acdream/src/AcDream.App/Rendering/RetailPViewPassExecutor.WalkLeaf.cs

294 lines
12 KiB
C#

using System.Numerics;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Walk;
using AcDream.Core.Vfx;
namespace AcDream.App.Rendering;
/// <summary>Campaign FW3.2b-2 (step 1): the walk driver's leaf draws over
/// this executor's renderers. Same leaf mechanics as the packed slice
/// methods — the cutover changes ORDER only.</summary>
internal sealed partial class RetailPViewPassExecutor
{
private IReadOnlySet<uint>? _walkTerrainInViewLandcells;
internal void SetWalkTerrainInViewLandcells(IReadOnlySet<uint>? cells) =>
_walkTerrainInViewLandcells = cells;
/// <summary>The walk's single sky turn: retail draws GameSky once
/// inside <c>LScape::draw</c>, clipped by the active views; looping
/// today's per-slice scissor + terrain-clip block reproduces today's
/// pixels while the driver sees ONE turn.</summary>
internal void DrawWalkSky(
RetailPViewFrameInput frame, ClipFrameAssembly clipAssembly)
{
if (!frame.RenderSky)
return;
// FW4 slice 6: an INTERIOR root draws the sky ONCE, unclipped —
// the same LScape::draw rule as the terrain turn below (view-culled
// landscape content is never view-clipped; the clear + seals +
// interior repaint own aperture exactness). The former per-slice
// scissor left stale sky color wherever the authored exit-portal
// bands were narrower than the real opening.
if (!frame.RootCell.IsOutdoorNode)
{
_sky?.RenderSky(
frame.Camera,
frame.CameraWorldPosition,
frame.DayFraction,
frame.ActiveDayGroup,
frame.SkyKeyframe,
frame.EnvironOverrideActive);
if (_particles is not null && _particleRenderer is not null)
{
_particleRenderer.Draw(
frame.Camera,
frame.CameraWorldPosition,
ParticleRenderPass.SkyPreScene);
}
return;
}
ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
for (int sliceIndex = 0; sliceIndex < slices.Length; sliceIndex++)
{
ClipViewSlice slice = slices[sliceIndex];
bool scissor = BeginDoorwayScissor(slice.NdcAabb);
_surface.BindTerrainClip();
EnableClipDistances();
_sky?.RenderSky(
frame.Camera,
frame.CameraWorldPosition,
frame.DayFraction,
frame.ActiveDayGroup,
frame.SkyKeyframe,
frame.EnvironOverrideActive);
DisableClipDistances();
if (_particles is not null && _particleRenderer is not null)
{
_particleRenderer.Draw(
frame.Camera,
frame.CameraWorldPosition,
ParticleRenderPass.SkyPreScene);
}
if (scissor)
_surface.EndScissor();
}
}
/// <summary>The walk's per-slice terrain turn — the terrain block of
/// <c>DrawLandscapeSlice</c> (scissor + terrain clip + slice planes +
/// NDC AABB), without the sky/entity halves the walk owns separately.</summary>
internal void DrawWalkTerrainSlice(
RetailPViewFrameInput frame, ClipFrameAssembly clipAssembly, int sliceIndex)
{
ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
if ((uint)sliceIndex >= (uint)slices.Length)
{
throw new ArgumentOutOfRangeException(
nameof(sliceIndex), sliceIndex,
$"walk terrain turn: slice {sliceIndex} of {slices.Length}");
}
// FW4 slice 6: an INTERIOR root draws the terrain UNCLIPPED —
// retail's LScape::draw draws whole blocks (view-culled, never
// view-clipped; "retail never clips ordinary meshes per view"),
// and aperture exactness comes from the depth clear + exit seals +
// interior repaint that follow in the walk's own order. The former
// per-slice scissor+clip under-painted terrain COLOR AND DEPTH
// wherever the authored exit-portal polygons are narrower than the
// real opening (the #456 cathedral seam bands) — leaving stale
// color and empty depth that unclipped alpha (the falls) then
// painted straight across. The outdoor root keeps its single
// full-screen slice (equivalent to unclipped by construction).
