Vulkan is the sole, user-signed-off backend (V10 landed) and step 1 already removed ImGui/Studio/DevTools. This step deletes the GL rendering backend itself: every Gpu/Gl/** implementation, the Wb ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/ BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache, RenderBootstrap, and RenderFrameGlStateController. GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/ OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone — there is nothing left to select between. The five world-draw dual-arm renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer, SkyRenderer) and the composition roots (WorldRenderComposition, HostInputCameraComposition, LivePresentationComposition, FrameRootComposition) collapse to their RHI-only arm. GL-only diagnostic properties with a live external reader (DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op rather than disappearing, since the reader is out of this commit's scope. A few GL-flavored mechanisms turned out to be backend-neutral once isolated: GlConstructionCleanupLedger is renamed ResourceConstructionCleanupLedger (exception-chain walking has nothing to do with GL), and GlfwNativePlatformProbe moved out of the otherwise GL-only GraphicalCapabilityRecord.cs into GraphicalWindowBackendSelection.cs before the rest of that file was deleted. Test files with no surviving subject are deleted outright (GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests, PortalDepthShaderParityTests, TextureCacheBindlessTests, TextRendererFailureSafetyTests, ClipFrameUploadTests, every Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests); others get their dead GL-only members trimmed while their live assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now reads GpuBindingModel.StorageClipRegions, the same binding index under its new backend-neutral name; GpuResourceRetirementTransactionTests drops its OpenGLGraphicsDevice-subclassing test double and the two GL queue tests it existed for). EnvCellRendererTests' construction helper now builds a real ObjectMeshManager via VulkanMeshPipelineDevice instead of passing null through a null-forgiving operator, since the RHI constructor never tolerated a null mesh manager and the old GL constructor (which did) is gone. Deferred to the next two steps, deliberately not touched here: the Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl (WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale csproj comment (the package itself is still load-bearing — TextureFormat and friends are used well beyond the deleted ManagedGLUniformBuffer), and the CI/gate scripts. Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors. Tests: full-solution `dotnet test` green across every project (App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all others 100%); the 2 App.Tests names that flake under full-suite parallel execution (#250-family, documented pre-existing) pass in isolation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
414 lines
16 KiB
C#
414 lines
16 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Terrain;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Phase N.5b modern terrain dispatcher. Single global vertex/index arena with
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/// a slot allocator (one slot per landblock, 384 verts × 40 bytes = 15,360
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/// bytes per slot). Per-frame: build a DrawElementsIndirectCommand array from
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/// visible slots and dispatch via one multi-draw-indirect call. Atlas
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/// textures bound via the device's global texture table.
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///
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/// <para>Campaign V slice V11 deleted the raw-GL submission arm
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/// (<c>TerrainModernRenderer.cs</c>'s former GL fields/constructor/Draw/Dispose
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/// bodies); the RHI arm this file now exclusively hosts the shared allocator
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/// and visibility logic for is defined in <c>TerrainModernRenderer.Rhi.cs</c>.</para>
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/// </summary>
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public sealed partial class TerrainModernRenderer : IDisposable
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{
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// VertsPerLandblock MUST stay divisible by 6 — terrain_modern.vert uses
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// `gl_VertexID % 6` to pick the cell-corner index (BL/BR/TR/TL), and
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// because we bake `slot * VertsPerLandblock` into indices CPU-side and
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// pass BaseVertex=0 to MultiDrawElementsIndirect, gl_VertexID becomes
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// `slot * VertsPerLandblock + local_index`. The shader's modulo-6 only
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// reduces to `local_index % 6` because 384 is a multiple of 6. Changing
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// either constant without auditing the shader will silently mis-render.
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private const int VertsPerLandblock = LandblockMesh.VerticesPerLandblock; // 384 (= 64 cells * 6 verts)
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private const int IndicesPerLandblock = VertsPerLandblock;
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private const int VertexSize = 40; // sizeof(TerrainVertex)
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private const int IndexSize = sizeof(uint);
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private const float LandblockSize = LandblockMesh.LandblockSize; // 192
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private readonly TerrainAtlas _atlas;
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/// <summary>A.5 T22.5: exposes the terrain atlas so callers can update
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/// anisotropic level mid-session via <see cref="TerrainAtlas.SetAnisotropic"/>.</summary>
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public TerrainAtlas Atlas => _atlas;
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private readonly GpuRetiredTerrainSlotAllocator _alloc;
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private readonly GpuRetirementLedger _retirementLedger;
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private bool _disposed;
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// Per-slot live data (index by slot integer; null entries are unused slots).
