Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
52 lines
1.9 KiB
C#
52 lines
1.9 KiB
C#
using AcDream.Core.Terrain;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// One sub-mesh of a GfxObj: a vertex+index buffer that uses a single Surface.
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/// A GfxObj with multiple surfaces produces multiple sub-meshes.
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/// </summary>
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public sealed record GfxObjSubMesh(
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uint SurfaceId,
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Vertex[] Vertices,
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uint[] Indices)
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{
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/// <summary>
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/// How this sub-mesh should be composited into the frame.
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/// Populated from Surface.Type flags at upload time.
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/// </summary>
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public TranslucencyKind Translucency { get; init; } = TranslucencyKind.Opaque;
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/// <summary>
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/// Surface.Luminosity. Retail uses this as material emissive.
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/// </summary>
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public float Luminosity { get; init; } = 0f;
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/// <summary>
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/// Surface.Diffuse. Retail sky keyframes route SkyObjectReplace.MaxBright
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/// through CPhysicsObj::SetDiffusion (0x005119e0), which lands in
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/// CMaterial::SetDiffuseSimple (0x00539750).
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/// </summary>
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public float Diffuse { get; init; } = 1f;
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/// <summary>
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/// True when at least one vertex UV component lies outside [0, 1], so
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/// the mesh expects texture repeat instead of clamp.
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/// </summary>
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public bool NeedsUvRepeat { get; init; } = false;
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/// <summary>
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/// Final opacity multiplier derived from Surface.Translucency. Retail
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/// translucency is transparency: 0.0 is opaque and 1.0 is invisible.
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/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
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/// as 1 - translucency.
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/// </summary>
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public float SurfOpacity { get; init; } = 1f;
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/// <summary>
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/// True when the raw Surface.Type has the Additive bit. Retail disables
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/// fixed-function fog alpha for this raw bit even if the final blend mode
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/// is forced to AlphaBlend by the Translucent+ClipMap branch.
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/// </summary>
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public bool DisableFog { get; init; } = false;
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}
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