if (!frame.RootCell.IsOutdoorNode)
{
_terrainDiagnostics.Begin();
_terrain?.Draw(
frame.Camera,
frame.Frustum,
neverCullLandblockId: frame.PlayerLandblockId,
clipPlanes: default,
ndcClipAabb: new Vector4(-1f, -1f, 1f, 1f),
inViewLandcells: _walkTerrainInViewLandcells);
_terrainDiagnostics.Complete();
return;
}
ClipViewSlice slice = slices[sliceIndex];
bool scissor = BeginDoorwayScissor(slice.NdcAabb);
_surface.BindTerrainClip();
EnableClipDistances();
_terrainDiagnostics.Begin();
_terrain?.Draw(
frame.Camera,
frame.Frustum,
neverCullLandblockId: frame.PlayerLandblockId,
clipPlanes: slice.Planes,
ndcClipAabb: slice.NdcAabb,
inViewLandcells: _walkTerrainInViewLandcells);
_terrainDiagnostics.Complete();
DisableClipDistances();
if (scissor)
_surface.EndScissor();
}
/// <summary>The walk's punch-fan turn — <c>DrawPortalPolyInternal</c>
/// @0x0059bc90's far-Z punch through <c>PortalDepthMaskRenderer</c>,
/// clipped by the pinned view's slice planes (retail
/// <c>building_view</c> @0x0059f3bf). FW3.3: fans draw at the dat
/// aperture verbatim (the ShellDrawLiftZ retirement).</summary>
internal void DrawWalkPunchFan(
RetailPViewFrameInput frame,
ClipFrameAssembly clipAssembly,
WalkPolygon worldPolygon,
int activeViewIndex)
{
if (_portalDepthMask is null)
return;
Vector3[] vertices = worldPolygon.Vertices;
if (vertices.Length < 3)
return;
ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
ReadOnlySpan<Vector4> planes = (uint)activeViewIndex < (uint)slices.Length
? slices[activeViewIndex].Planes
: default;
Span<Vector3> world = stackalloc Vector3[32];
int count = Math.Min(vertices.Length, world.Length);
for (int vertex = 0; vertex < count; vertex++)
world[vertex] = vertices[vertex];
_portalDepthMask.DrawDepthFan(
world[..count],
frame.ViewProjection,
planes,
forceFarZ: true);
}
}
/// <summary>
/// Campaign FW stage FW3.2b-2 (step 1, additive): the production
/// <see cref="IWalkFrameLeafRenderer"/> over this executor's leaf renderers.
/// Constructed per frame by the FW3.2b-2 rooting (plan §FW3 "FW3.2b-2 —
/// the production rooting"); nothing invokes it until the static cutover
/// flips. Each member maps a <see cref="WalkFrameDriver"/> turn onto the
/// SAME leaf calls the packed path uses today, so the cutover changes
/// ORDER, never the leaf mechanics:
///
/// <list type="bullet">
/// <item><see cref="DrawSky"/> → the sky block of <c>DrawLandscapeSlice</c>,
/// looped over the active slices internally (retail draws GameSky once
/// inside <c>LScape::draw</c> clipped by the active views; the per-slice
/// scissor+clip here reproduces today's pixels while the driver still sees
/// ONE sky turn).</item>
/// <item><see cref="DrawTerrainSlice"/> → the terrain block of
/// <c>DrawLandscapeSlice</c> (scissor + terrain clip + slice planes).</item>
/// <item><see cref="DrawCellShell"/> → <c>EnvCellRenderer</c> opaque +
/// transparent-ordered for ONE cell (retail <c>DrawEnvCell</c>
/// @0x0059f170 draws per cell at its flood turn).</item>
/// <item><see cref="DrawPunchFan"/> → <c>PortalDepthMaskRenderer.DrawDepthFan</c>
/// with <c>forceFarZ</c>, clipped by the pinned view's slice planes
/// (retail <c>building_view</c> @0x0059f3bf); FW3.3 draws fans at the dat
/// aperture verbatim (the ShellDrawLiftZ retirement).</item>
/// <item><see cref="ClearInteriorDepth"/>/<see cref="DrawExitSeals"/> →
/// caller-supplied actions (the renderer owns the pass scope and the
/// root-flood seal iteration; the adapter only provides the turns).</item>
/// <item><see cref="AlphaBarrier"/> → <c>FlushLandscapeAlpha</c>, retail's
/// flush-all <c>FlushAlphaList(0f)</c> @0x0059f30b.</item>
/// </list>
/// </summary>
internal sealed class WalkProductionLeafRenderer : IWalkFrameLeafRenderer
{
private RetailPViewPassExecutor _passes = null!;
private RetailPViewFrameInput _frame = null!;
private ClipFrameAssembly _clipAssembly = null!;
private Action _clearInteriorDepth = null!;
private Action _drawExitSeals = null!;
private readonly HashSet<uint> _singleCellScratch = new();
private readonly List<uint> _singleCellListScratch = new();
internal WalkProductionLeafRenderer(
RetailPViewPassExecutor passes,
RetailPViewFrameInput frame,
ClipFrameAssembly clipAssembly,
Action clearInteriorDepth,
Action drawExitSeals)
=> Reset(passes, frame, clipAssembly, clearInteriorDepth, drawExitSeals);
/// <summary>
/// FW6 allocation closeout: bind the retained leaf and its retained
/// one-cell collections to the current frame. Replay is synchronous, so
/// no frame may outlive these references.
