acdream/src/AcDream.App/Rendering/ParticleRenderer.cs
Erik 749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00

1650 lines
60 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Wb;
using AcDream.Content;
using AcDream.Core.Meshing;
using AcDream.Core.Vfx;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
using RuntimeParticleEmitter = AcDream.Core.Vfx.ParticleEmitter;
namespace AcDream.App.Rendering;
/// <summary>
/// Instanced renderer for retail particle emitters. Scene particles submit to
/// <see cref="RetailAlphaQueue"/> while a world frame is active so their
/// compositing order is shared with ordinary translucent GfxObj parts. Sky and
/// sealed off-screen passes retain their independent immediate path.
/// </summary>
public sealed unsafe class ParticleRenderer : IDisposable
{
// The texture is per instance through GL_ARB_bindless_texture. Only blend
// state remains a draw-call boundary, so stable retail distance order no
// longer degenerates into one draw per alternating particle texture.
private readonly record struct BatchKey(bool Additive);
private readonly record struct ParticleDraw(BatchKey Key, ParticleInstance Instance);
private readonly record struct MeshBatchKey(uint GfxObjId, int BatchIndex);
private readonly record struct MeshParticleDraw(
MeshBatchKey Key,
ObjectRenderBatch Batch,
MeshParticleInstance Instance);
private readonly record struct DeferredParticleDraw(
ParticleSubmissionKind Kind,
ParticleDraw Billboard,
MeshParticleDraw Mesh,
Matrix4x4 ViewProjection);
private readonly struct ParticleInstance
{
public readonly Vector3 Position;
public readonly Vector3 AxisX;
public readonly Vector3 AxisY;
public readonly uint ColorArgb;
public readonly ulong TextureHandle;
public readonly float DistanceSq;
public ParticleInstance(
Vector3 position,
Vector3 axisX,
Vector3 axisY,
uint colorArgb,
ulong textureHandle,
float distanceSq)
{
Position = position;
AxisX = axisX;
AxisY = axisY;
ColorArgb = colorArgb;
TextureHandle = textureHandle;
DistanceSq = distanceSq;
}
}
/// <summary>
/// Vertex-instance ABI shared with particle.vert. The resident texture
/// handle is carried per particle so ordered particles using different
/// textures remain one instanced draw when their blend mode matches.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
internal struct BillboardGpuInstance
{
public Vector4 Center;
public Vector4 AxisX;
public Vector4 AxisY;
public Vector4 Color;
public uint TextureHandleLow;
public uint TextureHandleHigh;
}
private readonly struct MeshParticleInstance
{
public readonly Matrix4x4 Model;
public readonly uint ColorArgb;
public readonly float DistanceSq;
public MeshParticleInstance(Matrix4x4 model, uint colorArgb, float distanceSq)
{
Model = model;
ColorArgb = colorArgb;
DistanceSq = distanceSq;
}
}
private readonly GL _gl;
private readonly Shader _shader;
private readonly Shader? _meshShader;
private readonly TextureCache? _textures;
private readonly IDatReaderWriter? _dats;
private readonly WbMeshAdapter? _meshAdapter;
private readonly ParticleSystem _particles;
private readonly RetailAlphaQueue? _alphaQueue;
private readonly AlphaDrawSource _alphaSource;
private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
private readonly Dictionary<int, ParticleGfxInfo> _particleGfxInfoByEmitter = new();
private readonly Dictionary<uint, RetailParticleGeometryKind> _geometryKindByGfxObj = new();
private readonly Dictionary<uint, TranslucencyKind> _meshBlendBySurface = new();
private readonly ParticleMeshReferenceTracker? _meshReferences;
private readonly ParticleEmitterRetirementTracker _emitterRetirements;
private RetryableResourceReleaseLedger? _disposeResources;
private bool _disposing;
private bool _disposed;
private readonly HashSet<uint> _meshLoadRequestedThisFrame = new();
private readonly int _meshTextureHandleLoc = -1;
private readonly int _meshTextureLayerLoc = -1;
private uint _quadVao;
private readonly uint _quadVbo;
private readonly uint _quadEbo;
private uint _instanceVbo;
private uint _meshVao;
private uint _meshInstanceVbo;
private int _instanceVboCapacityBytes;
private int _meshInstanceVboCapacityBytes;
private sealed class DynamicBufferSet
{
public uint BillboardVao;
public uint BillboardInstanceVbo;
public int BillboardCapacityBytes;
public uint MeshVao;
public uint MeshInstanceVbo;
public int MeshCapacityBytes;
}
private readonly List<DynamicBufferSet>[] _dynamicBufferSetsByFrame =
[[], [], []];
private int _dynamicFrameSlot;
private int _dynamicBufferSetCursor;
private bool _dynamicFrameStarted;
private DynamicBufferSet? _activeDynamicBufferSet;
internal (int SetCount, long CapacityBytes) DynamicBufferDiagnostics
{
get
{
int count = 0;
long bytes = 0;
foreach (List<DynamicBufferSet> frameSets in _dynamicBufferSetsByFrame)
{
count += frameSets.Count;
foreach (DynamicBufferSet set in frameSets)
bytes += set.BillboardCapacityBytes + set.MeshCapacityBytes;
}
return (count, bytes);
}
}
private BillboardGpuInstance[] _instanceScratch = new BillboardGpuInstance[256];
private float[] _meshInstanceScratch = new float[256 * 20];
// MP-Alloc (2026-07-05): Draw() is called up to ~11 times per frame
// (sky pre/post, scene, per-visible-cell, dynamics, unattached passes),
// each previously `new`ing a List<ParticleDraw> (BuildDrawList) and a
// List<ParticleInstance> (the per-batch `run` list) that became garbage
// as soon as the call returned. All Draw() calls happen sequentially on
// the render thread (verified: every call site in GameWindow.cs is a
// plain synchronous invocation from the single-threaded OnRender chain,
// none dispatched via Task.Run/Parallel) and each call fully drains its
// lists before returning, so a single pair of reused fields is safe -
// no call overlaps another's use of these buffers.
