Publish the exact completed walk landscape set as the typed retained particle-view product. Apply retail CLandCell membership versus constant-true non-null CEnvCell eligibility while preserving the x87 distance and AP-116 behavior. Delete the null-root terrain visibility reconstruction and the dead drawable-cell point-light feedback chain. Retire AP-117, correct AP-85 and AD-21, and keep directional shadows, building degrade, AP-232, probes, RHI, shaders, and DAT outside this chunk. Automated return: Release 0 warnings/0 errors; Core VFX 111/111; App particle/frame/renderer/terrain 146/146; warmed production allocation 1/1 at 0 B. First official hermetic artifact s5-c1-hermetic-20260904 is preserved at 16759/16760 with only the stale 162-row assertion; after the bounded 161 correction, exact pin 1/1 and fresh s5-c1-hermetic-corrected-20260904 16760/16760. InstalledDat 385 pass, 10 documented failures, 1 documented skip, no new identity. Mutation 1: making EnvCell eligibility set-dependent first failed ParticleSystemTests.cs:553 Assert.True, expected true actual false. Mutation 2: making outdoor eligibility constant true first failed ParticleSystemTests.cs:559 Assert.False, expected false actual true. Mutation 3: feeding the diagnostic union first failed WorldSceneRendererTests.cs:279 HashSet equality, expected [16842755], actual [16843008, 16842755]. Mutation 4: restoring CollectVisibleCells first failed TerrainParticleCellVisibilityTests.cs:37 and named TerrainModernRenderer.cs. Mutation 5: restoring ObserveDrawableCells first failed TerrainParticleCellVisibilityTests.cs:37 and named WorldRenderFrameBuilder.cs. Mutation 6: changing the inclusive boundary from <= to < first failed ParticleSystemTests.cs:519 Assert.True, expected true actual false. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
478 lines
21 KiB
C#
478 lines
21 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Terrain;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Phase N.5b modern terrain dispatcher. Single global vertex/index arena with
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/// a slot allocator (one slot per landblock, 384 verts × 40 bytes = 15,360
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/// bytes per slot). Per-frame: build a DrawElementsIndirectCommand array from
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/// visible slots and dispatch via one multi-draw-indirect call. Atlas
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/// textures bound via the device's global texture table.
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///
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/// <para>Campaign V slice V11 deleted the raw-GL submission arm
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/// (<c>TerrainModernRenderer.cs</c>'s former GL fields/constructor/Draw/Dispose
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/// bodies); the RHI arm this file now exclusively hosts the shared allocator
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/// and visibility logic for is defined in <c>TerrainModernRenderer.Rhi.cs</c>.</para>
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/// </summary>
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public sealed partial class TerrainModernRenderer : IDisposable
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{
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// VertsPerLandblock MUST stay divisible by 6 — terrain_modern.vert uses
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// `gl_VertexID % 6` to pick the cell-corner index (BL/BR/TR/TL), and
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// because we bake `slot * VertsPerLandblock` into indices CPU-side and
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// pass BaseVertex=0 to MultiDrawElementsIndirect, gl_VertexID becomes
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// `slot * VertsPerLandblock + local_index`. The shader's modulo-6 only
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// reduces to `local_index % 6` because 384 is a multiple of 6. Changing
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// either constant without auditing the shader will silently mis-render.
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private const int VertsPerLandblock = LandblockMesh.VerticesPerLandblock; // 384 (= 64 cells * 6 verts)
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private const int IndicesPerLandblock = VertsPerLandblock;
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private const int VertexSize = 40; // sizeof(TerrainVertex)
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private const int IndexSize = sizeof(uint);
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private const float LandblockSize = LandblockMesh.LandblockSize; // 192
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private readonly TerrainAtlas _atlas;
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/// <summary>A.5 T22.5: exposes the terrain atlas so callers can update
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/// anisotropic level mid-session via <see cref="TerrainAtlas.SetAnisotropic"/>.</summary>
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public TerrainAtlas Atlas => _atlas;
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private readonly GpuRetiredTerrainSlotAllocator _alloc;
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private readonly GpuRetirementLedger _retirementLedger;
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private bool _disposed;
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// Per-slot live data (index by slot integer; null entries are unused slots).
