acdream/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs
Erik b0c175afc0 fix(streaming): commit EnvCell landblocks atomically (#214)
Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 18:45:24 +02:00

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// Phase A8 (2026-05-28): port of WB's EnvCellRenderManager. This is the
// production cell-rendering pipeline for indoor visibility, replacing the
// broken "cell as WorldEntity with MeshRef(envCellId)" approach that the
// four reverted RR7 variants couldn't fix.
//
// Sources ported byte-for-byte:
// GetEnvCellGeomId <- WB EnvCellRenderManager.cs:94-103
// PrepareRenderBatches <- WB EnvCellRenderManager.cs:247-373
// Render(filter:) <- WB EnvCellRenderManager.cs:395-511
// RenderModernMDIInternal <- WB BaseObjectRenderManager.cs:709-848 (single-slot variant)
// AddToGroups / AddToCellGroup <- WB EnvCellRenderManager.cs:375-393
//
// Note: we do NOT inherit from WB's ObjectRenderManagerBase. That base
// class owns the landblock-streaming loop (Update, _pendingGeneration,
// _uploadQueue). acdream's StreamingController already does that work —
// running a parallel loop would compete for dat I/O. Instead, streaming builds
// a private EnvCellLandblockBuild and CommitLandblock publishes the completed
// snapshot on the render thread.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Threading.Tasks;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Wb;
public sealed unsafe class EnvCellRenderer : IDisposable
{
private readonly GL _gl;
private readonly ObjectMeshManager _meshManager;
private readonly WbFrustum _frustum;
// Per-landblock storage. Key = full 32-bit landblock dat id (e.g. 0xA9B4FFFF).
// WB EnvCellRenderManager.cs:75 uses ConcurrentDictionary<ushort, ObjectLandblock> _landblocks —
// we use uint (full LB id) because acdream uses 32-bit landblock keys throughout.
private readonly ConcurrentDictionary<uint, EnvCellLandblock> _landblocks = new();
// Active snapshot (atomic swap under _renderLock).
// WB EnvCellRenderManager.cs:71: private VisibilitySnapshot _activeSnapshot = new();
private readonly object _renderLock = new();
private EnvCellVisibilitySnapshot _activeSnapshot = new();
// Shader (set by caller via Initialize).
// Uses acdream's legacy Shader type (not WB's GLSLShader) to match the
// existing wire-in pattern in GameWindow.cs where _meshShader is loaded
// for mesh_modern.{vert,frag} and shared across multiple consumers.
// API mapping: Bind() -> Use(), SetUniform(s, int) -> SetInt(s, int),
// SetUniform(s, Vector4) -> SetVec4(s, Vector4).
private AcDream.App.Rendering.Shader? _shader;
// Phase U.4 root-cause fix: the view-projection captured in PrepareRenderBatches,
// re-uploaded by Render() so the cell-shell pass is self-contained and does NOT
// inherit WbDrawDispatcher's uViewProjection (which the opaque pass would read one
// frame stale, since it draws BEFORE the dispatcher's upload). Same matrix the
// portal clip planes are computed with (envCellViewProj).
private Matrix4x4 _lastViewProjection = Matrix4x4.Identity;
private bool _initialized;
// List pool — copied from WB ObjectRenderManagerBase.
// WB ObjectRenderManagerBase.cs:83-86: protected readonly List<List<InstanceData>> _listPool = new(); protected int _poolIndex = 0;
private readonly List<List<InstanceData>> _listPool = new();
private int _poolIndex = 0;
// Modern-MDI scratch buffers (single slot — we re-upload every frame).
// WB BaseObjectRenderManager.cs:43-48: _scratchMdiCommandBuffers, _scratchModernBatchBuffers, _modernInstanceBuffers
// We collapse the ring-of-3 to a single slot since we have no persistent/consolidated draws.
private uint _mdiCommandBuffer;
private int _mdiCommandCapacity = 1024;
private uint _modernInstanceBuffer;
private int _modernInstanceCapacity = 1024;
private uint _modernBatchBuffer;
private int _modernBatchCapacity = 1024;
// mesh_modern.vert's SSBO InstanceData is only mat4 transform. The CPU
// InstanceData below also carries CellId/Flags for filtering, so upload a
// packed transform array instead of the 80-byte CPU struct.
private Matrix4x4[] _gpuInstanceTransforms = Array.Empty<Matrix4x4>();
// Phase U.3: per-instance clip-slot SSBO (binding=3), parallel to
// _modernInstanceBuffer. One uint per instance selecting its CellClip slot,
// indexed by the same BaseInstance + gl_InstanceID the shader uses for
// binding=0. ALL ZEROS in U.3 ⇒ slot 0 ⇒ no-clip. U.4 populates real slots.
private uint _clipSlotBuffer;
private uint[] _clipSlotData = Array.Empty<uint>();
// A7 Fix D (D-2): this renderer owns its lighting (self-contained GL state,
// like uViewProjection) instead of reading the SSBO 4/5 WbDrawDispatcher last
// left bound. binding=4 = global point-light snapshot (same data/indices as the
// dispatcher, via GlobalLightPacker); binding=5 = 8 int indices per instance.
private uint _globalLightsSsbo; // binding=4
private float[] _globalLightData = new float[AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * 16];
private uint _instLightSetSsbo; // binding=5
private int[] _lightSetData = new int[1024 * AcDream.Core.Lighting.LightManager.MaxLightsPerObject];
private System.Collections.Generic.IReadOnlyList<AcDream.Core.Lighting.LightSource>? _pointSnapshot;
private readonly System.Collections.Generic.Dictionary<uint, int[]> _cellLightSetCache = new();
// Phase U.3: SHARED per-cell clip-region SSBO (binding=2) handed in via
// SetClipRegionSsbo (the GameWindow-level ClipFrame buffer). When 0, we bind
// our own one-slot no-clip fallback so the shader never reads an unbound SSBO.
private uint _sharedClipRegionSsbo;
private uint _fallbackClipRegionSsbo;
// Reusable scratch arrays — avoid per-frame allocation.
// WB BaseObjectRenderManager.cs:58-59: private DrawElementsIndirectCommand[] _commands = Array.Empty<...>()
private DrawElementsIndirectCommand[] _commands = Array.Empty<DrawElementsIndirectCommand>();
private ModernBatchData[] _modernBatches = Array.Empty<ModernBatchData>();
// Static render-state tracking — matches WB BaseObjectRenderManager.cs:24-28.
// Shared across all manager instances on the same GL context.
private static uint _currentVao;
private static CullMode? _currentCullMode;
public bool NeedsPrepare { get; private set; } = true;
public bool IsDisposed { get; private set; }
public LastFrameStats Stats => _lastFrameStats;
public struct LastFrameStats { public int CellsRendered; public int TrianglesDrawn; }
private LastFrameStats _lastFrameStats;
/// <summary>
/// Diagnostic accessor for the [envcells] probe (Phase A8 apparatus 2026-05-28).
/// Returns (pool-list count total, snapshot's PostPreparePoolIndex high-water).
/// A divergence between expected and actual values would indicate a pool-
/// management regression — exactly the bug class the 2026-05-28 audit caught.
/// </summary>
public (int PoolTotal, int SnapshotPoolHwm) GetPoolDiagnostics()
{
int poolTotal;
lock (_listPool) poolTotal = _listPool.Count;
int hwm;
lock (_renderLock) hwm = _activeSnapshot.PostPreparePoolIndex;
return (poolTotal, hwm);
}
/// <summary>
/// Phase A8 audit probe (2026-05-28 visual-gate-#1 follow-up).
/// One-shot per (cellId, gfxObjId) pair: dumps batch counts + CullModes +
/// transparency flags + bindless-handle-non-zero status, so the operator
/// can read offline and identify why specific polys (e.g., floors) aren't
/// rendering. Set <c>ACDREAM_A8_AUDIT=1</c> to enable.
