The Holtburg windmill axle (GfxObj 0x010010CE, 8 polygons, all
Stippling.NoPos + SurfaceType.Base1Solid) extracted to a 0-vertex mesh.
NoPos ("NO_POS_UVS", acclient.h:7380-7388) means "this side has no
texture coordinates" — true of every solid-colour polygon, since
nothing samples them — not "there is no positive face". Extraction read
it as the latter and dropped the polygon entirely, client-wide, for
every untextured polygon on every object.
Retail's D3DPolyRender::DrawMesh (@0x0059d4a0, named-retail decomp
~line 426048) draws an untextured subset on an ordinary object exactly
like a textured one; the only retail cases that skip an untextured
subset are a building shell (RenderDeviceD3D::DrawBuilding @0x0059f2a0
sets ObjBuildingOrBuildingPart=1) or an EnvCell interior
(RenderDeviceD3D::DrawEnvCell @0x0059f170, arg4=1). The #119
investigation's "retail's skipNoTexture never draws them either"
conclusion was itself wrong as a general rule.
- MeshExtractor.PrepareGfxObjMeshData / GfxObjMesh.Build: emit the
positive side whenever PosSurface is a valid index, regardless of
NoPos; the existing UV-index-0 fallback already produces zero
texcoords for a NoPos polygon with no UVs on the wire.
- RetailUntexturedSurfacePolicy.IsUntextured(SurfaceType): the one
place that answers "is this surface textured"
((type & (Base1Image|Base1ClipMap)) == 0), replacing the old
`isSolid = NoPos || Base1Solid` (which also mis-classified a NEG-side
batch by the POS-side's NoPos flag).
- RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured):
the shared draw-time gate wired into WbDrawDispatcher.ClassifyBatches,
.PackedOracle.ClassifyPackedBatches, and
.DirectionalShadows.AddDirectionalShadowBatches — one predicate so the
three walks cannot drift (Campaign VM VM6 lesson).
- CellMesh.cs / MeshExtractor.PrepareCellStructMeshData deliberately
KEEP their NoPos-gated skip for cell-wall geometry — retail's
DrawEnvCell really does skip untextured subsets there; register row
AP-234 documents the NoPos-vs-Surface.Type approximation.
- PakFormat.CurrentBakeToolVersion 4->5 (LauncherInstallRecordStore in
lockstep): a pak baked by an older tool is missing every untextured
face. No bake was run as part of this commit.
Also fixed: WorldBuilder's own upstream ObjectMeshManager.cs has the
identical NoPos bug (ObjectMeshManager.cs:959,984) — our port had
faithfully carried it over, and our own conformance test
(Build_NoPosFlag_OnlyEmitsNegSide) asserted the bug as correct WB
conformance. Renamed/reworded to Build_NoPosFlag_EmitsBothPosAndNegSide
with a citation for why retail decomp overrides WB here.
Issue119UpNullGfxObjDumpTests re-run against the installed DAT:
#119's own two objects (0x010002B4 9/9 polys, 0x010008A8 1/1 poly) now
gate DRAWS on every polygon instead of extracting to nothing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
141 lines
6 KiB
C#
141 lines
6 KiB
C#
using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using AcDream.Core.Content;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Builds renderable sub-meshes from an EnvCell's room geometry (walls,
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/// floors, ceilings). The geometry lives in the linked Environment dat:
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/// EnvCell.EnvironmentId → Environment → Cells[CellStructure] → CellStruct.
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/// This mirrors GfxObjMesh.Build but reads surfaces from EnvCell.Surfaces
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/// (not from the CellStruct itself) and uses the same fan-triangulation
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/// and per-surface deduplication pattern.
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/// </summary>
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public static class CellMesh
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{
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/// <summary>
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/// Walk a CellStruct's polygons and produce one <see cref="GfxObjSubMesh"/>
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/// per referenced Surface. Surfaces are resolved from <paramref name="envCell"/>.Surfaces
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/// (OR'd with 0x08000000 to form the full dat id). Polygons are triangulated as fans.