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private SlotData?[] _slots;
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// Reverse map: landblockId -> slot, for RemoveLandblock and replacement.
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private readonly Dictionary<uint, int> _idToSlot = new();
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// Backing-store capacity bookkeeping, shared with the RHI arm's arena.
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private long _globalVboCapacityBytes;
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private long _globalEboCapacityBytes;
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// Per-GPU-fenced-frame-slot draw bookkeeping, shared with the RHI arm.
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private int _dynamicFrameSlot;
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private bool _dynamicFrameStarted;
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/// <summary>
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/// The dynamic per-frame-slot indirect-command buffer pool this used to
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/// report was raw-GL-only bookkeeping, deleted with that arm at Campaign V
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/// slice V11. The RHI arm allocates its indirect-command storage from the
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/// GPU frame's own upload ring instead, so there is no separate pool to
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/// count.
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/// </summary>
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internal int DynamicIndirectBufferCount => 0;
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// Reusable per-frame buffers.
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private readonly List<int> _visibleSlots = new();
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private readonly HashSet<uint> _visibleCellIds = new();
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private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
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// Diag.
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public int LoadedSlots => _alloc.LoadedCount;
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public int VisibleSlots => _visibleSlots.Count;
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public int CapacitySlots => _alloc.Capacity;
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/// <summary>
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/// Outdoor landcells admitted by the current landscape view. The set is
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/// accumulated across doorway landscape slices and consumed after the
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/// completed render frame by particle visibility.
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/// </summary>
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internal HashSet<uint> VisibleCellIds => _visibleCellIds;
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public void BeginVisibilityFrame() => _visibleCellIds.Clear();
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/// <summary>
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/// Resets the per-GPU-fenced-frame-slot draw state. A retail outside view
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/// may draw terrain more than once in a frame.
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/// </summary>
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public void BeginFrame(int frameSlot)
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{
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ArgumentOutOfRangeException.ThrowIfNegative(frameSlot);
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_retirementLedger.RetryPendingPublications();
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_dynamicFrameSlot = frameSlot;
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_dynamicFrameStarted = true;
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}
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/// <summary>
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/// Two-tier streaming entry point. Accepts a prebuilt mesh from
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/// <see cref="LandblockStreamResult.Loaded.MeshData"/> built on the worker
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/// thread, together with the world-space origin computed by the caller
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/// (render-thread GameWindow derives it from landblockId + liveCenterX/Y).
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///
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/// Delegates to <see cref="AddLandblock(uint,LandblockMeshData,Vector3)"/>
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/// so both paths share one upload path. Per Phase A.5 spec T15.
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/// </summary>
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public void AddLandblockWithMesh(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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=> AddLandblock(landblockId, meshData, worldOrigin);
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public void AddLandblock(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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{
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ArgumentNullException.ThrowIfNull(meshData);
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if (meshData.Vertices.Length != VertsPerLandblock)
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throw new ArgumentException(
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$"Expected {VertsPerLandblock} vertices, got {meshData.Vertices.Length}",
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nameof(meshData));
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if (meshData.Indices.Length != IndicesPerLandblock)
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throw new ArgumentException(
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$"Expected {IndicesPerLandblock} indices, got {meshData.Indices.Length}",
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nameof(meshData));
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// A prior replacement may have committed the logical slot switch
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// before queue publication failed. Retry those retained physical-slot
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// transactions before allocating more terrain storage.
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_alloc.RetryPendingPublications();
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bool replacing = _idToSlot.TryGetValue(landblockId, out int replacedSlot);
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int slot = _alloc.Allocate(out var needsGrow);
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bool published = false;
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try
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{
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if (needsGrow)
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{
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int newCap = Math.Max(_alloc.Capacity * 2, slot + 1);
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EnsureCapacity(newCap);
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}
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// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
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var bakedVerts = new TerrainVertex[VertsPerLandblock];
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float zMin = float.MaxValue, zMax = float.MinValue;
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for (int i = 0; i < VertsPerLandblock; i++)
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{
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var v = meshData.Vertices[i];
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var worldPos = v.Position + worldOrigin;
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bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
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if (worldPos.Z < zMin) zMin = worldPos.Z;
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if (worldPos.Z > zMax) zMax = worldPos.Z;
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}
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if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
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// Bake baseVertex into indices on the CPU side (driver-portable pattern).