/// <para>Returns a deduplicated audit-line list per Render snapshot
/// (one entry per (cellId, gfxObjId) seen in BatchedByCell). The caller
/// (GameWindow EmitEnvCellProbe) prints these and tracks which pairs
/// have already been logged.</para>
/// </summary>
public IReadOnlyList<string> CollectCellAuditLines(HashSet<(uint cellId, ulong gfxObjId)> alreadyLogged)
{
var lines = new List<string>();
lock (_renderLock)
{
var snap = _activeSnapshot;
foreach (var (cellId, gfxDict) in snap.BatchedByCell)
{
foreach (var (gfxObjId, transforms) in gfxDict)
{
var key = (cellId, gfxObjId);
if (alreadyLogged.Contains(key)) continue;
alreadyLogged.Add(key);
var rd = _meshManager.TryGetRenderData(gfxObjId);
if (rd is null)
{
lines.Add($"[a8-audit] cell=0x{cellId:X8} gfx=0x{gfxObjId:X10} instances={transforms.Count} renderData=null");
continue;
}
int totalIdx = 0;
var cullModes = new HashSet<DatReaderWriter.Enums.CullMode>();
int translucent = 0;
int additive = 0;
int zeroHandle = 0;
foreach (var b in rd.Batches)
{
totalIdx += b.IndexCount;
cullModes.Add(b.CullMode);
if (b.IsTransparent) translucent++;
if (b.IsAdditive) additive++;
if (b.BindlessTextureHandle == 0) zeroHandle++;
}
var cullList = string.Join(",", cullModes);
lines.Add(
$"[a8-audit] cell=0x{cellId:X8} gfx=0x{gfxObjId:X10} instances={transforms.Count} " +
$"isSetup={rd.IsSetup} batches={rd.Batches.Count} totalIdx={totalIdx} " +
$"cull=[{cullList}] translucent={translucent} additive={additive} zeroHandle={zeroHandle}");
}
}
}
return lines;
}
// ---------------------------------------------------------------------------
// Constructor + Initialize
// ---------------------------------------------------------------------------
public EnvCellRenderer(GL gl, ObjectMeshManager meshManager, WbFrustum frustum)
{
_gl = gl;
_meshManager = meshManager;
_frustum = frustum;
}
public void Initialize(AcDream.App.Rendering.Shader shader)
{
_shader = shader;
AllocateMdiBuffers();
_initialized = true;
}
// ---------------------------------------------------------------------------
// AllocateMdiBuffers
// Mirrors WB BaseObjectRenderManager.cs:62-127 (slot-0 only).
// ---------------------------------------------------------------------------
private void AllocateMdiBuffers()
{
// MDI command buffer (DrawIndirectBuffer)
_gl.GenBuffers(1, out _mdiCommandBuffer);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _mdiCommandBuffer);
_gl.BufferData(GLEnum.DrawIndirectBuffer,
(nuint)(_mdiCommandCapacity * sizeof(DrawElementsIndirectCommand)), null, GLEnum.DynamicDraw);
// Per-frame scratch instance SSBO (binding=0)
_gl.GenBuffers(1, out _modernInstanceBuffer);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _modernInstanceBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * sizeof(Matrix4x4)), null, GLEnum.DynamicDraw);
// Per-batch data SSBO (binding=1)
_gl.GenBuffers(1, out _modernBatchBuffer);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _modernBatchBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernBatchCapacity * sizeof(ModernBatchData)), null, GLEnum.DynamicDraw);
// Phase U.3: per-instance clip-slot SSBO (binding=3), sized to the
// instance capacity. Uploaded all-zeros each frame in RenderModernMDIInternal.
_gl.GenBuffers(1, out _clipSlotBuffer);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _clipSlotBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * sizeof(uint)), null, GLEnum.DynamicDraw);
// A7 Fix D (D-2): binding=4 global lights + binding=5 per-instance light set.
_gl.GenBuffers(1, out _globalLightsSsbo);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_globalLightData.Length * sizeof(float)), null, GLEnum.DynamicDraw);
_gl.GenBuffers(1, out _instLightSetSsbo);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * AcDream.Core.Lighting.LightManager.MaxLightsPerObject * sizeof(int)),
null, GLEnum.DynamicDraw);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, 0);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
}
/// <summary>
/// Phase U.3: hand the renderer the SHARED per-cell clip-region SSBO
/// (binding=2) created by <see cref="ClipFrame.UploadShared"/>. The renderer
/// re-binds it to binding=2 immediately before its MDI. Pass 0 to fall back to
/// the internal one-slot no-clip region buffer.
/// </summary>
public void SetClipRegionSsbo(uint sharedClipRegionSsbo)
=> _sharedClipRegionSsbo = sharedClipRegionSsbo;
// Phase U.4: per-frame cellId→CellClip-slot map for the cell shells. When
// non-null, RenderModernMDIInternal writes instanceClipSlot[i] =
// _cellIdToSlot[allInstances[i].CellId] so each cell's shell instances are
// gated to that cell's portal-clip region. When null (U.3 path), every
// instance maps to slot 0 (no-clip). A cell absent from the map writes slot 0
// (no-clip) — but the caller's Render filter already restricts the draw to the
// map's keys, so that fallback should not fire in practice.
private IReadOnlyDictionary<uint, int>? _cellIdToSlot;
/// <summary>
/// Phase U.4: install the per-frame cellId→slot map used to gate cell shells
/// to their portal-clip regions. Call once per frame BEFORE
/// <see cref="Render(WbRenderPass, HashSet{uint}?)"/>. Pass null to revert to
/// the U.3 no-clip behavior (every shell instance → slot 0).
/// </summary>
public void SetClipRouting(IReadOnlyDictionary<uint, int>? cellIdToSlot)
=> _cellIdToSlot = cellIdToSlot;
/// <summary>
/// A7 Fix D (D-2): hand the renderer this frame's point-light snapshot
/// (LightManager.PointSnapshot). Call once per frame BEFORE Render, alongside
/// the WbDrawDispatcher snapshot wire-in. Indices in the per-cell light sets
/// reference this snapshot, which is also uploaded to binding=4 here, so the
/// pass is self-contained. Null/empty -> shells receive no point lights.
/// </summary>
public void SetPointSnapshot(
System.Collections.Generic.IReadOnlyList<AcDream.Core.Lighting.LightSource>? snapshot)
=> _pointSnapshot = snapshot;
// ---------------------------------------------------------------------------
// GetEnvCellGeomId
// Verbatim copy of WB EnvCellRenderManager.cs:94-103.
// ---------------------------------------------------------------------------
/// <summary>
/// Returns a deduplicated geometry ID for an EnvCell based on its environment,
/// cell structure index, and surface IDs. Bit 33 is set to distinguish from
/// per-cell IDs (which use bit 32).
/// Source: WB EnvCellRenderManager.cs:94-103 (verbatim).
/// </summary>
public static ulong GetEnvCellGeomId(uint environmentId, ushort cellStructure, List<ushort> surfaces)
=> EnvCellLandblockBuildBuilder.ComputeGeometryId(
environmentId,
cellStructure,
surfaces);
// ---------------------------------------------------------------------------
// CommitLandblock — render-thread transaction boundary
// ---------------------------------------------------------------------------
/// <summary>
/// Commits one complete worker-built landblock snapshot. A replacement is
/// constructed off to the side, then published with one dictionary write;
/// render preparation can observe either the previous complete snapshot or
/// this complete snapshot, never an in-progress cell list.
/// </summary>
public void CommitLandblock(EnvCellLandblockBuild build)
{
_landblocks[build.LandblockId] = CreateCommittedSnapshot(build);
NeedsPrepare = true;
}
/// <summary>
/// Pure half of <see cref="CommitLandblock"/>. Kept separate so transaction
/// replacement semantics are regression-tested without an OpenGL context.
