug class.
Pattern modeled on the existing `ClientConformanceTests.cs`. For each landblock:
1. Load real dat heightmap data (10 representative landblocks: Holtburg flat 0xA9B0, Holtburg sloped 0xA9B1, Foundry 0x8080, Cragstone 0xCB99, Direlands sample 0xC040, plus 5 randomly-chosen sloped landblocks from a fixed seed for variety).
2. Build mesh via `LandblockMesh.Build(...)` (the source-of-truth generator that `TerrainModernRenderer` calls internally).
3. For 100 (localX, localY) sample points uniformly distributed in `[0, 192] × [0, 192]`:
- Compute `meshTriZ`: find the triangle in the built mesh containing the point, barycentric-interpolate Z from its three vertex Zs.
- Compute `physicsZ = TerrainSurface.SampleZFromHeightmap(heights, heightTable, lbX, lbY, localX, localY)`.
- Assert `|meshTriZ - physicsZ| < 0.001m` (1 mm tolerance well below visible threshold).
4. Total: 10 landblocks × 100 points = 1,000 assertions per run; runs in <100 ms.
If this test fires, the pipeline has silently drifted (different formula somewhere, swapped vertex order, baseVertex baked wrong, etc.) the exact bug class issue #51 names.
### Existing tests stay green
| Test file | Proves | N.5b impact |
|---|---|---|
| `TerrainBlendingTests.cs` | `CalculateSplitDirection` returns retail's formula | unchanged still passes |
| `LandblockMeshTests.cs` | `LandblockMesh.Build` produces correct triangles | unchanged still passes |
| `ClientConformanceTests.cs` | Existing conformance sweep | unchanged still passes |
| `SplitFormulaDivergenceTest.cs` | WBretail divergence is real (49.98%) | unchanged runs as data documentation; passes |
| All 71 tests in N.5 filter (Wb+MatrixComposition+TextureCacheBindless) | N.5 ship intact | unchanged terrain is a separate dispatcher |
### `[TERRAIN-DIAG]` instrumentation
A new dedicated `[TERRAIN-DIAG]` log line, parallel to the existing `[WB-DIAG]` line, so terrain perf is observable independent of entity perf. Two parallel dispatchers, two parallel diag lines:
```
[TERRAIN-DIAG] cpu_ms=avg/95th draws=N/frame visible=N loaded=N capacity=N
```
- `cpu_ms` `Stopwatch` around `TerrainModernRenderer.Draw`. Median + 95th percentile over the 5-second rollup window.
- `draws` DEIC drawcount param (number of visible landblocks dispatched per `glMultiDrawElementsIndirect` call). Should be 6-8 GL calls fixed per frame regardless of `draws` value.
- `visible` / `loaded` / `capacity` slot accounting; for spotting growth or leaks.
- `gpu_ms` `GL_TIME_ELAPSED` query around the indirect dispatch. Same double-buffering caveat as N.5 (deferred to N.6 perf polish; will report `0/0` until then).
### Visual verification gate (user runs the client)
**Scenes** (drive the character through each):
1. **Holtburg town** (~0xA9B0 area) flat terrain + roads
2. **Holtburg sloped landblock** (~0xA9B1) slopes + cell-boundary diagonal transitions
3. **Foundry-area** (~0x80xx) different blend palette
4. **Any visibly-sloped outdoor landblock** Direlands or wherever you regularly test slope behavior
**Checks** at each scene:
1. **No cell-boundary wobble** the load-bearing #51 sentinel
2. **No missing chunks / black holes** slot allocator or DEIC misalignment
3. **No texture seams at landblock edges** pre-N.5b regression check
4. **No z-fighting** pre-N.5b regression check
5. **`[TERRAIN-DIAG] draws=N` ~6-8 GL calls/frame regardless of N**
6. **`[TERRAIN-DIAG] cpu_ms` at radius=5 is 10% lower** than the pre-N.5b baseline (recorded in `docs/plans/2026-05-09-phase-n5b-perf-baseline.md`)
Acceptance: all six checks pass in all four scenes. **Outdoor-only — interiors / dungeons / EnvCells are out of scope and not testable yet**.
---
## 8. Acceptance criteria
1. Build green; existing tests stay green; new conformance test passes (`|deltaZ| < 1mm` across the sweep).
2. Visual identity to today confirmed at the four user-verification scenes.
3. `[TERRAIN-DIAG]` shows terrain at ~6-8 GL calls/frame regardless of scene size (vs today's 25-121).