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uint baseVertex = (uint)(slot * VertsPerLandblock);
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var bakedIndices = new uint[IndicesPerLandblock];
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for (int i = 0; i < IndicesPerLandblock; i++)
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bakedIndices[i] = meshData.Indices[i] + baseVertex;
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UploadRhiLandblock(slot, bakedVerts, bakedIndices);
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_slots[slot] = new SlotData
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{
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LandblockId = landblockId,
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WorldOrigin = worldOrigin,
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FirstIndex = (uint)(slot * IndicesPerLandblock),
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IndexCount = IndicesPerLandblock,
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AabbMin = new Vector3(worldOrigin.X, worldOrigin.Y, zMin),
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AabbMax = new Vector3(worldOrigin.X + LandblockSize, worldOrigin.Y + LandblockSize, zMax),
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};
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_idToSlot[landblockId] = slot;
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published = true;
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if (replacing)
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{
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_slots[replacedSlot] = null;
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_alloc.FreeAfterGpuUse(replacedSlot);
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}
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}
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finally
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{
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if (!published)
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_alloc.ReleaseUnsubmitted(slot);
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}
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}
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public void RemoveLandblock(uint landblockId)
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{
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// Removal clears the logical lookup before retirement publication. A
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// retry therefore has to advance retained publications even when the
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// landblock is no longer present in the map.
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_alloc.RetryPendingPublications();
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if (!_idToSlot.TryGetValue(landblockId, out var slot))
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return;
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_idToSlot.Remove(landblockId);
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_slots[slot] = null;
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_alloc.FreeAfterGpuUse(slot);
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// No GPU clear: the per-frame DEIC array won't reference this slot.
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}
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public void Draw(
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ICamera camera,
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FrustumPlanes? frustum = null,
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uint? neverCullLandblockId = null,
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ReadOnlySpan<Vector4> clipPlanes = default,
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Vector4? ndcClipAabb = null)
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{
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if (_alloc.LoadedCount == 0) return;
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Matrix4x4 viewProjection = camera.View * camera.Projection;
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// Build visible slot list with per-slot frustum cull.
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_visibleSlots.Clear();
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for (int slot = 0; slot < _slots.Length; slot++)
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{
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var data = _slots[slot];
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if (data is null) continue;
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if (frustum is not null && data.LandblockId != neverCullLandblockId)
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{
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if (!FrustumCuller.IsAabbVisible(frustum.Value, data.AabbMin, data.AabbMax))
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continue;
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}
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_visibleSlots.Add(slot);
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CollectVisibleCells(
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_visibleCellIds,
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data.LandblockId,
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data.WorldOrigin,
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data.AabbMin.Z,
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data.AabbMax.Z,
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frustum,
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viewProjection,
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clipPlanes,
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ndcClipAabb);
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}
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if (_visibleSlots.Count == 0) return;
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BuildIndirectCommands();
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if (!_dynamicFrameStarted)
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throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
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DrawRhi(viewProjection, _visibleSlots.Count);
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}
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/// <summary>
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/// Builds this frame's <c>DrawElementsIndirectCommand</c> array from the
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/// visible slot list. Pure CPU.
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/// </summary>
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private void BuildIndirectCommands()
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{
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if (_deicScratch.Length < _visibleSlots.Count)
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_deicScratch = new DrawElementsIndirectCommand[Math.Max(_visibleSlots.Count, 64)];
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for (int i = 0; i < _visibleSlots.Count; i++)
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{
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var data = _slots[_visibleSlots[i]]!;
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_deicScratch[i] = new DrawElementsIndirectCommand
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{
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Count = (uint)data.IndexCount,
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InstanceCount = 1u,
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FirstIndex = data.FirstIndex,
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BaseVertex = 0, // baked into indices on upload
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BaseInstance = 0,
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};
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}
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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_retirementLedger.RetryPendingPublications();
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DisposeRhi();
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}
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// ----------------------------------------------------------------
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// Private helpers
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// ----------------------------------------------------------------
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internal static void CollectVisibleCells(
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HashSet<uint> destination,
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uint landblockId,
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Vector3 worldOrigin,
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float zMin,
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float zMax,
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FrustumPlanes? frustum,
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Matrix4x4 viewProjection,
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ReadOnlySpan<Vector4> clipPlanes,
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Vector4? ndcClipAabb = null)
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{
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ArgumentNullException.ThrowIfNull(destination);
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const float cellSize = AcDream.Core.Physics.TerrainSurface.CellSize;
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const int cellsPerSide = AcDream.Core.Physics.TerrainSurface.CellsPerSide;
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uint prefix = landblockId & 0xFFFF0000u;
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for (int cellX = 0; cellX < cellsPerSide; cellX++)
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{
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float minX = worldOrigin.X + cellX * cellSize;
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float maxX = minX + cellSize;
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for (int cellY = 0; cellY < cellsPerSide; cellY++)
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{
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float minY = worldOrigin.Y + cellY * cellSize;
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float maxY = minY + cellSize;
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var cellMin = new Vector3(minX, minY, zMin);
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var cellMax = new Vector3(maxX, maxY, zMax);
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if (frustum is not null
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&& !FrustumCuller.IsAabbVisible(frustum.Value, cellMin, cellMax))
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{
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continue;
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}
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// Retail publishes landcell in_view from the clipped landscape
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// view, not merely from the camera frustum. The modern renderer
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// expresses each doorway slice as homogeneous clip-space planes
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// plus its scissor AABB; use both products here so particle
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// simulation follows the same visible terrain slice as the GPU.