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private SlotData?[] _slots;
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// Reverse map: landblockId -> slot, for RemoveLandblock and replacement.
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private readonly Dictionary<uint, int> _idToSlot = new();
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// Backing-store capacity bookkeeping, shared with the RHI arm's arena.
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private long _globalVboCapacityBytes;
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private long _globalEboCapacityBytes;
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// Per-GPU-fenced-frame-slot draw bookkeeping, shared with the RHI arm.
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private int _dynamicFrameSlot;
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private bool _dynamicFrameStarted;
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/// <summary>
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/// The dynamic per-frame-slot indirect-command buffer pool this used to
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/// report was raw-GL-only bookkeeping, deleted with that arm at Campaign V
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/// slice V11. The RHI arm allocates its indirect-command storage from the
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/// GPU frame's own upload ring instead, so there is no separate pool to
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/// count.
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/// </summary>
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internal int DynamicIndirectBufferCount => 0;
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// Reusable per-frame buffers.
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private readonly List<int> _visibleSlots = new();
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private readonly HashSet<uint> _walkVisibleLandblocks = new();
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private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
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// S3 chunk 3 (§9.2 B1): DrawLandCells' reusable per-entry index-run
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// scratch — repopulated per cell by AppendCellIndexRuns, one
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// (Start, Count) pair per contiguous run relative to THAT entry's own
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// slot (side 8: one run/cell; side 1: one run total). Converted to
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// absolute (FirstIndex, Count) pairs in _batchRunScratch below because a
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// fix-round-1 batch (F2) can span several landblocks/slots.
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private readonly List<(int Start, int Count)> _cellRunScratch = new();
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// S3 chunk 3 fix round 1 (F2): DrawLandCells' reusable ABSOLUTE run
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// scratch — one (FirstIndex, Count) pair per contiguous index run across
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// every entry of one batch, in entry order, cleared per call.
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private readonly List<(uint FirstIndex, int Count)> _batchRunScratch = new();
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// S3 chunk 3 fix round 1 (F3): the walk path's own per-FRAME submission
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// stats — cleared in BeginFrame, populated by DrawLandCells. Distinct
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// from _visibleSlots (Draw()'s own per-call list, the non-walk fallback
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// path) because the walk submits many small batches across a frame
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// rather than one Draw() call; TerrainDrawDiagnosticsController reports
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// whichever path actually ran this publication window.
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private readonly HashSet<int> _walkSlotsThisFrame = new();
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private int _walkDrawsThisFrame;
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// Diag.
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public int LoadedSlots => _alloc.LoadedCount;
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public int VisibleSlots => _visibleSlots.Count;
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public int CapacitySlots => _alloc.Capacity;
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/// <summary>S3 chunk 3 fix round 1 (F3): distinct slots <see
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/// cref="DrawLandCells"/> actually submitted THIS FRAME (cleared at
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/// <see cref="BeginFrame"/>) — the walk path's own per-frame
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/// "VisibleSlots" answer, since the walk never calls <see cref="Draw"/>.</summary>
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internal int WalkVisibleSlotCount => _walkSlotsThisFrame.Count;
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/// <summary>S3 chunk 3 fix round 1 (F3): the number of <see
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/// cref="DrawLandCells"/> batches (indirect draws) submitted THIS FRAME.</summary>
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internal int WalkDrawCount => _walkDrawsThisFrame;
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/// <summary>
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/// Resets the per-GPU-fenced-frame-slot draw state. A retail outside view
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/// may draw terrain more than once in a frame.