/// </summary>
internal static EnvCellLandblock CreateCommittedSnapshot(EnvCellLandblockBuild build)
{
var replacement = new EnvCellLandblock
{
GridX = (int)((build.LandblockId >> 24) & 0xFFu),
GridY = (int)((build.LandblockId >> 16) & 0xFFu),
};
foreach (var shell in build.Shells)
{
replacement.Instances.Add(new EnvCellSceneryInstance
{
ObjectId = shell.GeometryId,
InstanceId = shell.CellId,
IsBuilding = true,
IsEntryCell = false,
WorldPosition = shell.WorldPosition,
LocalPosition = Vector3.Zero,
Rotation = shell.Rotation,
Scale = Vector3.One,
Transform = shell.Transform,
LocalBoundingBox = shell.LocalBounds,
BoundingBox = shell.WorldBounds,
});
replacement.EnvCellBounds[shell.CellId] = shell.WorldBounds;
if (!replacement.BuildingPartGroups.TryGetValue(shell.GeometryId, out var instances))
{
instances = new List<InstanceData>();
replacement.BuildingPartGroups[shell.GeometryId] = instances;
}
instances.Add(new InstanceData
{
Transform = shell.Transform,
CellId = shell.CellId,
Flags = 0,
});
}
var total = new WbBoundingBox(new Vector3(float.MaxValue), new Vector3(float.MinValue));
foreach (var bounds in replacement.EnvCellBounds.Values)
total = WbBoundingBox.Union(total, bounds);
replacement.TotalEnvCellBounds = replacement.EnvCellBounds.Count == 0
? new WbBoundingBox(Vector3.Zero, Vector3.Zero)
: total;
replacement.InstancesReady = true;
replacement.MeshDataReady = true;
replacement.GpuReady = true;
return replacement;
}
/// <summary>
/// Removes a landblock from the renderer. Future PrepareRenderBatches will exclude it.
/// </summary>
public void RemoveLandblock(uint landblockId)
{
_landblocks.TryRemove(landblockId, out _);
NeedsPrepare = true;
}
// ---------------------------------------------------------------------------
// PrepareRenderBatches
// Verbatim port of WB EnvCellRenderManager.cs:247-373.
// ---------------------------------------------------------------------------
/// <summary>
/// Frustum-culls all registered landblocks and builds a new
/// <see cref="EnvCellVisibilitySnapshot"/> that the render thread consumes.
/// Call once per frame, before <see cref="Render"/>.
/// Source: WB EnvCellRenderManager.cs:247-373 (verbatim).
/// </summary>
public void PrepareRenderBatches(
Matrix4x4 viewProjection,
Vector3 cameraPosition,
HashSet<uint>? filter = null,
int? centerLbX = null,
int? centerLbY = null,
int? renderRadius = null)
{
// Phase U.4 fix: stash the view-projection so Render() can upload it itself.
_lastViewProjection = viewProjection;
// WB EnvCellRenderManager.cs:249-250:
if (!_initialized || cameraPosition.Z > 4000) return;
if (filter is { Count: 0 })
{
lock (_renderLock)
{
_poolIndex = 0;
_activeSnapshot = new EnvCellVisibilitySnapshot();
_activeSnapshotGlobalGroups = new Dictionary<ulong, List<InstanceData>>();
_activeSnapshotGlobalGfxObjIds = new List<ulong>();
NeedsPrepare = false;
}
return;
}
// WB EnvCellRenderManager.cs:251-253:
lock (_renderLock) { _poolIndex = 0; }
// WB skips _cameraLbX/Y update (from LandscapeDoc.Region) here in our variant
// because we don't need camera-LB tracking for the snapshot — just frustum tests.
// WB EnvCellRenderManager.cs:262:
// Filter loaded landblocks by GpuReady + Instances non-empty.
var landblocks = new List<EnvCellLandblock>();
foreach (var lb in _landblocks.Values)
{
if (centerLbX.HasValue && centerLbY.HasValue && renderRadius.HasValue)
{
if (Math.Abs(lb.GridX - centerLbX.Value) > renderRadius.Value ||
Math.Abs(lb.GridY - centerLbY.Value) > renderRadius.Value)
{
continue;
}
}
if (lb.GpuReady && lb.Instances.Count > 0)
landblocks.Add(lb);
}
if (landblocks.Count == 0) return;
// WB EnvCellRenderManager.cs:265-267:
// Use ThreadLocal to avoid contention on ConcurrentDictionaries during parallel grouping.
using var threadLocalBatchedByCell =
new ThreadLocal<Dictionary<uint, Dictionary<ulong, List<InstanceData>>>>(
() => new(), trackAllValues: true);
using var threadLocalGlobalGroups =
new ThreadLocal<Dictionary<ulong, List<InstanceData>>>(
() => new(), trackAllValues: true);
// WB EnvCellRenderManager.cs:269:
var parallelOptions = new ParallelOptions { MaxDegreeOfParallelism = Environment.ProcessorCount };
// WB EnvCellRenderManager.cs:270-325:
Parallel.ForEach(landblocks, parallelOptions, lb =>
{
lock (lb.Lock)
{
var testResult = _frustum.TestBox(lb.TotalEnvCellBounds);
if (testResult == FrustumTestResult.Outside) return;
var lbBatchedByCell = threadLocalBatchedByCell.Value!;
var lbGlobalGroups = threadLocalGlobalGroups.Value!;
// WB EnvCellRenderManager.cs:279-295: fast path — LB fully inside.
if (testResult == FrustumTestResult.Inside)
{
foreach (var (gfxObjId, instances) in lb.BuildingPartGroups)
foreach (var instanceData in instances)
{
if (filter != null && !filter.Contains(instanceData.CellId)) continue;
AddToGroups(lbBatchedByCell, lbGlobalGroups, instanceData.CellId, gfxObjId, instanceData);
}
foreach (var (gfxObjId, instances) in lb.StaticPartGroups)
foreach (var instanceData in instances)
{
if (filter != null && !filter.Contains(instanceData.CellId)) continue;
AddToGroups(lbBatchedByCell, lbGlobalGroups, instanceData.CellId, gfxObjId, instanceData);
}
return;
}
// WB EnvCellRenderManager.cs:298-324: slow path — per-cell frustum test.
var visibleCells = new HashSet<uint>();
foreach (var kvp in lb.EnvCellBounds)
{
var cellId = kvp.Key;
if (filter != null && !filter.Contains(cellId)) continue;
if (_frustum.Intersects(kvp.Value))
visibleCells.Add(cellId);
}
if (visibleCells.Count > 0)
{
foreach (var (gfxObjId, instances) in lb.BuildingPartGroups)
foreach (var instanceData in instances)
{
if (visibleCells.Contains(instanceData.CellId))
AddToGroups(lbBatchedByCell, lbGlobalGroups, instanceData.CellId, gfxObjId, instanceData);
}
foreach (var (gfxObjId, instances) in lb.StaticPartGroups)
foreach (var instanceData in instances)
{
if (visibleCells.Contains(instanceData.CellId))
AddToGroups(lbBatchedByCell, lbGlobalGroups, instanceData.CellId, gfxObjId, instanceData);
}
}
}
});
// WB EnvCellRenderManager.cs:327-373: merge thread-locals + atomic swap.
var newBatchedByCell = new Dictionary<uint, Dictionary<ulong, List<InstanceData>>>();
var newVisibleGroups = new Dictionary<ulong, List<InstanceData>>();
var newVisibleGfxObjIds = new List<ulong>();
// WB EnvCellRenderManager.cs:333-347: merge per-cell batches.
foreach (var localBatchedByCell in threadLocalBatchedByCell.Values)
{
foreach (var cellKvp in localBatchedByCell)
{
if (!newBatchedByCell.TryGetValue(cellKvp.Key, out var gfxDict))
{
gfxDict = new Dictionary<ulong, List<InstanceData>>();
newBatchedByCell[cellKvp.Key] = gfxDict;
}
foreach (var gfxKvp in cellKvp.Value)
{
if (!gfxDict.TryGetValue(gfxKvp.Key, out var list))
{
list = GetPooledList();
gfxDict[gfxKvp.Key] = list;
}
list.AddRange(gfxKvp.Value);
}
}
}
// WB EnvCellRenderManager.cs:349-358: merge global groups.
foreach (var localGlobalGroups in threadLocalGlobalGroups.Values)
{
foreach (var kvp in localGlobalGroups)
{
if (!newVisibleGroups.TryGetValue(kvp.Key, out var list))
{
list = GetPooledList();
newVisibleGroups[kvp.Key] = list;
newVisibleGfxObjIds.Add(kvp.Key);
}
list.AddRange(kvp.Value);
}
}
// WB EnvCellRenderManager.cs:361-372: atomic swap under _renderLock.
