acdream/src/AcDream.Core/Meshing/GfxObjSubMesh.cs
Erik ec1bbb4f43 feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
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>
2026-04-28 22:47:11 +02:00

52 lines
1.9 KiB
C#

using AcDream.Core.Terrain;
namespace AcDream.Core.Meshing;
/// <summary>
/// One sub-mesh of a GfxObj: a vertex+index buffer that uses a single Surface.
/// A GfxObj with multiple surfaces produces multiple sub-meshes.
/// </summary>
public sealed record GfxObjSubMesh(
uint SurfaceId,
Vertex[] Vertices,
uint[] Indices)
{
/// <summary>
/// How this sub-mesh should be composited into the frame.
/// Populated from Surface.Type flags at upload time.
/// </summary>
public TranslucencyKind Translucency { get; init; } = TranslucencyKind.Opaque;
/// <summary>
/// Surface.Luminosity. Retail uses this as material emissive.
/// </summary>
public float Luminosity { get; init; } = 0f;
/// <summary>
/// Surface.Diffuse. Retail sky keyframes route SkyObjectReplace.MaxBright
/// through CPhysicsObj::SetDiffusion (0x005119e0), which lands in
/// CMaterial::SetDiffuseSimple (0x00539750).
/// </summary>
public float Diffuse { get; init; } = 1f;
/// <summary>
/// True when at least one vertex UV component lies outside [0, 1], so
/// the mesh expects texture repeat instead of clamp.
/// </summary>
public bool NeedsUvRepeat { get; init; } = false;
/// <summary>
/// Final opacity multiplier derived from Surface.Translucency. Retail
/// translucency is transparency: 0.0 is opaque and 1.0 is invisible.
/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
/// as 1 - translucency.
/// </summary>
public float SurfOpacity { get; init; } = 1f;
/// <summary>
/// True when the raw Surface.Type has the Additive bit. Retail disables
/// fixed-function fog alpha for this raw bit even if the final blend mode
/// is forced to AlphaBlend by the Translucent+ClipMap branch.
/// </summary>
public bool DisableFog { get; init; } = false;
}