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/// </summary>
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public void BeginFrame(int frameSlot)
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{
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ArgumentOutOfRangeException.ThrowIfNegative(frameSlot);
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if (_directionalShadowFrameSequence == long.MaxValue)
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throw new InvalidOperationException(
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"Directional-shadow terrain frame identity was exhausted.");
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_directionalShadowFrameSequence++;
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_retirementLedger.RetryPendingPublications();
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_dynamicFrameSlot = frameSlot;
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_dynamicFrameStarted = true;
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// S3 chunk 3 fix round 1 (F3): reset the walk path's per-frame
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// submission stats — one presented frame, one answer.
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_walkSlotsThisFrame.Clear();
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_walkDrawsThisFrame = 0;
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}
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/// <summary>
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/// Two-tier streaming entry point. Accepts a prebuilt mesh from
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/// <see cref="LandblockStreamResult.Loaded.MeshData"/> built on the worker
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/// thread, together with the world-space origin computed by the caller
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/// (render-thread GameWindow derives it from landblockId + liveCenterX/Y).
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///
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/// Delegates to <see cref="AddLandblock(uint,LandblockMeshData,Vector3)"/>
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/// so both paths share one upload path. Per Phase A.5 spec T15.
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/// </summary>
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public void AddLandblockWithMesh(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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=> AddLandblock(landblockId, meshData, worldOrigin);
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public void AddLandblock(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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{
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ArgumentNullException.ThrowIfNull(meshData);
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if (meshData.Vertices.Length != VertsPerLandblock)
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throw new ArgumentException(
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$"Expected {VertsPerLandblock} vertices, got {meshData.Vertices.Length}",
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nameof(meshData));
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if (meshData.Indices.Length != IndicesPerLandblock)
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throw new ArgumentException(
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$"Expected {IndicesPerLandblock} indices, got {meshData.Indices.Length}",
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nameof(meshData));
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// A prior replacement may have committed the logical slot switch
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// before queue publication failed. Retry those retained physical-slot
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// transactions before allocating more terrain storage.
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_alloc.RetryPendingPublications();
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bool replacing = _idToSlot.TryGetValue(landblockId, out int replacedSlot);
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int slot = _alloc.Allocate(out var needsGrow);
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bool published = false;
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try
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{
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if (needsGrow)
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{
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int newCap = Math.Max(_alloc.Capacity * 2, slot + 1);
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EnsureCapacity(newCap);
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}
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// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
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var bakedVerts = new TerrainVertex[VertsPerLandblock];
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float zMin = float.MaxValue, zMax = float.MinValue;
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for (int i = 0; i < VertsPerLandblock; i++)
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{
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var v = meshData.Vertices[i];
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var worldPos = v.Position + worldOrigin;
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bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
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if (worldPos.Z < zMin) zMin = worldPos.Z;
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if (worldPos.Z > zMax) zMax = worldPos.Z;
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}
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if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
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// Bake baseVertex into indices on the CPU side (driver-portable pattern).
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uint baseVertex = (uint)(slot * VertsPerLandblock);
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var bakedIndices = new uint[IndicesPerLandblock];
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for (int i = 0; i < IndicesPerLandblock; i++)
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bakedIndices[i] = meshData.Indices[i] + baseVertex;
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UploadRhiLandblock(slot, bakedVerts, bakedIndices);
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_slots[slot] = new SlotData
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{
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LandblockId = landblockId,
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WorldOrigin = worldOrigin,
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FirstIndex = (uint)(slot * IndicesPerLandblock),
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IndexCount = IndicesPerLandblock,
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AabbMin = new Vector3(worldOrigin.X, worldOrigin.Y, zMin),
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AabbMax = new Vector3(worldOrigin.X + LandblockSize, worldOrigin.Y + LandblockSize, zMax),
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};
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_idToSlot[landblockId] = slot;
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published = true;
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if (replacing)
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{
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_slots[replacedSlot] = null;
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_alloc.FreeAfterGpuUse(replacedSlot);
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}
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}
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finally
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{
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if (!published)
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_alloc.ReleaseUnsubmitted(slot);
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}
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}
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public void RemoveLandblock(uint landblockId)
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{
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// Removal clears the logical lookup before retirement publication. A
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// retry therefore has to advance retained publications even when the
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// landblock is no longer present in the map.
