acdream/src/AcDream.App/Rendering/Shaders
Erik 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
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>
2026-05-29 10:14:50 +02:00
..
debug_line.frag feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
debug_line.vert feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
mesh.frag fix(render): shader reserved-word + defensive SkyRenderer dat reads 2026-04-19 11:00:34 +02:00
mesh.vert feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
mesh_modern.frag fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset) 2026-05-10 15:49:05 +02:00
mesh_modern.vert fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset) 2026-05-10 15:49:05 +02:00
particle.frag feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
particle.vert feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
portal_stencil.frag fix(render): Phase A8 — remove over-engineered shader guards (Task 4) 2026-05-26 07:55:15 +02:00
portal_stencil.vert feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
sky.frag feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
sky.vert feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
terrain_modern.frag fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor 2026-05-09 12:53:21 +02:00
terrain_modern.vert fix(render): #100 — render terrain 1 cm below physical Z (retail zFightTerrainAdjust) 2026-05-25 21:24:28 +02:00
ui_text.frag feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
ui_text.vert feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
wb_particle.frag feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
wb_particle.vert feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00