A week on the indoor render (Phase U.4 → U.4c → 2026-05-31) fixed the flap but
produced NO shippable progress: walls/ceiling don't seal, outdoor terrain is
visible from inside (#78), the enclosure reads grey/transparent. Root cause is
ARCHITECTURAL, not a bug.
Evidence this session (direct, via the new [shell] probe + screenshots) RULED OUT
every subsystem except the gating architecture: the interior cell shells render
fine (geometry/texture/opaque/depth all correct, zh=0 tr=0); the visibility
traversal computes correct sets + non-empty portal clips; cull mode is fine; the
camera/eye thread was a detour. The residual is that OUTDOOR geometry is not gated
to portal openings when indoors, and acdream enforces visibility THREE inconsistent
ways (TerrainClipMode / per-cell shell clip / entity ParentCellId filter with an
outdoor-stab bypass) instead of retail's ONE PView gate.
This commit is the reset handoff + documentation, not a code fix:
- docs/research/2026-05-31-render-architecture-reset-handoff.md — canonical: honest
state, evidence ledger (ruled-out / do-not-repeat), the mapped 3-gate patchwork,
the retail PView target (one traversal → one gate for ALL geometry), the reset
mission, and a copy-paste pickup prompt.
- docs/architecture/acdream-architecture.md — new "Render Pipeline" SSOT section
(current divergence + unified-PView target + the one rule: compute visibility
once, enforce it once). (Doc has pre-existing corruption below this section —
flagged for separate cleanup.)
- Apparatus: ACDREAM_PROBE_SHELL → [shell] (EnvCellRenderer per-cell prepared/drawn
geometry + flags) added to RenderingDiagnostics + EnvCellRenderer. Throwaway.
- docs/superpowers/specs/2026-05-31-camera-collision-indoor-engagement-design.md —
spec for e099b4c (camera collision; now parked as orthogonal to the seam).
Next session: STOP point-fixing; do the architecture reset to a single PView gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
236 lines
14 KiB
Markdown
236 lines
14 KiB
Markdown
# Render Architecture Reset — assessment + handoff (2026-05-31)
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> **Read this first, in full, before touching any render code.** This is a deliberate
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> reset after a week of point-fixing the indoor render with **no shippable progress**.
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> The next session's job is NOT another symptom fix — it is to bring acdream's render
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> pipeline up to a **single, coherent, retail-faithful design (PView)** and close the
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> indoor seams *by construction*.
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## 1. The honest state
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A full week (Phase U.4 → U.4c → this session) has gone into the indoor render. Net
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result: the **doorway "flap" is fixed** (real, kept), but the indoor world is **still
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broken** — walls/ceiling don't visually seal, you see outdoor terrain from inside the
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cellar ("the world from below"), and the enclosure reads as a grey/transparent void.
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The reason there's been no progress is **architectural, not a bug**: the render pipeline
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is a **patchwork of three inconsistent visibility gates** bolted onto a half-finished
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port of retail's PView. Seams are *structural* — fixing one place (the flap, the camera,
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the shells) pops a seam in another. We have been chasing symptoms across different
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subsystems (visibility → camera collision → shell rendering) instead of fixing the
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architecture. That stops now.
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**Mandate from the user (2026-05-31):** *"produce me a solid engine that produces a
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retail-faithful experience… look over what we have done, check our design and if it
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matches a solid engine design, and solve all our issues."* This handoff is the
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assessment; the next session executes the reset.
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## 2. Evidence ledger — what is RULED OUT and CONFIRMED (do not re-litigate)
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This week was not all waste: it eliminated, **with direct evidence**, every subsystem
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*except* the gating architecture. Do not re-investigate these.
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**CONFIRMED (direct evidence):**
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- **The interior cell shells RENDER correctly.** `[shell]` probe (ACDREAM_PROBE_SHELL):
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every visible cell (`0xA9B40170-0175`) is prepared and drawn — `gfx=1`, `idx` 24–270,
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`tr=0` (not translucent), `zh=0` (textures present), opaque pass, depth-on. So the
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shells are NOT the problem (geometry, textures, cull, depth all fine).
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- **The visibility traversal computes correct results.** `[flap]` probe: portals
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traverse (`TRV`), project, and clip to **non-empty** screen regions (`clip=4/5`),
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`vis=3` cells, `terrain=Skip`/`outPolys=0` correct for a windowless cellar.
