Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the interior seals (live-verified by the user). Commits the session render-rewrite foundation together with the fixes that made it functional. - HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit); only its count is capped. CellViewDedupTests added. - Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey). - Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81 loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled). Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway, confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight): docs/research/2026-06-07-indoor-render-session-handoff.md. Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
164 lines
7.1 KiB
C#
164 lines
7.1 KiB
C#
using System.Collections.Generic;
|
|
using System.Numerics;
|
|
using AcDream.App.Rendering.Wb;
|
|
using AcDream.Core.World;
|
|
|
|
namespace AcDream.App.Rendering;
|
|
|
|
/// <summary>Per-frame inputs for one <see cref="InteriorRenderer.DrawInside"/> flood.</summary>
|
|
public sealed class InteriorRenderContext
|
|
{
|
|
/// <summary>Visible cells, closest-first (retail cell_draw_list). From PortalVisibilityFrame.</summary>
|
|
public required IReadOnlyList<uint> OrderedVisibleCells { get; init; }
|
|
|
|
/// <summary>The cells the assembler mapped a clip slot for (ClipFrameAssembly.CellIdToSlot.Keys =
|
|
/// the GameWindow envCellShellFilter). A cell may appear in <see cref="OrderedVisibleCells"/> but
|
|
/// reduce to IsNothingVisible in the assembler (no slot) — those are skipped. This is the
|
|
/// membership filter; <see cref="OrderedVisibleCells"/> supplies the draw ORDER.</summary>
|
|
public required IReadOnlySet<uint> DrawableCells { get; init; }
|
|
|
|
/// <summary>Per-cell portal_view slots, in the same order retail setup_view(cell, i)
|
|
/// selects them inside PView::DrawCells.</summary>
|
|
public required IReadOnlyDictionary<uint, int[]> CellClipSlots { get; init; }
|
|
|
|
public required int OutdoorSlot { get; init; }
|
|
public required bool OutdoorVisible { get; init; }
|
|
|
|
/// <summary>The 3-bucket entity split (<see cref="InteriorEntityPartition"/>). Only ByCell +
|
|
/// LiveDynamic are used here; Outdoor scenery is drawn by the caller's landscape-through-door
|
|
/// step (clipped to OutsideView).</summary>
|
|
public required InteriorEntityPartition.Result Partition { get; init; }
|
|
|
|
public required ICamera Camera { get; init; }
|
|
public required FrustumPlanes? Frustum { get; init; }
|
|
|
|
/// <summary>The full FFFF-suffixed landblock id of the player. Used as BOTH the synthetic
|
|
/// per-cell entry id AND neverCullLandblockId so the degenerate (zero) synthetic AABB is never
|
|
/// landblock-culled — per-entity frustum culling inside Draw still applies.</summary>
|
|
public required uint? PlayerLandblockId { get; init; }
|
|
|
|
public required HashSet<uint>? AnimatedEntityIds { get; init; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// The interior render flood, matching retail PView::DrawCells @ 0x005a4840:
|
|
/// after the caller handles outside_view terrain + the depth-only clear, DrawCells
|
|
/// walks cell_draw_list from the end back to zero in separate stages: cell shells,
|
|
/// then each cell's object_list. The transparent shell pass is split out because
|
|
/// the modern renderer batches opaque/transparent surfaces separately.
|
|
/// </summary>
|
|
public sealed class InteriorRenderer
|
|
{
|
|
private readonly EnvCellRenderer _envCells;
|
|
private readonly WbDrawDispatcher _entities;
|
|
|
|
// Reused single-cell filter set — cleared + repopulated per cell to avoid per-frame allocs.
|
|
private readonly HashSet<uint> _oneCell = new(1);
|
|
public InteriorRenderer(EnvCellRenderer envCells, WbDrawDispatcher entities)
|
|
{
|
|
_envCells = envCells;
|
|
_entities = entities;
|
|
}
|
|
|
|
public void DrawInside(InteriorRenderContext ctx)
|
|
{
|
|
// Retail Loop 2: DrawEnvCell for each drawable cell, farthest-to-nearest
|
|
// (cell_draw_list[cell_draw_num - 1] down to 0).
|
|
for (int i = ctx.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
|
{
|
|
uint cellId = ctx.OrderedVisibleCells[i];
|
|
if (!TryBeginCell(ctx, cellId, out _)) continue;
|
|
_oneCell.Clear();
|
|
_oneCell.Add(cellId);
|
|
ApplyMembershipOnlyRouting();
|
|
_envCells.Render(WbRenderPass.Opaque, _oneCell);
|
|
}
|
|
|
|
// Retail Loop 3: Render::PortalList = cell->portal_view; DrawObjCellForDummies(cell).