//
// FIX 2026-05-28 (pool aliasing root cause): capture _poolIndex's
// high-water mark from the merge phase into the snapshot's
// PostPreparePoolIndex BEFORE the reset to 0. Render reads it back
// to set its pool cursor past the snapshot's owned lists. Without
// this capture, Render's filter-path GetPooledList returns lists
// the snapshot is still referencing, corrupting per-frame instance
// data. See docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md.
lock (_renderLock)
{
_activeSnapshot = new EnvCellVisibilitySnapshot
{
BatchedByCell = newBatchedByCell,
VisibleLandblocks = landblocks,
PostPreparePoolIndex = _poolIndex,
// VisibleGroups / VisibleGfxObjIds are stored as extra fields below.
};
// Stash the global groups on the snapshot for use in the unfiltered render path.
_activeSnapshotGlobalGroups = newVisibleGroups;
_activeSnapshotGlobalGfxObjIds = newVisibleGfxObjIds;
_poolIndex = 0;
NeedsPrepare = false;
}
}
// Extra fields to carry global groups out of PrepareRenderBatches into Render().
// WB stores these in VisibilitySnapshot; we keep them as sibling fields since our
// EnvCellVisibilitySnapshot only exposes BatchedByCell (per spec Task 4).
private Dictionary<ulong, List<InstanceData>> _activeSnapshotGlobalGroups = new();
private List<ulong> _activeSnapshotGlobalGfxObjIds = new();
// ---------------------------------------------------------------------------
// AddToGroups (static helper)
// Verbatim port of WB EnvCellRenderManager.cs:375-393.
// ---------------------------------------------------------------------------
private static void AddToGroups(
Dictionary<uint, Dictionary<ulong, List<InstanceData>>> batchedByCell,
Dictionary<ulong, List<InstanceData>> globalGroups,
uint cellId,
ulong gfxObjId,
InstanceData data)
{
// WB EnvCellRenderManager.cs:377-381: add to global grouping.
if (!globalGroups.TryGetValue(gfxObjId, out var globalList))
{
globalList = new List<InstanceData>();
globalGroups[gfxObjId] = globalList;
}
globalList.Add(data);
// WB EnvCellRenderManager.cs:383-392: add to per-cell grouping.
if (!batchedByCell.TryGetValue(cellId, out var gfxDict))
{
gfxDict = new Dictionary<ulong, List<InstanceData>>();
batchedByCell[cellId] = gfxDict;
}
if (!gfxDict.TryGetValue(gfxObjId, out var list))
{
list = new List<InstanceData>();
batchedByCell[cellId][gfxObjId] = list;
}
list.Add(data);
}
// ---------------------------------------------------------------------------
// Render
// Verbatim port of WB EnvCellRenderManager.cs:395-511.
// Deviations from WB (all documented):
// - Drop the _useModernRendering branch (our codebase asserts modern at startup per Phase N.5).
// - Drop SelectedInstance/HoveredInstance highlight block (lines 486-510) — no editor state.
// - Replace RenderModernMDI(base) with private RenderModernMDIInternal.
// - shader.Bind() / SetUniform API: mapped to acdream's legacy Shader
// class (Use() + SetInt/SetVec4/SetMatrix4) to match the existing
// wire-in pattern in GameWindow.cs where _meshShader is loaded once
// for mesh_modern.{vert,frag} and shared with WbDrawDispatcher.
// ---------------------------------------------------------------------------
public void Render(WbRenderPass renderPass)
{
// WB EnvCellRenderManager.cs:396:
Render(renderPass, null);
}
/// <summary>
/// Draws all visible EnvCells (and their static objects) for the given pass.
/// When <paramref name="filter"/> is non-null, only cells whose CellId is in
/// the set are drawn. As of Phase U.4 this is the portal-visibility SHELL
/// filter (the drawable visible cells from the PView traversal; each cell's
/// shell instances are clip-gated to its CellClip slot by the caller's
/// binding=3 map). NOTE: this is NOT the old two-pipe RenderInsideOut approach
/// — that flat camera-inside-building stencil pass was deleted in Phase U.1.
/// Source: WB EnvCellRenderManager.cs:399-511 (verbatim minus selection highlights).
/// </summary>
public void Render(WbRenderPass renderPass, HashSet<uint>? filter)
{
// WB EnvCellRenderManager.cs:400:
if (!_initialized || _shader is null || _shader.Program == 0) return;
lock (_renderLock)
{
var snapshot = _activeSnapshot;
// WB EnvCellRenderManager.cs:403-404:
_shader.Use();
// FIX 2026-05-28 (pool aliasing root cause): mirror WB
// EnvCellRenderManager.cs:405 — restore the pool cursor to the
// high-water mark Prepare's merge phase reached, so any
// GetPooledList calls below return lists past the snapshot's
// owned region. Original code used `snapshot.BatchedByCell.Count`
// (number of cells, e.g. 18) which has no relation to the pool
// index and pointed back into snapshot data, corrupting it
// mid-Render. See docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md.
_poolIndex = snapshot.PostPreparePoolIndex;
// FIX 2026-05-28: invalidate static GL-state caches at start of Render.
// Mirrors WB EnvCellRenderManager.cs:404-410:
// CurrentVAO = 0; CurrentIBO = 0; CurrentAtlas = 0;
// CurrentInstanceBuffer = 0; CurrentCullMode = null;
//
// These caches let SetCullMode / BindVertexArray skip redundant GL
// calls when the state is already correct. BUT: between two Render()
// invocations, OTHER consumers (WbDrawDispatcher, terrain, the
// RenderInsideOutAcdream stencil pipeline) change the actual GL
// state without updating these caches. The cache then lies, and
// the per-batch SetCullMode in RenderModernMDIInternal skips its
// glCullFace call — leaving stale cull state from the prior
// consumer. For a cottage with mixed CullMode batches, half the
// walls end up culled and the user sees "missing walls".
//
// Forcing the cache to null/0 at entry guarantees each Render call
// re-establishes the GL state it expects.
_currentVao = 0;
_currentCullMode = null;
// WB EnvCellRenderManager.cs:406-409: uniform state setup.
_shader.SetInt("uRenderPass", (int)renderPass);
_shader.SetInt("uFilterByCell", 0);
_shader.SetInt("uLightingMode", 1); // A7 Fix D D-3/D-4: EnvCell bake (wrap points, no sun)
// #176 stripe-hunt isolation (ACDREAM_LIGHT_DEBUG) — throwaway diagnostic.
_shader.SetInt("uLightDebug", AcDream.Core.Rendering.RenderingDiagnostics.LightDebugMode);
// Phase U.4 ROOT-CAUSE FIX (cell-shell flicker / "transparent walls when
// moving"): upload uViewProjection HERE rather than inheriting it from
// WbDrawDispatcher. The opaque shell pass runs BEFORE the dispatcher's
// Draw (GameWindow ~7411 vs ~7418, the only other setter), so without
// this the opaque shells used the PREVIOUS frame's matrix — a stale
// gl_Position against this frame's clip planes → pose-dependent clipping,
// worst while moving. Same self-contained-GL-state precedent as the
// 2026-05-28 cull-state cache fix above.