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- **The residual is OUTDOOR geometry not being gated to portal openings when indoors**
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(issue #78): screenshots show outdoor terrain + scenery rendered and visible from
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*inside* the cellar (from below), and the interior not sealing. The cell mesh renders
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but does not occlude / the outside is not clipped to the window.
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**RULED OUT (with evidence) — do NOT chase again:**
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- The camera / eye position as the root (eye-displacement was reduced by `e099b4c` but
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the residuals persisted unchanged — the camera thread was a **detour**).
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- Cull mode (cell shells already render double-sided, `EnvCellRenderer.cs:1168`).
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- Cell-shell geometry missing / textures missing (`[shell]` proves both present).
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- The portal side-test / PortalSide (`b5f2bf2`, byte-identical no-op).
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- PVS / stab_list grounding (H1, `639f20f` plumbed, not the fix).
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- Camera zoom as the cause (errors persist at minimum zoom).
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## 3. The current render architecture (mapped) — the patchwork
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Per-frame, inside `GameWindow.OnRender` (~`:7290-7471`):
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```
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CellVisibility.ComputeVisibility(visRootPos = PLAYER pos) → visible-cell SET + VisibleCellIds + CameraCell
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│
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PortalVisibilityBuilder.Build(clipRoot, visRootPos=PLAYER, envCellViewProj=EYE) ← a partial port of retail ConstructView
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│ → PortalVisibilityFrame { OutsideView, per-cell CellViews, OrderedVisibleCells }
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│ (side-test + ordering use the PLAYER; projection uses the EYE — a split)
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│
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ClipFrameAssembler.Assemble(...) → TerrainClipMode {Skip|Scissor|Planes} + CellIdToSlot (per-cell clip regions) + OutdoorVisible
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│
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├── TerrainModernRenderer.Draw gated by TerrainClipMode (GATE #1)
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├── EnvCellRenderer.Render(shells) gated by envCellShellFilter + per-cell clip slot (GATE #2)
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└── WbDrawDispatcher.Draw(entities) gated by ParentCellId ∈ visibleCellIds … BUT outdoor stabs have ParentCellId==null and ALWAYS PASS (GATE #3)
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```
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**Why this is structurally fragile (the root of all the seams):**
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1. **Three separate gates** (terrain / shells / entities) must independently agree to
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produce a seamless interior. They don't. Retail has **one** gate (PView).
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2. **Outdoor geometry is not gated to portal openings.** Terrain has its own
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Skip/Scissor/Planes path (and the Scissor fallback *over-includes*), and outdoor
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stabs/scenery (`ParentCellId==null`) **bypass the gate entirely** → you see the
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outdoor world from inside (#78). Retail draws the landscape **only** through exit
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portals, clipped to the opening.
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3. **No single source of truth.** "What is visible and where on screen" is reassembled
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from three consumers of one builder, instead of being the builder's authoritative,
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uniformly-enforced output.
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4. **Player-rooted set vs eye-projected clip split** adds a second axis of fragility
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(the flap, the residual degeneracies) — secondary, but real.
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This is the crux: **we compute visibility once but enforce it three different,
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inconsistent ways.**
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## 4. The retail-faithful target — PView: one traversal, one gate
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Retail (decomp `docs/research/named-retail/acclient_2013_pseudo_c.txt`) renders the
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world through **PView**, a single portal-clipped traversal:
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- Root at the **viewer's cell** (`CellManager::ChangePosition` tracks `curr_cell`).
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- `PView::ConstructView` (`:433750`) walks the portal graph; `InitCell` (`:432896`)
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computes each cell's **screen-space clip region** (the portal opening it's seen
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through, recursively intersected with the parent's region); cells go on
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`cell_draw_list` closest-first.
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- **Exit portals** add the **outside** (landscape) to the view, **clipped to the
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exit-portal opening**.
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- `PView::DrawCells` (`:432715`) renders each cell **clipped to its region**, and the
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landscape **only where an exit portal reveals it**.
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- The viewer (eye) is **collided** (`SmartBox::update_viewer` `:92761`) so the
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projection stays well-conditioned.
