acdream/src/AcDream.App/Rendering/Wb
Erik ef5049fd58 fix(lighting): #142 — per-instance sun gate for windowed-building interiors
Standing inside (or looking into) a windowed building like the Agent of
Arcanum, interior objects (furniture, NPCs, the player) were lit by the
directional sun because acdream's sun gate was per-FRAME (keyed on the
player being in a sealed cell), not per-DRAW as retail does it.

Retail's PView::DrawCells (0x005a4840) runs two stages per frame:
  outdoor stage   → useSunlightSet(1) (0x005a485a): sun ON
  interior stage  → useSunlightSet(0) (0x005a49f3): sun OFF
DrawMeshInternal (0x0059f398) then calls minimize_object_lighting only
when useSunlight==0, so indoor objects ALWAYS skip the sun regardless of
whether the player's cell is windowed or sealed.

Fix: add a per-instance uint SSBO (binding=6 instanceIndoor[]) whose value
is IndoorObjectReceivesTorches(ParentCellId) — the same predicate AP-43
already uses for the torch gate. In mesh_modern.vert, nest the sun loop
inside an additional `if (instanceIndoor[instanceIndex] == 0u)` check
inside the existing `if (uLightingMode == 0)` block. Indoor objects get
torches (unchanged) but now skip the sun; outdoor objects keep the sun and
still get no torches. The ambient regime (UpdateSunFromSky: 0.2 sealed /
sky otherwise) is untouched — it was already correct.

Mechanically: _currentEntityIndoor set once per entity in
ComputeEntityLightSet; appended to InstanceGroup.IndoorFlags in
AppendCurrentLightSet; grown/packed/uploaded in the same cursor loop as
_clipSlotData and _lightSetData; deleted in Dispose. Mode-1 draws
(EnvCellRenderer) never read binding=6 — the sun loop is inside the
uLightingMode==0 uniform-control-flow branch.

AP-43 divergence register updated: the sun half is now per-draw (no
longer a residual). Residual narrowed to the unaudited ebp_2 test in
CellManager::ChangePosition (no observed impact).

Tests: WbDrawDispatcherIndoorFlagTests pins IndoorObjectReceivesTorches
for the spec §5 representative ids: 0xA9B40172 (Agent of Arcanum EnvCell)
→ 1; 0xA9B40031 (land sub-cell) → 0; 0xA9B4FFFF (landblock) → 0; null
(outdoor shell) → 0; plus the boundary cases 0x0100/0x00FF.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:55:56 +02:00
..
AcSurfaceMetadata.cs phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props 2026-05-08 13:08:56 +02:00
AcSurfaceMetadataTable.cs phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props 2026-05-08 13:08:56 +02:00
ActiveParticleEmitter.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
AnimatedEntityState.cs phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts 2026-05-08 14:37:09 +02:00
BindlessSupport.cs fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor 2026-05-09 12:53:21 +02:00
BufferUsageExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
Building.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
BuildingLoader.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
BuildingRegistry.cs feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader 2026-05-27 11:08:43 +02:00
CachedBatch.cs feat(render #53): EntityClassificationCache skeleton + first test 2026-05-10 17:23:37 +02:00
DatCollectionAdapter.cs diag(render): tripwires on every silent dat-miss path (white-walls attribution, #105) 2026-06-09 21:28:32 +02:00
DebugRenderSettings.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
DrawElementsIndirectCommand.cs phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure 2026-05-08 20:25:29 +02:00
EdgeLineBuilder.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
EmbeddedResourceReader.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
EntityClassificationCache.cs #119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving 2026-06-11 21:43:45 +02:00
EntitySpawnAdapter.cs feat(A.5 T18): use cached WorldEntity AABB in dispatcher; populate at register 2026-05-10 08:20:20 +02:00
EnvCellRenderer.cs fix(render): A7 Fix D D-3/D-4 — two-path lighting (objects plain-Lambert+sun, EnvCell wrap+no-sun) (#140) 2026-06-18 21:38:30 +02:00
EnvCellSceneryInstance.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00
EnvCellVisibilitySnapshot.cs fix(render): Phase A8 — pool aliasing in EnvCellRenderer (visual chaos root cause) 2026-05-27 19:08:49 +02:00
GeometryUtils.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
GLHelpers.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GlobalMeshBuffer.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
GLSLShader.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GLStateScope.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GpuMemoryTracker.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GroupKey.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
IDatReaderWriter.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
InstanceData.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
ITextureCachePerInstance.cs phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content 2026-05-08 14:46:34 +02:00
IWbMeshAdapter.cs phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface 2026-05-08 13:18:50 +02:00
LandblockSpawnAdapter.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
ManagedGLFrameBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLIndexBuffer.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLTexture.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLTextureArray.cs fix(render): #105 white indoor walls — restore WB's per-frame staged-texture flush dropped in the N.4/O-T4 extraction 2026-06-10 12:10:00 +02:00
ManagedGLUniformBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLVertexArray.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLVertexBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ModernRenderData.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
ObjectMeshManager.cs close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged) 2026-06-13 10:27:26 +02:00
OpenGLGraphicsDevice.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
ParticleBatcher.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ParticleEmitterRenderer.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
RenderStateCache.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
SceneData.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureAtlasManager.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
TextureFormatExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureParameters.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
WbDrawDispatcher.cs fix(lighting): #142 — per-instance sun gate for windowed-building interiors 2026-06-20 12:55:56 +02:00
WbFrustum.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00
WbMeshAdapter.cs close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged) 2026-06-13 10:27:26 +02:00
WbRenderPass.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00