4. No cell-boundary wobble at any visited landblock (the #51 sentinel).
5. **CPU dispatcher time at radius=5 ≥10% lower** than today's `TerrainChunkRenderer` per-LB-binds path. Measured via the `[TERRAIN-DIAG] cpu_ms` median over a 5-second rollup at the Holtburg test scene with radius=5; before/after numbers captured into `docs/plans/2026-05-09-phase-n5b-perf-baseline.md` (mirror N.5's perf baseline doc convention).
6. Issue #51 closed in `docs/ISSUES.md` with the SHIP commit SHA.
---
## 9. Out-of-scope (explicit boundaries)
N.5b does **not** ship any of these. Each is a separate phase or backlog item:
- **EnvCells / interior cells / dungeons** different mesh source (cell-bound static geometry, not heightmap). Future phase, not currently scoped on the roadmap.
- **Sky rendering** (`SkyRenderer.cs`) N.8 territory.
- **Particle rendering** (`ParticleRenderer.cs`) N.8 territory.
- **Two-tier streaming + horizon LOD** (A.5) separate brainstorm. Different streaming primitive (visible window split into "near tier" full-detail and "far tier" coarse-LOD). N.5b deliberately doesn't touch streaming radius or LOD machinery.
- **WB's `LandSurfaceManager` adoption** Decision 2 explicitly keeps `TerrainAtlas`. Revisit only if a specific feature requires per-landblock alpha-mask bake.
- **WB's `TerrainGeometryGenerator` adoption** Path C explicitly keeps acdream's `LandblockMesh.Build` as the source of truth. Don't call into WB's generator.
- **Fork-patching WB upstream** Path C avoids this entirely. The WB submodule stays clean.
- **Persistent-mapped buffers / GPU-side culling / GL_TIME_ELAPSED double-buffering** N.6 perf polish territory; not in N.5b scope.
- **Per-instance terrain "highlight" or per-LB tint** no analogue need today; defer to backlog if a use case appears.
- **Removing `Texture2D` / `sampler2D` legacy texture path** N.6 cleanup once Sky/Terrain/Debug/particle paths all migrate. N.5b only adds the `Texture2DArray` bindless path; legacy stays for non-terrain consumers.
- **Visual changes** terrain renders pixel-for-pixel identical to today (same vertex layout, same blend math, same lighting bake). The phase is purely a dispatch-mechanism upgrade. Any visible diff means a bug, not a feature.
---
## 10. Implementation guidance
The phase is sized at ~1 week. Tasks decompose into ~10 mostly-parallel chunks:
1. **`TerrainAtlas` bindless extension** add `GetBindlessHandles()` method. ~50 lines. Independent of dispatcher.
2. **`TerrainSlotAllocator`** pure-CPU helper class. ~150 lines. Independent of GL.
3. **`TerrainSlotAllocatorTests`** unit tests for #2. ~200 lines. Depends on #2.
4. **`terrain_modern.vert`** port of today's `terrain.vert` with bindless preamble. ~150 lines. Independent.
5. **`terrain_modern.frag`** port of today's `terrain.frag` with bindless preamble. ~150 lines. Independent.
6. **`TerrainModernRenderer`** dispatcher class wiring slot allocator + GL state + bindless handle uniforms + DEIC dispatch. ~400 lines. Depends on #1, #2.
7. **`TerrainModernConformanceTests`** Z-conformance sentinel. ~150 lines. Depends on `LandblockMesh.Build` (existing).
8. **`GameWindow` integration** swap `TerrainChunkRenderer` `TerrainModernRenderer` at field+construction; add `[TERRAIN-DIAG]` rollup. ~30 lines. Depends on #6.
9. **Delete legacy** `TerrainChunkRenderer.cs`, `TerrainRenderer.cs`, `terrain.vert`, `terrain.frag`. Depends on #8 working in production.
10. **Roadmap + ISSUES.md + memory** close issue #51, update CLAUDE.md "WB integration cribs", write `memory/project_phase_n5b_state.md`. Depends on #8 + visual verification.
Tasks 1, 2, 4, 5, 7 can land in parallel. Task 6 depends on 1+2. Task 8 depends on 6. Tasks 9 and 10 are post-verification cleanup.
The plan document (next step after this spec) breaks each task into TDD-style subtasks with clear acceptance gates per subagent dispatch.