_shader.SetMatrix4("uViewProjection", _lastViewProjection);
var allInstances = new List<InstanceData>();
var drawCalls = new List<(ObjectRenderData renderData, ulong gfxObjId, int count, int offset)>();
if (filter == null)
{
// WB EnvCellRenderManager.cs:418-429: optimized path — global groups.
foreach (var gfxObjId in _activeSnapshotGlobalGfxObjIds)
{
if (_activeSnapshotGlobalGroups.TryGetValue(gfxObjId, out var transforms))
{
var renderData = _meshManager.TryGetRenderData(gfxObjId);
if (renderData != null && !renderData.IsSetup)
{
drawCalls.Add((renderData, gfxObjId, transforms.Count, allInstances.Count));
allInstances.AddRange(transforms);
}
}
}
}
else
{
// WB EnvCellRenderManager.cs:431-468: filtered path.
// Group by gfxObjId within the filtered cells to minimize draw calls.
var filteredGroups = new Dictionary<ulong, List<InstanceData>>();
var ownedLists = new HashSet<List<InstanceData>>();
foreach (var cellId in filter)
{
if (!snapshot.BatchedByCell.TryGetValue(cellId, out var gfxDict)) continue;
foreach (var (gfxObjId, transforms) in gfxDict)
{
if (transforms.Count == 0) continue;
if (!filteredGroups.TryGetValue(gfxObjId, out var list))
{
list = transforms; // Optimization: just use the first list
filteredGroups[gfxObjId] = list;
}
else
{
if (list == transforms) continue;
// If we don't own this list yet, we must clone it before adding to it
if (!ownedLists.Contains(list))
{
var newList = GetPooledList();
newList.AddRange(list);
list = newList;
filteredGroups[gfxObjId] = list;
ownedLists.Add(list);
}
list.AddRange(transforms);
}
}
}
// WB EnvCellRenderManager.cs:461-468:
foreach (var (gfxObjId, transforms) in filteredGroups)
{
var renderData = _meshManager.TryGetRenderData(gfxObjId);
if (renderData != null && !renderData.IsSetup)
{
drawCalls.Add((renderData, gfxObjId, transforms.Count, allInstances.Count));
allInstances.AddRange(transforms);
}
}
}
// #176 seam-draw probe: stash this call's filter so the opaque-pass
// emitter inside RenderModernMDIInternal can report flood membership
// per target cell (null on the unfiltered/outdoor path).
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeSeamDrawEnabled)
_seamProbeFilter = filter;
// WB EnvCellRenderManager.cs:470-483:
if (allInstances.Count > 0)
{
// WB uses: if (_useModernRendering) { RenderModernMDI(...) } else { legacy }
// We always use modern (Phase N.5 mandatory).
RenderModernMDIInternal(_shader, drawCalls, allInstances, renderPass);
}
// WB EnvCellRenderManager.cs:486-510: selection/hover highlights — DROPPED (no editor state).
// WB EnvCellRenderManager.cs:506-509: cleanup.
_shader.SetVec4("uHighlightColor", new System.Numerics.Vector4(0, 0, 0, 0));
_shader.SetInt("uRenderPass", (int)renderPass);
_gl.BindVertexArray(0);
_currentVao = 0;
// No cull restore at exit, matching WB's manager pattern: the
// last SetCullMode call reflects actual GL state, and the next
// Render call invalidates `_currentCullMode` before issuing its
// own per-batch state. The Landblock->None override below can
// intentionally leave cull disabled for the following IndoorPass,
// preserving the shipped Gate #5 baseline while deeper evidence is
// gathered.
// Update frame stats for probe emission at the call site.
_lastFrameStats.CellsRendered = filter?.Count ?? snapshot.BatchedByCell.Count;
_lastFrameStats.TrianglesDrawn = 0;
foreach (var dc in drawCalls)
_lastFrameStats.TrianglesDrawn += (dc.renderData.Batches.Count > 0
? dc.renderData.Batches[0].IndexCount / 3
: 0) * dc.count;
// Issue #78 (2026-05-31) [shell] probe (ACDREAM_PROBE_SHELL) — THROWAWAY.
// Per opaque-pass call: totals + per visible (filtered) cell whether it is
// present in the prepared snapshot, and its geometry/flags. Answers why the
// interior walls/ceiling don't appear: NOSNAP / gfx=0 ⇒ no shell geometry
// prepared for the cell; idx>0 + zh>0 ⇒ prepared but missing bindless texture
// (invisible); idx>0 + zh=0 + tr=0 ⇒ opaque geometry drawn (fault is depth/
// occlusion or the geometry isn't the wall). Opaque pass only (halves noise).
if (renderPass == WbRenderPass.Opaque
&& AcDream.Core.Rendering.RenderingDiagnostics.ProbeShellEnabled)
{
var sb = new System.Text.StringBuilder(256);
sb.Append("[shell] filter=").Append(filter?.Count ?? -1)
.Append(" drawCalls=").Append(drawCalls.Count)
.Append(" inst=").Append(allInstances.Count)
.Append(" tris=").Append(_lastFrameStats.TrianglesDrawn);
if (filter != null)
{
foreach (var cellId in filter)
{
if (!snapshot.BatchedByCell.TryGetValue(cellId, out var gfxDict))
{
sb.Append(" [0x").Append(cellId.ToString("X8")).Append(":NOSNAP]");
continue;
}
int gfxN = 0, tf = 0, batch = 0, idx = 0, tr = 0, zh = 0;
foreach (var (gfxObjId, transforms) in gfxDict)
{
gfxN++; tf += transforms.Count;
var rd = _meshManager.TryGetRenderData(gfxObjId);
if (rd != null)
foreach (var b in rd.Batches)
{ batch++; idx += b.IndexCount; if (b.IsTransparent) tr++; if (b.BindlessTextureHandle == 0) zh++; }
}
sb.Append(" [0x").Append(cellId.ToString("X8"))
.Append(":gfx=").Append(gfxN).Append(" tf=").Append(tf)
.Append(" batch=").Append(batch).Append(" idx=").Append(idx)
.Append(" tr=").Append(tr).Append(" zh=").Append(zh).Append(']');
}
}
System.Console.WriteLine(sb.ToString());
}
}
}
/// <summary>
/// True if the cell's prepared snapshot has any transparent render batch.
/// The pview shell pass uses this to skip the (heavy per-frame) transparent
/// <see cref="Render"/> call for opaque-only cells — most cell geometry is
/// opaque walls/floors/ceilings, so this removes the bulk of the per-cell
/// transparent draws. Read-only; mirrors the [shell] probe's batch scan.
/// </summary>
public bool CellHasTransparent(uint cellId)
{
var snapshot = _activeSnapshot;
if (snapshot is null || !snapshot.BatchedByCell.TryGetValue(cellId, out var gfxDict))
return false;
foreach (var (gfxObjId, transforms) in gfxDict)
{
if (transforms.Count == 0) continue;
var rd = _meshManager.TryGetRenderData(gfxObjId);
if (rd is null) continue;
foreach (var b in rd.Batches)
if (b.IsTransparent) return true;
}
return false;
}
// ---------------------------------------------------------------------------
// GetCellLightSet (A7 Fix D D-2 helper)
// Per-cell up-to-8 point lights, cached per frame. Camera-independent, like
// WbDrawDispatcher.ComputeEntityLightSet — keyed on the cell's world bounds.
// ---------------------------------------------------------------------------
// A7 Fix D (D-2): the up-to-8 point lights reaching a cell, by the cell's world
// bounding sphere (camera-independent, like WbDrawDispatcher.ComputeEntityLightSet).
