Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
68 lines
3.5 KiB
C#
68 lines
3.5 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Phase A8 (2026-05-26): a logical building — one or more EnvCells linked
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/// via the dat-level <c>LandBlockInfo.Buildings</c> entry. Building shells (cottage
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/// walls, inn walls — <c>IsBuildingShell=true</c> entities) are scoped to this
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/// building's cells via their dat-derived anchor. The exit portal polygons are
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/// stencil-marked so outdoor visibility leaks through portal silhouettes only.
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///
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/// <para>Step 5 (cross-building visibility via 3-stencil-bit pipeline) uses
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/// the occlusion-query state to skip rendering when the building's portals
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/// weren't visible last frame.</para>
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///
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/// <para>WB reference: <c>WorldBuilder.Shared/Services/PortalService.cs</c>
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/// (<c>BuildingPortalGroup</c>) and <c>PortalRenderManager.cs</c> step-5 lifecycle.
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/// Retail reference: <c>docs/research/named-retail/acclient.h:32035</c>
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/// (<c>BuildInfo</c>) + <c>32094</c> (<c>CBldPortal</c>).</para>
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/// </summary>
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public sealed class Building
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{
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/// <summary>Unique within a landblock; allocated sequentially by <see cref="BuildingLoader"/>
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/// starting at 1 (0 is reserved for "no building" semantics on <c>LoadedCell</c>).</summary>
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public required uint BuildingId { get; init; }
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/// <summary>The EnvCells this building owns. Includes all cells reachable
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/// from the building's entry portals via interior portals (no exit portals).
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/// Populated by <see cref="BuildingLoader.Build"/> via BFS over
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/// <see cref="AcDream.App.Rendering.LoadedCell.Portals"/>.</summary>
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public required HashSet<uint> EnvCellIds { get; init; }
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/// <summary>Exit portal polygons in world space (each polygon is a triangle
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/// fan from vertex 0). Stencil-marked + far-depth-punched at Steps 1+2 of
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/// WB's RenderInsideOut pipeline (RR7). Collected during
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/// <see cref="BuildingLoader.Build"/> Step C by transforming cell-local portal
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/// polygon vertices via <see cref="AcDream.App.Rendering.LoadedCell.WorldTransform"/>.</summary>
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public required IReadOnlyList<Vector3[]> ExitPortalPolygons { get; init; }
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/// <summary>True when <see cref="PortalBounds"/> contains at least one
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/// exit-portal vertex. Mirrors WB's <c>BuildingPortalGPU.VertexCount > 0</c>
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/// filter before a building participates in outside-in / Step 5 stencil
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/// visibility.</summary>
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public bool HasPortalBounds { get; init; }
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/// <summary>World-space AABB of all exit portal polygons. WB's
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/// <c>PortalRenderManager.GetVisibleBuildingPortals</c> frustum-culls this
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/// box with near-plane ignored before adding the building to the portal
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/// visibility list.</summary>
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public WbBoundingBox PortalBounds { get; init; }
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// -------------------------------------------------------------------------
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// Step 5 occlusion-query state (mutable, per-frame, RR9 scope).
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// -------------------------------------------------------------------------
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/// <summary>GL query object handle; lazily created on first use by the
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/// Step 5 occlusion-query pass (RR9). 0 = not yet created.</summary>
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public uint QueryId;
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/// <summary>True after the first <c>BeginQuery</c> call; controls whether the
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/// read-back path is safe to execute on the next frame.</summary>
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public bool QueryStarted;
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/// <summary>Previous-frame query result. When false, the building's interior
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/// render is skipped (Step 5 early-out in RR9 + RR11).</summary>
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public bool WasVisible;
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}
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