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_alloc.RetryPendingPublications();
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if (!_idToSlot.TryGetValue(landblockId, out var slot))
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return;
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_idToSlot.Remove(landblockId);
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_slots[slot] = null;
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_alloc.FreeAfterGpuUse(slot);
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// No GPU clear: the per-frame DEIC array won't reference this slot.
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}
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public void Draw(
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ICamera camera,
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FrustumPlanes? frustum = null,
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uint? neverCullLandblockId = null,
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IReadOnlySet<uint>? inViewLandcells = null)
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{
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if (_alloc.LoadedCount == 0) return;
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Matrix4x4 viewProjection = camera.View * camera.Projection;
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// Campaign FW4: RetailFrameWalk is the sole visibility authority.
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// Terrain remains one full-landblock MDI draw, but only landblocks
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// containing a walk-admitted landcell participate. The walk publishes
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// its exact in_view set directly to typed consumers; this draw path
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// does not reconstruct or retain a second visibility answer.
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_walkVisibleLandblocks.Clear();
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if (inViewLandcells is not null)
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{
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foreach (uint cellId in inViewLandcells)
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{
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_walkVisibleLandblocks.Add(cellId & 0xFFFF0000u);
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}
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}
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// Build visible slot list with per-slot frustum cull.
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_visibleSlots.Clear();
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for (int slot = 0; slot < _slots.Length; slot++)
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{
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var data = _slots[slot];
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if (data is null) continue;
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if (inViewLandcells is not null
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&& !_walkVisibleLandblocks.Contains(data.LandblockId & 0xFFFF0000u))
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{
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continue;
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}
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if (frustum is not null && data.LandblockId != neverCullLandblockId)
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{
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if (!FrustumCuller.IsAabbVisible(frustum.Value, data.AabbMin, data.AabbMax))
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continue;
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}
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_visibleSlots.Add(slot);
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}
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if (_visibleSlots.Count == 0) return;
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BuildIndirectCommands();
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if (!_dynamicFrameStarted)
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throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
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DrawRhi(viewProjection, _visibleSlots.Count);
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}
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/// <summary>
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/// Builds this frame's <c>DrawElementsIndirectCommand</c> array from the
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/// visible slot list. Pure CPU.
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/// </summary>
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private void BuildIndirectCommands()
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{
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if (_deicScratch.Length < _visibleSlots.Count)
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_deicScratch = new DrawElementsIndirectCommand[Math.Max(_visibleSlots.Count, 64)];
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for (int i = 0; i < _visibleSlots.Count; i++)
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{
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var data = _slots[_visibleSlots[i]]!;
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_deicScratch[i] = new DrawElementsIndirectCommand
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{
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Count = (uint)data.IndexCount,
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InstanceCount = 1u,
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FirstIndex = data.FirstIndex,
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BaseVertex = 0, // baked into indices on upload
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BaseInstance = 0,
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};
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}
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}
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/// <summary>
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/// S3 chunk 3 (§9.2 B1/B2), fix round 1 (F1/F2): the walk's per-land-cell
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/// terrain draw — retail <c>RenderDeviceD3D::DrawLandCell</c>
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/// @0x0059f120, batched. Submits <see cref="AppendCellIndexRuns"/>'s
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/// index runs for every entry of <paramref name="cells"/> as ONE
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/// indirect draw spanning however many DISTINCT landblocks the batch
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/// covers (fix round 1's F2: the terrain index buffer is one buffer with
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/// a per-slot <c>FirstIndex</c> offset, so a batch is never required to
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/// stay within one landblock — <see cref="Walk.WalkFrameDriver.Replay"/>
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/// only splits it at a genuine intervening GPU submission), UNCLIPPED:
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/// retail never view-clips terrain — the walk's own per-cell
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/// <c>CellInView</c> admission (<c>RetailFrameWalk.DrawLandscape</c>'s
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/// <c>DrawLandCell</c> gate) already decided which cells reach here, so
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/// there is no frustum test and no <c>inViewLandcells</c> filter here.