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- `CEnvCell::find_visible_child_cell` (`:311397`) + `seen_outside` gate the
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landscape-keep.
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- **Outdoors**, PView is trivial (the LandCell + neighbours, no indoor clipping).
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The defining property: **ONE visibility structure gates ALL geometry** — interior cell
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shells, interior statics, and the outside (terrain + scenery) — all clipped to their
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PView-derived regions. That is *why retail is seamless by construction.*
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Reference port to crib (acdream owns it but **never invokes it**): WorldBuilder's
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`RenderInsideOut` / `VisibilityManager`
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(`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilityManager.cs`).
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## 5. The solid design for acdream (the reset target)
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We already have the hard part (the `PortalVisibilityBuilder` ConstructView port + the
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`ClipFrame` clip-plane machinery + per-cell clip slots). The reset is a
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**consolidation, not a rewrite**: make the PView output the **single gate for every
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geometry type**.
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1. **One gate.** Every draw — cell shells, interior statics, terrain, outdoor scenery —
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is clipped to its PView region:
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- Interior cell `C` → its per-cell clip region (already ≈done in `EnvCellRenderer`).
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- Interior static in cell `C` → cell `C`'s region (route via the same per-instance
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clip slot).
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- **Outside** (terrain + outdoor scenery + `ParentCellId==null` stabs) → the
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**`OutsideView` region** (union of exit-portal openings). **Empty `OutsideView`
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(windowless interior) ⇒ draw NO outdoor geometry.** **No `ParentCellId==null`
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bypass.**
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- **Outdoor root** (camera/player in a LandCell, no indoor cell) ⇒ gate = everything
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(today's normal path).
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2. **Delete the ad-hoc gates.** Collapse GATE #1/#2/#3 into the single clip-to-region.
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Remove the `ParentCellId==null` always-pass in `WbDrawDispatcher`. Remove the
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terrain Scissor over-include fallback in favour of retail's exact portal clip.
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3. **Resolve the set/clip split.** Decide one rooting story (the flap fix proved the
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*set* must be player-rooted; the *clip/projection* is the eye's — confirm this is
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retail-faithful under the unified gate, or collide the eye so they coincide).
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4. **U.5 (eye outside, looking into a building)** is the same machinery with the root at
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the eye's cell and the interior shown through the building's portals — design it in,
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don't special-case it.
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Result, by construction: #78 (outdoor gated to openings), transparent walls (interior
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uniformly clipped), grey enclosure (no spurious ungated gaps), terrain-through-floor
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(no outdoor outside the window) all resolve together — because there is one consistent
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rule instead of three.
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## 6. Next-session mission (the reset — in order)
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1. **Audit** the current render data-flow against §3; confirm the three-gate divergence
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in the live code.
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2. **Verify the target against retail**: read PView in full
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(`ConstructView`/`InitCell`/`ClipPortals`/`AddViewToPortals`/`DrawCells`/
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`grab_visible_cells`/`find_visible_child_cell`) **and** WB `RenderInsideOut`. Do not
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trust this doc's summary alone — confirm the one-gate model from the source.
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3. **Design** the unified gate (`superpowers:brainstorming` → spec). This is
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architectural; brainstorm it, don't free-solo.
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4. **Implement** the single gate; delete the ad-hoc gates/bypasses.
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5. **Verify** at the visual gate: flap stays fixed; walls/ceiling solid; no
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terrain-through-floor; no grey; outdoor visible *only* through windows/doors, clipped.
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**Operating rules for the reset:** evidence-first; no point-fixes; no new gate bolted on
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to mask a seam (that is exactly what produced this mess). If a fix starts to look like a
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fourth special-case gate, stop — it belongs in the one gate.
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## 7. What the week produced (status of each artifact)
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- **KEEP — `0ee328a` flap fix:** root indoor visibility at the player's cell. A correct,
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retail-faithful PView piece (the set must be player-rooted). Keep.
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- **ORTHOGONAL — `e099b4c` camera-collision viewer-gate-exemption:** retail-faithful but
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**not** the seam fix (the camera thread was a detour). **Open decision:** keep (it's a
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real, faithful improvement) or revert to keep the reset branch focused. Recommendation:
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**park it** — keep the commit but treat camera collision as out-of-scope for the reset;
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revisit only after the unified gate lands. Its sibling diagnosis (`3066460`) +
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spec (`docs/superpowers/specs/2026-05-31-camera-collision-indoor-engagement-design.md`)
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+ the `CameraCollisionIndoorTests` are accurate for what they cover but are about an
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orthogonal subsystem.