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/// </summary>
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/// <param name="envCell">The EnvCell that owns the surface list.</param>
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/// <param name="cellStruct">The CellStruct containing the polygon + vertex geometry.</param>
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/// <param name="dats">
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/// Optional dat collection used to read Surface.Type flags and set
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/// <see cref="GfxObjSubMesh.Translucency"/>. When null (e.g. offline tests)
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/// all sub-meshes default to <see cref="TranslucencyKind.Opaque"/>.
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/// </param>
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public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct, IDatObjectSource? dats = null)
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{
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// Group output vertices and indices per surface dat id.
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var perSurface = new Dictionary<uint, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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foreach (var kvp in cellStruct.Polygons)
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{
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var poly = kvp.Value;
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if (poly.VertexIds.Count < 3)
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continue; // degenerate polygon
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// Retail's RenderDeviceD3D::DrawEnvCell (@0x0059f170) calls
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// D3DPolyRender::DrawMesh with arg4=1, which skips every
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// UNTEXTURED subset inside an EnvCell interior — unlike ordinary
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// objects, which draw them (see RetailUntexturedSurfacePolicy /
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// RetailUntexturedSubsetPolicy, #426). We approximate
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// "untextured" here with the polygon's own NoPos stippling flag
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// rather than resolving the Surface's own Type
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// (Base1Image/Base1ClipMap) before this per-polygon decision —
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// see docs/architecture/retail-divergence-register.md AP-234. Do
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// NOT remove this gate the way #426 removed the matching gate in
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// GfxObjMesh.Build/MeshExtractor.PrepareGfxObjMeshData — retail
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// genuinely skips untextured cell geometry, unlike ordinary
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// objects.
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if (poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos))
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continue;
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int surfaceIdx = poly.PosSurface;
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if (surfaceIdx < 0 || surfaceIdx >= envCell.Surfaces.Count)
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continue; // out-of-range surface index
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// Surfaces on EnvCell are unqualified ids; OR with 0x08000000 for the full dat id.
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uint surfaceId = (uint)envCell.Surfaces[surfaceIdx] | 0x08000000u;
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if (!perSurface.TryGetValue(surfaceId, out var bucket))
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{
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bucket = (new List<Vertex>(), new List<uint>(), new Dictionary<(int, int), uint>());
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perSurface[surfaceId] = bucket;
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}
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// Collect output vertex indices for this polygon.
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var polyOut = new List<uint>(poly.VertexIds.Count);
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bool skipPoly = false;
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for (int i = 0; i < poly.VertexIds.Count; i++)
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{
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int posIdx = poly.VertexIds[i];
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int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
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if (!cellStruct.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
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{
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skipPoly = true;
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break;
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}
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var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
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? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
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: Vector2.Zero;
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// Use normal from vertex data; fall back to up-vector if missing.
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var normal = sw.Normal != Vector3.Zero ? sw.Normal : Vector3.UnitZ;
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var key = (posIdx, uvIdx);
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, normal, texcoord, TerrainLayer: 0));
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bucket.Dedupe[key] = outIdx;
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}
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polyOut.Add(outIdx);
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}
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if (skipPoly || polyOut.Count < 3)
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continue;
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// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[0]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[i + 1]);
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}
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}
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// Emit one sub-mesh per surface.
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var result = new List<GfxObjSubMesh>(perSurface.Count);
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foreach (var kvp in perSurface)
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{
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// Resolve Surface.Type flags when a DatCollection is available so the
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// renderer can split the draw into opaque and translucent passes.
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var translucency = TranslucencyKind.Opaque;
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if (dats is not null)
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{
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var surface = dats.Get<Surface>(kvp.Key);
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if (surface is not null)
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translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
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}
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result.Add(new GfxObjSubMesh(
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SurfaceId: kvp.Key,
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Vertices: kvp.Value.Vertices.ToArray(),
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Indices: kvp.Value.Indices.ToArray())
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{
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Translucency = translucency,
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});
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}
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return result;
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}
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}
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