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/// Fix round 1 F6: this is not a missing culling step — retail has no
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/// separate terrain frustum test beyond <c>LScape::draw_check_blocks</c>/
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/// <c>landcell_check</c> (ported as <c>WalkLandscape.CheckBlocks</c>),
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/// so the walk's own admission IS the sole culling authority for
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/// terrain, matching retail exactly. Unlike the non-walk <see cref="Draw"/> entry point this supersedes
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/// for the walk path only (<see cref="Draw"/> keeps serving its one
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/// remaining non-walk caller — fix round 1 F6 corrects the prior "flat/
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/// directional-shadow paths" wording: the only caller left is the flat-
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/// terrain fallback, <c>WorldScenePassExecutor.DrawFlatTerrain</c>; a
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/// directional-shadow-receiving surface selects its receiver pipeline
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/// inside the SAME <c>DrawRhi</c> call this makes, not through a second
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/// caller).
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///
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/// <para><b>F1 — the slot key.</b> <paramref name="cells"/> carries each
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/// entry's landblock id in the WALK's own <c>bx<<24 | by<<16</c>
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/// encoding (<c>WalkLandBlock.LandblockId</c>, low word 0x0000), while
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/// <see cref="_idToSlot"/> is keyed by the DAT landblock id
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/// (<c>LandblockRenderPublisher.LandblockId</c>, low word 0xFFFF — the
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/// same convention <see cref="AddLandblock"/>/<see cref="RemoveLandblock"/>
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/// already use and must keep using, since those callers already pass the
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/// DAT id). Normalized HERE, at this one walk entry point, rather than at
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/// every walk call site.</para>
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///
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/// <para>An entry whose normalized id has no uploaded slot (a
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/// streaming-timing race between the walk's own block graph and this
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/// renderer's landblock upload, OR a genuinely unknown block) is a
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/// silent per-entry no-op — the walk's visited-cell bookkeeping is the
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/// timing authority, not this call; the other entries in the same batch
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/// still submit.</para>
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/// </summary>
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public void DrawLandCells(
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Matrix4x4 viewProjection,
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IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells)
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{
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ArgumentNullException.ThrowIfNull(cells);
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if (cells.Count == 0) return;
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if (!_dynamicFrameStarted)
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throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
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_batchRunScratch.Clear();
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for (int i = 0; i < cells.Count; i++)
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{
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(uint landblockId, int sideCellCount, int cellIndex) = cells[i];
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// F1: the walk hands 0xXXYY0000 (WalkLandBlock.LandblockId);
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// AddLandblock stores under the DAT id 0xXXYYFFFF
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// (LandblockRenderPublisher.LandblockId). Normalize the lookup,
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// not the storage — every non-walk caller still stores/removes
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// under the DAT id unchanged.