// Cached per frame; unused slots are -1 (shader adds no point light there).
private int[] GetCellLightSet(uint cellId)
{
if (_cellLightSetCache.TryGetValue(cellId, out var cached)) return cached;
var set = new int[AcDream.Core.Lighting.LightManager.MaxLightsPerObject];
System.Array.Fill(set, -1);
var snap = _pointSnapshot;
// Landblocks are keyed by the streaming landblock id 0xXXYYFFFF
// (GameWindow: (x<<24)|(y<<16)|0xFFFF), NOT 0xXXYY0000 — so the landblock
// key is (cellId & 0xFFFF0000) | 0xFFFF. The old `cellId & 0xFFFF0000` key
// (0xXXYY0000) NEVER matched a registered landblock, so this lookup always
// missed: SelectForObject never ran and every EnvCell wall received ZERO
// point lights (the entire "indoor torches/lanterns don't light the room"
// bug — confirmed by the [cell-light] probe: inBounds=False for every cell).
if (snap is { Count: > 0 } &&
_landblocks.TryGetValue((cellId & 0xFFFF0000u) | 0xFFFFu, out var lb) &&
lb.EnvCellBounds.TryGetValue(cellId, out var b))
{
Vector3 center = (b.Min + b.Max) * 0.5f;
float radius = (b.Max - b.Min).Length() * 0.5f;
// #176 flap fix: cells use SelectForCell (retail minimize_envcell_lighting) — ALL
// dynamic lights on every cell (stable), not the per-object sphere-overlap cull that
// let the portal set flip as the flood shifted → floor-lighting flap.
AcDream.Core.Lighting.LightManager.SelectForCell(snap, center, radius, set);
}
_cellLightSetCache[cellId] = set;
return set;
}
// ---------------------------------------------------------------------------
// RenderModernMDIInternal
// Extracted from WB BaseObjectRenderManager.cs:709-848 (single-slot variant).
// Groups draw calls by CullMode (+ additive flag), uploads per-frame SSBOs,
// issues glMultiDrawElementsIndirect.
// ---------------------------------------------------------------------------
private void RenderModernMDIInternal(
AcDream.App.Rendering.Shader shader,
List<(ObjectRenderData renderData, ulong gfxObjId, int count, int offset)> drawCalls,
List<InstanceData> allInstances,
WbRenderPass renderPass)
{
// WB BaseObjectRenderManager.cs:710-713:
if (drawCalls.Count == 0 || allInstances.Count == 0) return;
int passIdx = (int)renderPass;
if (passIdx < 0 || passIdx > 2) return;
// A7 Fix D (D-2): per-frame per-cell light-set cache (built lazily in
// GetCellLightSet below). Clear once here so each cell gets a fresh lookup
// using this frame's _pointSnapshot. Called for EVERY pass (opaque AND
// transparent); the cache entries are stable within a frame since PointSnapshot
// doesn't change between Render calls, so clearing once (at the opaque pass)
// and leaving stale entries for the transparent pass would also be correct, but
// clearing both is safe and matches WbDrawDispatcher's per-call ComputeEntityLightSet.
_cellLightSetCache.Clear();
// §4 outdoor full-world flap (2026-06-10): hoisted from below the SSBO uploads.
// Without the global VAO nothing can draw, and returning AFTER the pass state
// was established leaked it (same early-out shape as the totalDraws==0 leak —
// see the comment on the state-establish block below).
var globalVao = _meshManager.GlobalBuffer?.VAO ?? 0u;
if (globalVao == 0) return;
// WB BaseObjectRenderManager.cs:715-716:
shader.Use();
shader.SetInt("uFilterByCell", 0);
// WB BaseObjectRenderManager.cs:718-740: group batches by CullMode + additive flag.
var batchesByCullMode = new Dictionary<int, List<(ObjectRenderBatch batch, int instanceCount, int instanceOffset)>>();
int totalDraws = 0;
foreach (var call in drawCalls)
{
foreach (var batch in call.renderData.Batches)
{
// WB BaseObjectRenderManager.cs:723-731: pass-filter.
if (renderPass != WbRenderPass.SinglePass)
{
if (batch.IsAdditive)
{
if (renderPass == WbRenderPass.Opaque) continue;
}
else if (!batch.IsTransparent)
{
if (renderPass == WbRenderPass.Transparent) continue;
}
}
// WB BaseObjectRenderManager.cs:732-740:
var cullMode = batch.CullMode;
var groupIdx = (int)cullMode + (batch.IsAdditive ? 4 : 0);
if (!batchesByCullMode.TryGetValue(groupIdx, out var list))
{
list = new List<(ObjectRenderBatch, int, int)>();
batchesByCullMode[groupIdx] = list;
}
list.Add((batch, call.count, call.offset));
totalDraws++;
}
}
// WB BaseObjectRenderManager.cs:743:
if (totalDraws == 0) return;
// Phase U.4 ROOT-CAUSE FIX (cell-shell "transparent walls / only bluish
// background, flickering when moving"): establish this pass's BLEND + DepthMask
// state OURSELVES rather than inheriting it. Mirror the working WbDrawDispatcher
// passes (Disable(Blend)+DepthMask(true) opaque; Enable(Blend)+DepthMask(false)
// transparent). Restored to opaque defaults at the end of the draw loop so a
// Transparent pass can't leak into later draws.
//
// §4 outdoor full-world flap fix (2026-06-10): this block MOVED below the
// totalDraws==0 early-out above. It used to run before the batch grouping, so a
// Transparent pass over a cell whose batches are ALL opaque (a plain cottage
// interior) set Blend-on/DepthMask-off and then returned at the count check
// WITHOUT reaching the restore. The frame ended with dmask=0; the NEXT frame's
// glClear(DEPTH) silently no-oped (depth clears honor glDepthMask), every world
// fragment failed GL_LESS against its own previous-frame depth ghost, and the
// whole screen dropped to the fog-tinted clear color — onset-locked to the
// building-flood merge (the first frame a flooded building shell draws), holding
// until camera rotation dropped the cell from the flood. From here down every
// path reaches the end-of-pass restore.
if (renderPass == WbRenderPass.Transparent)
{
_gl.Enable(EnableCap.Blend);
_gl.DepthMask(false);
}
else
{
_gl.Disable(EnableCap.Blend);
_gl.DepthMask(true);
}
// WB BaseObjectRenderManager.cs:745-759: resize buffers if needed.
if (totalDraws > _mdiCommandCapacity)
{
_mdiCommandCapacity = Math.Max(_mdiCommandCapacity * 2, totalDraws);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _mdiCommandBuffer);
_gl.BufferData(GLEnum.DrawIndirectBuffer,
(nuint)(_mdiCommandCapacity * sizeof(DrawElementsIndirectCommand)), null, GLEnum.DynamicDraw);
_modernBatchCapacity = _mdiCommandCapacity;
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _modernBatchBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernBatchCapacity * sizeof(ModernBatchData)), null, GLEnum.DynamicDraw);
}
int uniqueInstanceCount = allInstances.Count;
if (uniqueInstanceCount > _modernInstanceCapacity)
{
_modernInstanceCapacity = Math.Max(_modernInstanceCapacity * 2, uniqueInstanceCount);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _modernInstanceBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * sizeof(Matrix4x4)), null, GLEnum.DynamicDraw);
// Phase U.3: keep the clip-slot buffer (binding=3) sized to the
// instance buffer so instanceClipSlot[BaseInstance + gl_InstanceID]
// is always in range.
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _clipSlotBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * sizeof(uint)), null, GLEnum.DynamicDraw);
}
// WB BaseObjectRenderManager.cs:761-762: grow scratch arrays.
if (_commands.Length < totalDraws)
Array.Resize(ref _commands, Math.Max(_commands.Length * 2, totalDraws));
if (_modernBatches.Length < totalDraws)
Array.Resize(ref _modernBatches, Math.Max(_modernBatches.Length * 2, totalDraws));
// WB BaseObjectRenderManager.cs:764-781: build commands array.
int cmdIndex = 0;
foreach (var group in batchesByCullMode)
{
foreach (var item in group.Value)
{
_modernBatches[cmdIndex] = new ModernBatchData
{
TextureHandle = item.batch.BindlessTextureHandle,
TextureIndex = (uint)item.batch.TextureIndex,
};
_commands[cmdIndex] = new DrawElementsIndirectCommand
{
Count = (uint)item.batch.IndexCount,
InstanceCount = (uint)item.instanceCount,
FirstIndex = item.batch.FirstIndex,
BaseVertex = (int)item.batch.BaseVertex,
BaseInstance = (uint)item.instanceOffset,
};
cmdIndex++;
}
}
// WB BaseObjectRenderManager.cs:784-805: upload (with orphaning).