|
|
for (int i = ctx.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
|
{
|
|
uint cellId = ctx.OrderedVisibleCells[i];
|
|
if (!TryBeginCell(ctx, cellId, out _)) continue;
|
|
_oneCell.Clear();
|
|
_oneCell.Add(cellId);
|
|
if (ctx.Partition.ByCell.TryGetValue(cellId, out var cellEntities) && cellEntities.Count > 0)
|
|
{
|
|
ApplyMembershipOnlyRouting();
|
|
DrawEntityBucket(ctx, cellEntities, visibleCellIds: _oneCell);
|
|
}
|
|
}
|
|
|
|
// Modern split of DrawEnvCell's transparent/additive batches, same reverse cell order.
|
|
for (int i = ctx.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
|
{
|
|
uint cellId = ctx.OrderedVisibleCells[i];
|
|
if (!TryBeginCell(ctx, cellId, out _)) continue;
|
|
_oneCell.Clear();
|
|
_oneCell.Add(cellId);
|
|
ApplyMembershipOnlyRouting();
|
|
_envCells.Render(WbRenderPass.Transparent, _oneCell);
|
|
}
|
|
}
|
|
|
|
private bool TryBeginCell(InteriorRenderContext ctx, uint cellId, out int[] slots)
|
|
{
|
|
if (ctx.DrawableCells.Contains(cellId))
|
|
{
|
|
ctx.CellClipSlots.TryGetValue(cellId, out slots!);
|
|
slots ??= System.Array.Empty<int>();
|
|
return true;
|
|
}
|
|
|
|
slots = System.Array.Empty<int>();
|
|
return false;
|
|
}
|
|
|
|
private void ApplyMembershipOnlyRouting()
|
|
{
|
|
// PView membership controls which cell shell/object bucket is visited.
|
|
// Do not turn the 2D portal view into gl_ClipDistance for indoor meshes:
|
|
// that slices avatars and shell triangles at stairs/doorways instead of
|
|
// matching retail's DrawMesh view-check-then-draw behavior.
|
|
_envCells.SetClipRouting(null);
|
|
_entities.ClearClipRouting();
|
|
}
|
|
|
|
// Draws one bucket of entities via the existing dispatcher, scoped to a synthetic single-entry
|
|
// landblock list. visibleCellIds gates which entities pass the cell-membership walk (a single-cell
|
|
// set for per-cell objects; null only for fallback/outdoor buckets where clip-slot routing owns cull).
|
|
// The clip slot per entity comes from the SetClipRouting the caller installed (cellIdToSlot +
|
|
// outdoorSlot + outdoorVisible) via ResolveEntitySlot.
|
|
private void DrawEntityBucket(
|
|
InteriorRenderContext ctx, IReadOnlyList<WorldEntity> bucket, HashSet<uint>? visibleCellIds)
|
|
=> DrawEntityBucket(
|
|
ctx.Camera,
|
|
ctx.Frustum,
|
|
ctx.PlayerLandblockId,
|
|
ctx.AnimatedEntityIds,
|
|
bucket,
|
|
visibleCellIds);
|
|
|
|
public void DrawEntityBucket(
|
|
ICamera camera,
|
|
FrustumPlanes? frustum,
|
|
uint? playerLandblockId,
|
|
HashSet<uint>? animatedEntityIds,
|
|
IReadOnlyList<WorldEntity> bucket,
|
|
HashSet<uint>? visibleCellIds)
|
|
{
|
|
// LandblockId == neverCullLandblockId (PlayerLandblockId) ⇒ the degenerate (zero) AABB is
|
|
// never landblock-frustum-culled; per-entity AABB culling inside Draw still applies.
|
|
uint lbId = playerLandblockId ?? 0u;
|
|
var entry = (lbId, Vector3.Zero, Vector3.Zero,
|
|
(IReadOnlyList<WorldEntity>)bucket,
|
|
(IReadOnlyDictionary<uint, WorldEntity>?)null);
|
|
|
|
_entities.Draw(
|
|
camera,
|
|
new[] { entry },
|
|
frustum,
|
|
neverCullLandblockId: playerLandblockId,
|
|
visibleCellIds: visibleCellIds,
|
|
animatedEntityIds: animatedEntityIds);
|
|
}
|
|
}
|