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uint slotKey = (landblockId & 0xFFFF0000u) | 0xFFFFu;
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if (!_idToSlot.TryGetValue(slotKey, out int slot))
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continue;
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uint baseFirstIndex = (uint)(slot * IndicesPerLandblock);
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_cellRunScratch.Clear();
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AppendCellIndexRuns(sideCellCount, cellIndex, _cellRunScratch);
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for (int r = 0; r < _cellRunScratch.Count; r++)
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{
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(int start, int count) = _cellRunScratch[r];
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_batchRunScratch.Add((baseFirstIndex + (uint)start, count));
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}
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_walkSlotsThisFrame.Add(slot);
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}
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int commandCount = _batchRunScratch.Count;
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if (commandCount == 0) return;
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if (_deicScratch.Length < commandCount)
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_deicScratch = new DrawElementsIndirectCommand[Math.Max(commandCount, 64)];
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for (int i = 0; i < commandCount; i++)
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{
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(uint firstIndex, int count) = _batchRunScratch[i];
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_deicScratch[i] = new DrawElementsIndirectCommand
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{
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Count = (uint)count,
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InstanceCount = 1u,
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FirstIndex = firstIndex,
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BaseVertex = 0, // baked into indices on upload
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BaseInstance = 0,
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};
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}
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_walkDrawsThisFrame++;
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DrawRhi(viewProjection, commandCount);
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}
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/// <summary>
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/// S3 chunk 3 (§9.1 R3): retail LOD cell (side <paramref
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/// name="sideCellCount"/>, LOD coords <c>(X, Y) = (cellIndex / side,
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/// cellIndex % side)</c>) covers <c>cx ∈ [X·8/n, (X+1)·8/n)</c>,
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/// <c>cy ∈ [Y·8/n, (Y+1)·8/n)</c> of the 8×8 cell-major mesh index
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/// buffer (<c>LandblockMesh.Build</c>: <c>cy</c> outer, <c>cx</c>
|
||
/// inner, 6 indices per cell, <c>indices[i] = i</c>). Appends one
|
||
/// contiguous run per covered <c>cy</c> row — side 8 emits one run of
|
||
/// 6 indices per cell, side 4 two runs of 12, side 2 four runs of 24;
|
||
/// side 1's single coarse cell covers EVERY row contiguously (the
|
||
/// mesh's rows sit back-to-back with no gap), so its 8 per-row runs
|
||
/// concatenate into ONE run of all 384 indices. Pure arithmetic — no
|
||
/// baked range table, no per-frame rebuild.
|
||
/// </summary>
|
||
internal static void AppendCellIndexRuns(
|
||
int sideCellCount, int cellIndex, List<(int Start, int Count)> runs)
|
||
{
|
||
ArgumentNullException.ThrowIfNull(runs);
|
||
if (sideCellCount is not (1 or 2 or 4 or 8))
|
||
{
|
||
throw new ArgumentOutOfRangeException(
|
||
nameof(sideCellCount),
|
||
sideCellCount,
|
||
"A landscape LOD grid must be 1, 2, 4, or 8 cells per side.");
|
||
}
|
||
if ((uint)cellIndex >= (uint)(sideCellCount * sideCellCount))
|
||
throw new ArgumentOutOfRangeException(nameof(cellIndex));
|
||
|
||
int span = LandblockMesh.CellsPerSide / sideCellCount;
|
||
int coarseX = cellIndex / sideCellCount;
|
||
int coarseY = cellIndex % sideCellCount;
|
||
int firstCx = coarseX * span;
|
||
int firstCy = coarseY * span;
|
||
if (span == LandblockMesh.CellsPerSide)
|
||
{
|
||
// The block's only coarse cell (side 1) covers cx AND cy 0..7 —
|
||
// every row's run then abuts the next (row cy's run ends at
|
||
// (cy*8+8)*6 = (cy+1)*8*6, exactly row cy+1's start), so the 8
|
||
// per-row runs are one contiguous 384-index range.
|
||
runs.Add((0, VertsPerLandblock));
|
||
return;
|
||
}
|
||
int runLength = span * LandblockMesh.VerticesPerCell;
|
||
for (int cy = firstCy; cy < firstCy + span; cy++)
|
||
{
|
||
int start = (cy * LandblockMesh.CellsPerSide + firstCx) * LandblockMesh.VerticesPerCell;
|
||
runs.Add((start, runLength));
|
||
}
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
if (_disposed)
|
||
return;
|
||
_retirementLedger.RetryPendingPublications();
|
||
DisposeRhi();
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// Private helpers
|
||
// ----------------------------------------------------------------
|
||
|
||
private void EnsureCapacity(int newCapacity)
|
||
{
|
||
if (newCapacity <= _alloc.Capacity)
|
||
return;
|
||
EnsureRhiCapacity(newCapacity);
|
||
}
|
||
|
||
private sealed class SlotData
|
||
{
|
||
public uint LandblockId;
|
||
public Vector3 WorldOrigin;
|
||
public uint FirstIndex;
|
||
public int IndexCount;
|
||
public Vector3 AabbMin;
|
||
public Vector3 AabbMax;
|
||
}
|
||
}
|