acdream/src/AcDream.App/Rendering/Shaders/mesh_modern.frag
Erik e40159f4d6 fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset)
Three root causes regressed the Holtburg lifestone since the WB rendering
migration (Phase N.5 retirement amendment, commit dcae2b6, 2026-05-08).
All confirmed via temporary [LIFESTONE-DIAG] instrumentation and visually
verified by the user through the +Acdream test character.

1. **Alpha-test discard** in mesh_modern.frag transparent pass killed
   high-α pixels of dat-flagged transparent surfaces. Native AC
   transparent surfaces routinely include effectively-opaque pixels —
   e.g. the lifestone crystal core (surface 0x080011DE) — that compose
   correctly under (SrcAlpha, 1-SrcAlpha) blending. The original N.5
   §2 rationale ("high-α belongs in opaque pass") doesn't hold for
   surfaces flagged transparent at the dat level: those pixels can't
   reach the opaque pass at all. Fix: remove `α >= 0.95 discard` from
   the transparent pass, keep `α < 0.05 discard` as a fragment-cost
   optimization (skip totally-empty pixels).

2. **Cull state** for the transparent pass was unset by
   WbDrawDispatcher after the N.5 retirement amendment deleted
   StaticMeshRenderer.cs (which had the Phase 9.2 setup at commit
   6f1971a, 2026-04-11). Closed-shell translucents — lifestone crystal,
   glow gems — need GL_CULL_FACE + GL_BACK + GL_CCW in the transparent
   pass; otherwise back faces composite over front faces in iteration
   order under DepthMask(false). Fix: re-establish Phase 9.2's exact
   GL state setup at the top of Phase 8.

3. **uDrawIDOffset uniform** was missing from mesh_modern.vert.
   gl_DrawIDARB resets to 0 at the start of each
   glMultiDrawElementsIndirect call, so the transparent pass — which
   begins later in the indirect buffer — was fetching
   Batches[0..transparentCount) instead of its actual section at
   Batches[opaqueCount..end). The lifestone crystal ended up reading
   the FIRST OPAQUE batch's TextureHandle every frame; as the camera
   moved and the front-to-back opaque sort reordered which group
   landed at BatchData[0], the crystal's apparent texture flickered to
   whatever sat first — typically the player character's body parts.
   Fix: add `uniform int uDrawIDOffset` to the vertex shader, change
   Batches[gl_DrawIDARB] → Batches[uDrawIDOffset + gl_DrawIDARB], and
   set the uniform per-pass in WbDrawDispatcher (0 for opaque,
   _opaqueDrawCount for transparent). Mirrors WorldBuilder's
   BaseObjectRenderManager.cs line 845.

Tests: 1688/1696 passing (8 pre-existing physics/input failures
unchanged). N.5b conformance sentinel 94/94 clean.

Visual: Holtburg lifestone now renders with the spinning blue crystal
correctly composed over the pedestal. Other transparent content (glass,
particle effects, NPC clothing) is unaffected — the same uniform fix
applies globally and is correct for all transparent draws.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 15:49:05 +02:00