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _mdiCommandBuffer);
_gl.BufferData(GLEnum.DrawIndirectBuffer,
(nuint)(totalDraws * sizeof(DrawElementsIndirectCommand)), null, GLEnum.DynamicDraw);
fixed (DrawElementsIndirectCommand* ptr = _commands)
{
_gl.BufferSubData(GLEnum.DrawIndirectBuffer, 0,
(nuint)(totalDraws * sizeof(DrawElementsIndirectCommand)), ptr);
}
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _modernInstanceBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(uniqueInstanceCount * sizeof(Matrix4x4)), null, GLEnum.DynamicDraw);
if (_gpuInstanceTransforms.Length < uniqueInstanceCount)
Array.Resize(ref _gpuInstanceTransforms, Math.Max(_gpuInstanceTransforms.Length * 2, uniqueInstanceCount));
for (int i = 0; i < uniqueInstanceCount; i++)
_gpuInstanceTransforms[i] = allInstances[i].Transform;
fixed (Matrix4x4* ptr = _gpuInstanceTransforms)
{
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
(nuint)(uniqueInstanceCount * sizeof(Matrix4x4)), ptr);
}
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _modernBatchBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(totalDraws * sizeof(ModernBatchData)), null, GLEnum.DynamicDraw);
fixed (ModernBatchData* ptr = _modernBatches)
{
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
(nuint)(totalDraws * sizeof(ModernBatchData)), ptr);
}
// Phase U.4: upload the per-instance clip-slot buffer (binding=3). When
// _cellIdToSlot is set (indoor routing), each cell shell instance is gated
// to its cell's CellClip slot via allInstances[i].CellId; cells absent from
// the map (shouldn't happen — the Render filter is the map's keys) and the
// U.3 path both map to slot 0 (no-clip). allInstances is laid out in the
// SAME order as the binding=0 transforms (_gpuInstanceTransforms below), so
// instanceClipSlot[i] tracks Instances[i] through the MDI BaseInstance.
if (_clipSlotData.Length < uniqueInstanceCount)
_clipSlotData = new uint[Math.Max(_clipSlotData.Length * 2, uniqueInstanceCount)];
// #176 stripe-hunt isolation (ACDREAM_CLIP_DEBUG=1): force every shell
// instance to slot 0 (no-clip) — retail draws cell shells WHOLE.
if (_cellIdToSlot is null
|| AcDream.Core.Rendering.RenderingDiagnostics.ClipDebugNoShellTrim)
{
Array.Clear(_clipSlotData, 0, uniqueInstanceCount);
}
else
{
for (int i = 0; i < uniqueInstanceCount; i++)
_clipSlotData[i] = _cellIdToSlot.TryGetValue(allInstances[i].CellId, out int slot)
? (uint)slot : 0u;
}
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _clipSlotBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(uniqueInstanceCount * sizeof(uint)), null, GLEnum.DynamicDraw);
fixed (uint* ptr = _clipSlotData)
{
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
(nuint)(uniqueInstanceCount * sizeof(uint)), ptr);
}
// A7 Fix D (D-2): per-instance 8-int light set, parallel to the transforms,
// keyed on the cell each shell instance belongs to (mirrors _clipSlotData).
int lightStride = AcDream.Core.Lighting.LightManager.MaxLightsPerObject;
if (_lightSetData.Length < uniqueInstanceCount * lightStride)
_lightSetData = new int[System.Math.Max(_lightSetData.Length * 2, uniqueInstanceCount * lightStride)];
for (int i = 0; i < uniqueInstanceCount; i++)
{
int[] cellSet = GetCellLightSet(allInstances[i].CellId);
System.Array.Copy(cellSet, 0, _lightSetData, i * lightStride, lightStride);
}
// #176 seam-draw probe: emitted HERE (not in Render) so the per-cell light
// sets read through the just-cleared cache against THIS frame's
// _pointSnapshot — the exact data the SSBO upload below carries.
if (renderPass == WbRenderPass.Opaque
&& AcDream.Core.Rendering.RenderingDiagnostics.ProbeSeamDrawEnabled)
EmitSeamDrawProbe(drawCalls, allInstances, _seamProbeFilter);
// A7 Fix D (D-2): upload binding=4 (global lights) + binding=5 (per-instance set).
int lightCount = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
int glUploadCount = lightCount > 0 ? lightCount : 1;
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)),
null, GLEnum.DynamicDraw);
fixed (float* gp = _globalLightData)
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
(nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), gp);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(uniqueInstanceCount * lightStride * sizeof(int)), null, GLEnum.DynamicDraw);
fixed (int* lp = _lightSetData)
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
(nuint)(uniqueInstanceCount * lightStride * sizeof(int)), lp);
// WB BaseObjectRenderManager.cs:807-818: bind VAO + SSBOs + barrier.
// (globalVao validated at the top of the method — a return here would leak the
// pass state established above.)
if (_currentVao != globalVao)
{
_gl.BindVertexArray(globalVao);
_currentVao = globalVao;
}
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 0, _modernInstanceBuffer);
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 1, _modernBatchBuffer);
// Phase U.3: per-instance clip slots (binding=3) + shared clip regions
// (binding=2, via the GameWindow ClipFrame or our no-clip fallback).
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 3, _clipSlotBuffer);
BindClipRegionBinding2();
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 4, _globalLightsSsbo); // A7 Fix D (D-2)
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 5, _instLightSetSsbo); // A7 Fix D (D-2)
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _mdiCommandBuffer);
_gl.MemoryBarrier(MemoryBarrierMask.ShaderStorageBarrierBit | MemoryBarrierMask.CommandBarrierBit);
// WB BaseObjectRenderManager.cs:821-847: issue per-group multi-draw calls.
int currentDrawOffset = 0;
foreach (var group in batchesByCullMode)
{
var cullMode = (CullMode)(group.Key % 4);
// Phase A8 visual-gate evidence: cell meshes use CullMode.Landblock
// uniformly, but the room surfaces need to be visible from inside
// under acdream's current global winding state. Render cell polys
// double-sided while the architectural cause is isolated.
if (cullMode == CullMode.Landblock) cullMode = CullMode.None;
if (_currentCullMode != cullMode)
{
SetCullMode(cullMode);
}
bool isAdditive = group.Key >= 4;
if (isAdditive)
{
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
shader.SetInt("uRenderPass", (int)renderPass | 0x100);
}
else
{
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
shader.SetInt("uRenderPass", (int)renderPass);
}
shader.SetInt("uDrawIDOffset", currentDrawOffset);
int numDraws = group.Value.Count;
_gl.MultiDrawElementsIndirect(
PrimitiveType.Triangles,
DrawElementsType.UnsignedShort,
(void*)(currentDrawOffset * sizeof(DrawElementsIndirectCommand)),
(uint)numDraws,
(uint)sizeof(DrawElementsIndirectCommand));
currentDrawOffset += numDraws;
}
// Phase U.4: leave a clean opaque-default render state (mirrors WbDrawDispatcher's
// post-transparent restore) so a Transparent pass's Blend-on / DepthMask-off does
// not leak into particles or the next frame's draws.
_gl.Disable(EnableCap.Blend);
_gl.DepthMask(true);
// WB BaseObjectRenderManager.cs:845-847:
shader.SetInt("uDrawIDOffset", 0);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
}
// ---------------------------------------------------------------------------
// #176 seam-draw probe (ACDREAM_PROBE_SEAMDRAW) — throwaway apparatus.