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- **APPARATUS (throwaway, gated, useful for the reset):**
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- `ACDREAM_PROBE_FLAP` → `[flap]`/`[flap-cam]`/`[flap-sweep]` (visibility + eye + camera sweep).
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- `ACDREAM_PROBE_SHELL` → `[shell]` (per-cell shell render: prepared? geometry? flags?).
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Strip both once the reset lands.
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- **Disproven hypotheses (do NOT repeat):** H1 (PVS grounding), H2 (PortalSide),
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zoom-confound, back-face-cull, eye-displacement-as-root, shell-geometry/texture-missing.
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## 8. Git / safety
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- Branch `claude/thirsty-goldberg-51bb9b`, **UNPUSHED** (push pending with the user).
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- Two `git stash` entries preserved (#98/#101 WIP) — **do NOT drop.**
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- Throwaway capture logs `u4c-*.log` are untracked — ignore/delete, do not commit.
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## 9. Pickup prompt (copy-paste for the next session)
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```
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RENDER ARCHITECTURE RESET — acdream indoor pipeline. Continue on branch
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claude/thirsty-goldberg-51bb9b (do NOT branch/worktree; preserve the 2 git stashes).
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READ FIRST, in full: docs/research/2026-05-31-render-architecture-reset-handoff.md, then
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the "Render Pipeline" section of docs/architecture/acdream-architecture.md.
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State both altitudes: Working toward M1.5 "indoor world feels right." After a week of
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point-fixing with no shippable progress, this is an ARCHITECTURE RESET, not a symptom fix.
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THE PROBLEM (root cause, evidence in the handoff): acdream's render pipeline is a
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patchwork of THREE inconsistent visibility gates (terrain TerrainClipMode / shell
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per-cell clip / entity ParentCellId filter with an outdoor-stab bypass) bolted onto a
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half-finished PView port. Seams are structural. The interior cell shells RENDER FINE
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(proven); the residual is that OUTDOOR geometry isn't gated to portal openings when
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indoors (#78) and the three gates don't agree.
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THE TARGET (retail PView, §4-5 of the handoff): ONE portal-visibility traversal whose
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output is the SINGLE GATE for ALL geometry — interior shells, interior statics, AND the
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outside (terrain + scenery) all clipped to their PView regions; outside drawn ONLY
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through exit-portal openings; empty OutsideView ⇒ no outdoor; no ParentCellId==null
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bypass; outdoor root ⇒ gate=everything. We already own the builder (PortalVisibilityBuilder
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= ConstructView port) + ClipFrame; this is CONSOLIDATION, not a rewrite.
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MISSION (in order): (1) audit the current 3-gate data-flow in GameWindow.OnRender
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~:7290-7471; (2) VERIFY the one-gate model against retail PView (ConstructView :433750,
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InitCell :432896, DrawCells :432715, find_visible_child_cell :311397) + WB RenderInsideOut
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(references/WorldBuilder/.../VisibilityManager.cs) — confirm from source, not the handoff
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summary; (3) brainstorm + spec the unified gate (superpowers:brainstorming); (4) implement
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the single gate, delete the ad-hoc gates/bypasses; (5) visual-verify ALL indoor issues
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resolve together.
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DO NOT REPEAT (evidence-disproven, handoff §2): camera/eye as root, cull mode, shell
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geometry/texture missing, H1 PVS grounding, H2 PortalSide, zoom-confound. DO NOT bolt on
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a fourth gate to mask a seam. Evidence-first; no point-fixes; brainstorm the architecture
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before coding; only stop for visual verification.
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Apparatus ready: ACDREAM_PROBE_FLAP ([flap]/[flap-cam]/[flap-sweep]) + ACDREAM_PROBE_SHELL
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([shell]). Open decision: keep or revert e099b4c (camera collision, orthogonal — parked).
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Launch per CLAUDE.md "Running the client"; Holtburg cottage cellar/stairs is the test
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scenario; visual verification at that threshold is the acceptance gate.
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```
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