/// </summary>
internal void Reset(
RetailPViewPassExecutor passes,
RetailPViewFrameInput frame,
ClipFrameAssembly clipAssembly,
Action clearInteriorDepth,
Action drawExitSeals)
{
_passes = passes ?? throw new ArgumentNullException(nameof(passes));
_frame = frame ?? throw new ArgumentNullException(nameof(frame));
_clipAssembly = clipAssembly
?? throw new ArgumentNullException(nameof(clipAssembly));
_clearInteriorDepth = clearInteriorDepth
?? throw new ArgumentNullException(nameof(clearInteriorDepth));
_drawExitSeals = drawExitSeals
?? throw new ArgumentNullException(nameof(drawExitSeals));
}
public void DrawSky() => _passes.DrawWalkSky(_frame, _clipAssembly);
public void DrawTerrainSlice(int sliceIndex) =>
_passes.DrawWalkTerrainSlice(_frame, _clipAssembly, sliceIndex);
public void DrawCellShell(uint cellId)
{
// Output-gated binary discriminator for the moving wall-textured
// triangles at the 0xF4180107/0112 floating stairs. Missing walls are
// intentional while enabled: this identifies the visual carrier and
// must not become a production admission rule.
if (AcDream.Core.Rendering.RenderingDiagnostics
.ProbeCathedralSkipFloatingStairCellShells
&& cellId is 0xF4180107u or 0xF4180112u)
{
return;
}
// Retail DrawEnvCell @0x0059F170 submits the prepared EnvCell mesh
// whole after stamping it drawn-this-frame. obj_view_set prepares
// legacy polygon/object tests, but the use_built_mesh branch calls
// D3DPolyRender::DrawMesh directly; it does not slice the shell mesh
// once per portal polygon.
_singleCellScratch.Clear();
_singleCellScratch.Add(cellId);
_passes.DrawOpaqueCellShells(_singleCellScratch);
if (_passes.CellHasTransparentShell(cellId))
{
_singleCellListScratch.Clear();
_singleCellListScratch.Add(cellId);
_passes.DrawTransparentCellShellsOrdered(_singleCellListScratch);
}
}
public void ClearInteriorDepth() => _clearInteriorDepth();
public void DrawStaticParticles(IReadOnlySet<uint> ownerIds) =>
_passes.DrawLandscapeStaticParticles(
_frame, new RetailPViewLandscapeStaticParticleContext(ownerIds));
public void DrawCellParticles(uint cellId, IReadOnlySet<uint> ownerIds)
{
_passes.DrawCellParticles(
_frame,
new RetailPViewCellSliceContext(cellId, default, ownerIds));
}
public void DrawExitSeals() => _drawExitSeals();
public void DrawPunchFan(WalkPolygon worldPolygon, int activeViewIndex) =>
_passes.DrawWalkPunchFan(_frame, _clipAssembly, worldPolygon, activeViewIndex);
public void AlphaBarrier() => _passes.FlushLandscapeAlpha();
}