// The in-engine replacement for the RenderDoc pixel-history the pipeline
// can't have (RenderDoc hides GL_ARB_bindless_texture → our mandatory-modern
// startup gate throws). Per opaque pass: for each target cell — flood
// membership, every shell instance (count + translation, F3 z shows the
// +0.02 lift; n≥2 for one (cell,gfx) = the runtime double-draw), and the
// cell's 8-light set resolved to stable IDENTITIES (owner-cell low16 +
// intensity; raw indices shuffle when the pool rebuilds). Plus the
// snapshot's HOT lights (intensity ≥ 50 — the portal purples; fixtures are
// ~12). Change-deduped block with a 2 s heartbeat: a purple identity
// flipping with flood membership = the snapshot-scope mechanism; two
// coincident instances = the z-fight. See RenderingDiagnostics.
// ---------------------------------------------------------------------------
private HashSet<uint>? _seamProbeFilter;
private string? _seamSig;
private long _seamLastEmitMs;
private void EmitSeamDrawProbe(
List<(ObjectRenderData renderData, ulong gfxObjId, int count, int offset)> drawCalls,
List<InstanceData> allInstances,
HashSet<uint>? filter)
{
var ci = System.Globalization.CultureInfo.InvariantCulture;
var snap = _pointSnapshot;
var sb = new System.Text.StringBuilder(640);
var sorted = new List<uint>(AcDream.Core.Rendering.RenderingDiagnostics.SeamDrawTargetCells);
sorted.Sort();
foreach (uint cell in sorted)
{
sb.Append("\n[seam-cell] cell=0x").Append(cell.ToString("X8"));
sb.Append(" flood=").Append(filter is null ? '?' : (filter.Contains(cell) ? 'Y' : 'N'));
int totalInst = 0;
foreach (var dc in drawCalls)
{
int n = 0;
InstanceData first = default;
for (int i = dc.offset; i < dc.offset + dc.count; i++)
{
if (allInstances[i].CellId != cell) continue;
if (n == 0) first = allInstances[i];
n++;
}
if (n == 0) continue;
totalInst += n;
var t = first.Transform.Translation;
sb.AppendFormat(ci, " g=0x{0:X8}:n={1}@({2:F2},{3:F2},{4:F3})",
dc.gfxObjId, n, t.X, t.Y, t.Z);
}
if (totalInst == 0) sb.Append(" inst=0");
// The 8-light set this cell's instances carry (fresh: the per-pass
// cache was cleared at the top of RenderModernMDIInternal).
int[] set = GetCellLightSet(cell);
sb.Append(" L=[");
bool any = false;
for (int k = 0; k < set.Length; k++)
{
int idx = set[k];
if (idx < 0) continue;
if (any) sb.Append(',');
if (snap is not null && idx < snap.Count)
sb.AppendFormat(ci, "{0:X4}:I{1:F0}", snap[idx].CellId & 0xFFFFu, snap[idx].Intensity);
else
sb.Append('?').Append(idx);
any = true;
}
sb.Append(']');
}
sb.Append("\n[seam-snap] pool=").Append(snap?.Count ?? 0).Append(" hot=[");
if (snap is not null)
{
bool anyHot = false;
for (int i = 0; i < snap.Count; i++)
{
var ls = snap[i];
if (ls.Intensity < 50f) continue;
if (anyHot) sb.Append(',');
sb.AppendFormat(ci, "0x{0:X8}:I{1:F0}rgb({2:F2},{3:F2},{4:F2})",
ls.CellId, ls.Intensity, ls.ColorLinear.X, ls.ColorLinear.Y, ls.ColorLinear.Z);
anyHot = true;
}
}
sb.Append(']');
string sig = sb.ToString();
long now = System.Environment.TickCount64;
bool changed = sig != _seamSig;
if (!changed && (now - _seamLastEmitMs) < 2000) return;
_seamSig = sig;
_seamLastEmitMs = now;
System.Console.WriteLine($"[seam-blk] t={now} changed={(changed ? 1 : 0)}{sig}");
}
// ---------------------------------------------------------------------------
// SetCullMode
// Verbatim copy of WB BaseObjectRenderManager.cs:850-866.
// ---------------------------------------------------------------------------
private void SetCullMode(CullMode mode)
{
_currentCullMode = mode;
switch (mode)
{
case CullMode.None:
_gl.Disable(EnableCap.CullFace);
break;
case CullMode.Clockwise:
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Front);
break;
case CullMode.CounterClockwise:
case CullMode.Landblock:
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Back);
break;
}
}
// ---------------------------------------------------------------------------
// BindClipRegionBinding2 (Phase U.3)
// ---------------------------------------------------------------------------
/// <summary>
/// Bind the per-cell clip-region SSBO to binding=2. Prefers the shared
/// <see cref="ClipFrame"/> buffer (<see cref="SetClipRegionSsbo"/>); otherwise
/// lazily creates + binds a one-slot no-clip fallback (count 0 = pass-all) so
/// the shader never reads an unbound SSBO.
/// </summary>
private void BindClipRegionBinding2()
{
if (_sharedClipRegionSsbo != 0)
{
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer,
AcDream.App.Rendering.ClipFrame.MeshClipSsboBinding, _sharedClipRegionSsbo);
return;
}
if (_fallbackClipRegionSsbo == 0)
{
_gl.GenBuffers(1, out _fallbackClipRegionSsbo);
// One CellClip slot, all zeros: count 0 ⇒ shader passes every plane.
var zero = new byte[AcDream.App.Rendering.ClipFrame.CellClipStrideBytes];
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _fallbackClipRegionSsbo);
fixed (byte* p = zero)
{
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)AcDream.App.Rendering.ClipFrame.CellClipStrideBytes, p, GLEnum.DynamicDraw);
}
}
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer,
AcDream.App.Rendering.ClipFrame.MeshClipSsboBinding, _fallbackClipRegionSsbo);
}
// ---------------------------------------------------------------------------
// List pool (GetPooledList)
// Copied from WB ObjectRenderManagerBase (pattern).
// ---------------------------------------------------------------------------
private List<InstanceData> GetPooledList()
{
// Mirrors WB ObjectRenderManagerBase.cs:1221-1233 — the reuse
// branch MUST clear the list before returning. PrepareRenderBatches'
// merge phase pattern is `gfxDict[k] = list; list.AddRange(...)`,
// which assumes the list is empty. Without the clear, lists grow
// unbounded across frames and each frame's draw includes all prior
// frames' stale data. Original port omitted the Clear() call — root
// cause of post-Wave-5 visual chaos (FIX 2026-05-28). See
// docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md.
lock (_listPool)
{
if (_poolIndex < _listPool.Count)
{
var list = _listPool[_poolIndex++];
list.Clear();
return list;
}
var fresh = new List<InstanceData>();
_listPool.Add(fresh);
_poolIndex++;
return fresh;
}
}
// ---------------------------------------------------------------------------
// Helpers: bounds computation
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// IDisposable
// ---------------------------------------------------------------------------
public void Dispose()
{
if (IsDisposed) return;
IsDisposed = true;
if (_mdiCommandBuffer != 0) { _gl.DeleteBuffer(_mdiCommandBuffer); _mdiCommandBuffer = 0; }
if (_modernInstanceBuffer != 0){ _gl.DeleteBuffer(_modernInstanceBuffer); _modernInstanceBuffer = 0; }
if (_modernBatchBuffer != 0) { _gl.DeleteBuffer(_modernBatchBuffer); _modernBatchBuffer = 0; }
if (_clipSlotBuffer != 0) { _gl.DeleteBuffer(_clipSlotBuffer); _clipSlotBuffer = 0; } // Phase U.3
if (_fallbackClipRegionSsbo != 0) { _gl.DeleteBuffer(_fallbackClipRegionSsbo); _fallbackClipRegionSsbo = 0; } // Phase U.3
if (_globalLightsSsbo != 0) { _gl.DeleteBuffer(_globalLightsSsbo); _globalLightsSsbo = 0; } // A7 Fix D (D-2)
if (_instLightSetSsbo != 0) { _gl.DeleteBuffer(_instLightSetSsbo); _instLightSetSsbo = 0; } // A7 Fix D (D-2)
}
}