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if (!IsAabbVisibleThroughClipRegion(
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cellMin,
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cellMax,
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viewProjection,
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clipPlanes,
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ndcClipAabb))
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{
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continue;
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}
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uint low = AcDream.Core.Physics.TerrainSurface.ComputeOutdoorCellLowId(
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cellX * cellSize,
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cellY * cellSize);
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destination.Add(prefix | low);
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}
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}
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}
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private static bool IsAabbVisibleThroughClipRegion(
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Vector3 min,
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Vector3 max,
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Matrix4x4 viewProjection,
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ReadOnlySpan<Vector4> clipPlanes,
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Vector4? ndcClipAabb)
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{
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Vector4 aabb = ndcClipAabb.GetValueOrDefault();
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bool hasScissorConstraint = ndcClipAabb.HasValue
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&& (aabb.X > -1f || aabb.Y > -1f || aabb.Z < 1f || aabb.W < 1f);
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if (clipPlanes.IsEmpty && !hasScissorConstraint)
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return true;
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Span<Vector4> clipCorners = stackalloc Vector4[8];
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for (int corner = 0; corner < clipCorners.Length; corner++)
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{
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var world = new Vector4(
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(corner & 1) == 0 ? min.X : max.X,
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(corner & 2) == 0 ? min.Y : max.Y,
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(corner & 4) == 0 ? min.Z : max.Z,
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1f);
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clipCorners[corner] = Vector4.Transform(world, viewProjection);
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}
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for (int planeIndex = 0; planeIndex < clipPlanes.Length; planeIndex++)
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{
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if (IsAabbOutsideHomogeneousPlane(clipCorners, clipPlanes[planeIndex]))
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{
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return false;
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}
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}
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if (!hasScissorConstraint)
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return true;
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Span<Vector4> scissorPlanes = stackalloc Vector4[4]
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{
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new( 1f, 0f, 0f, -aabb.X),
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new(-1f, 0f, 0f, aabb.Z),
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new( 0f, 1f, 0f, -aabb.Y),
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new( 0f, -1f, 0f, aabb.W),
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};
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for (int planeIndex = 0; planeIndex < scissorPlanes.Length; planeIndex++)
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{
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if (IsAabbOutsideHomogeneousPlane(clipCorners, scissorPlanes[planeIndex]))
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{
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return false;
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}
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}
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return true;
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}
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private static bool IsAabbOutsideHomogeneousPlane(
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ReadOnlySpan<Vector4> clipCorners,
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Vector4 plane)
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{
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// A linear half-space reaches its maximum over the transformed AABB at
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// one of the eight corners. If every corner is negative, no point in
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// the cell box can survive this GPU clip plane.
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for (int corner = 0; corner < clipCorners.Length; corner++)
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{
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if (Vector4.Dot(plane, clipCorners[corner]) >= 0f)
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return false;
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}
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return true;
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}
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private void EnsureCapacity(int newCapacity)
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{
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if (newCapacity <= _alloc.Capacity)
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return;
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EnsureRhiCapacity(newCapacity);
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}
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private sealed class SlotData
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{
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public uint LandblockId;
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public Vector3 WorldOrigin;
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public uint FirstIndex;
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public int IndexCount;
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public Vector3 AabbMin;
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public Vector3 AabbMax;
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}
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}
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