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#version 430 core
#extension GL_ARB_bindless_texture : require
in vec3 vNormal;
in vec2 vTexCoord;
in vec3 vWorldPos;
in flat uvec2 vTextureHandle;
in flat uint vTextureLayer;
// uRenderPass values (Phase N.5 Decision 2 — two-pass alpha-test):
// 0 = opaque pass — discard fragments with alpha < 0.95
// (lets the depth write succeed for solid pixels)
// 1 = translucent pass — covers AlphaBlend / Additive / InvAlpha;
// discard alpha >= 0.95 (already drawn opaque) and
// alpha < 0.05 (skip empty fragments — large
// transparent overdraw cost otherwise)
uniform int uRenderPass;
// SceneLighting UBO — IDENTICAL layout to mesh_instanced.frag binding=1.
struct Light {
vec4 posAndKind;
vec4 dirAndRange;
vec4 colorAndIntensity;
vec4 coneAngleEtc;
};
layout(std140, binding = 1) uniform SceneLighting {
Light uLights[8];
vec4 uCellAmbient;
vec4 uFogParams;
vec4 uFogColor;
vec4 uCameraAndTime;
};
vec3 accumulateLights(vec3 N, vec3 worldPos) {
vec3 lit = uCellAmbient.xyz;
int activeLights = int(uCellAmbient.w);
for (int i = 0; i < 8; ++i) {
if (i >= activeLights) break;
int kind = int(uLights[i].posAndKind.w);
vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w;
if (kind == 0) {
vec3 Ldir = -uLights[i].dirAndRange.xyz;
float ndl = max(0.0, dot(N, Ldir));
lit += Lcol * ndl;
} else {
vec3 toL = uLights[i].posAndKind.xyz - worldPos;
float d = length(toL);
float range = uLights[i].dirAndRange.w;
if (d < range && range > 1e-3) {
vec3 Ldir = toL / max(d, 1e-4);
float ndl = max(0.0, dot(N, Ldir));
float atten = 1.0;
if (kind == 2) {
float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5);
float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz);
atten *= (cos_l > cos_edge) ? 1.0 : 0.0;
}
lit += Lcol * ndl * atten;
}
}
}
return lit;
}
vec3 applyFog(vec3 lit, vec3 worldPos) {
int mode = int(uFogParams.w);
if (mode == 0) return lit;
float d = length(worldPos - uCameraAndTime.xyz);
float fogStart = uFogParams.x;
float fogEnd = uFogParams.y;
float span = max(1e-3, fogEnd - fogStart);
float fog = clamp((d - fogStart) / span, 0.0, 1.0);
return mix(lit, uFogColor.xyz, fog);
}
out vec4 FragColor;
void main() {
sampler2DArray tex = sampler2DArray(vTextureHandle);
vec4 color = texture(tex, vec3(vTexCoord, float(vTextureLayer)));
// Two-pass alpha-test (N.5 Decision 2).
// A.5 T20: opaque pass writes alpha as-sampled so GL_SAMPLE_ALPHA_TO_COVERAGE
// derives the MSAA sample mask from it — ClipMap foliage edges become smooth.
// Discard only fully-transparent (α < 0.05); the GPU handles coverage masking.
if (uRenderPass == 0) {
if (color.a < 0.05) discard; // opaque pass — kill truly empty only (A2C)
} else {
// Transparent pass.
//
// Phase Post-A.5 (ISSUE #52, 2026-05-10): do NOT discard α≥0.95 here.
// Native AC transparent-flagged surfaces routinely include
// effectively-opaque pixels — e.g. the Holtburg lifestone crystal core
// (surface 0x080011DE) which the spawn manifest classifies as
// transparent (batch.IsTransparent=True) but whose decoded texture
// alpha lands ≥0.95 across the visible surface. Those pixels still
// compose correctly under (SrcAlpha, 1-SrcAlpha) alpha-blending, so
// discarding them here threw away the whole crystal. The original
// N.5 §2 rationale (high-α fragments belong in the opaque pass) does
// not apply when the SURFACE is dat-flagged transparent — those
// pixels can't reach the opaque pass at all.
//
// Keep the α<0.05 short-circuit as a fragment-cost optimization
// (skip fully-empty pixels — saves blend bandwidth on alpha-keyed
// sprites with large transparent margins).
if (color.a < 0.05) discard;
}
vec3 N = normalize(vNormal);
vec3 lit = accumulateLights(N, vWorldPos);
// Lightning flash — additive scene bump (matches mesh_instanced.frag).
lit += uFogParams.z * vec3(0.6, 0.6, 0.75);
// Retail clamp per-channel to 1.0 (r13 §13.1).
lit = min(lit, vec3(1.0));
vec3 rgb = color.rgb * lit;
rgb = applyFog(rgb, vWorldPos);
FragColor = vec4(rgb, color.a);
}