private readonly List<ParticleDraw> _drawListScratch = new(64);
private readonly List<ParticleInstance> _runScratch = new(64);
private readonly List<MeshParticleDraw> _meshDrawListScratch = new(64);
private readonly List<MeshParticleInstance> _meshRunScratch = new(64);
private readonly List<ParticleSubmission> _submissionScratch = new(128);
private readonly List<RuntimeParticleEmitter> _scopedEmitterScratch = new(64);
private readonly List<DeferredParticleDraw> _deferredAlpha = new(128);
private DeferredParticleDraw[] _preparedAlpha = new DeferredParticleDraw[256];
private uint[] _preparedInstanceOffsets = new uint[256];
private int _preparedAlphaCount;
private sealed class AlphaDrawSource(ParticleRenderer owner) : IRetailAlphaDrawSource
{
public void PrepareAlphaDraws(ReadOnlySpan<int> tokens)
=> owner.PrepareDeferredAlphaDraws(tokens);
public void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount)
=> owner.DrawPreparedAlphaBatch(firstPreparedDraw, drawCount);
public void ResetAlphaSubmissions()
=> owner.ResetDeferredAlpha();
}
internal ParticleRenderer(
GL gl,
string shadersDir,
ParticleSystem particles,
TextureCache? textures = null,
IDatReaderWriter? dats = null,
WbMeshAdapter? meshAdapter = null,
RetailAlphaQueue? alphaQueue = null)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
_textures = textures;
_dats = dats;
_meshAdapter = meshAdapter;
_particles = particles ?? throw new ArgumentNullException(nameof(particles));
_alphaQueue = alphaQueue;
_alphaSource = new AlphaDrawSource(this);
if (_meshAdapter is not null)
{
_meshReferences = new ParticleMeshReferenceTracker(
gfxObjId => _meshAdapter.IncrementRefCount(gfxObjId),
gfxObjId => _meshAdapter.DecrementRefCount(gfxObjId));
}
_emitterRetirements = new ParticleEmitterRetirementTracker(
handle => _meshReferences?.Release(handle),
handle => _particleGfxInfoByEmitter.Remove(handle),
handle => _textures?.ReleaseParticleTextureOwner(handle),
error => Console.Error.WriteLine($"[particles] {error}"));
_shader = new Shader(_gl,
System.IO.Path.Combine(shadersDir, "particle.vert"),
System.IO.Path.Combine(shadersDir, "particle.frag"));
if (_meshAdapter?.MeshManager?.GlobalBuffer is not null)
{
_meshShader = new Shader(_gl,
System.IO.Path.Combine(shadersDir, "particle_mesh.vert"),
System.IO.Path.Combine(shadersDir, "particle_mesh.frag"));
_meshTextureHandleLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureHandle");
_meshTextureLayerLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureLayer");
}
float[] quadVerts =
{
-0.5f, -0.5f, 0f, 0f,
0.5f, -0.5f, 1f, 0f,
0.5f, 0.5f, 1f, 1f,
-0.5f, 0.5f, 0f, 1f,
};
uint[] quadIdx = { 0, 1, 2, 0, 2, 3 };
uint quadVbo = 0;
uint quadEbo = 0;
uint uploadVao = 0;
bool vboAllocated = false;
bool eboAllocated = false;
try
{
quadVbo = TrackedGlResource.CreateBuffer(_gl, "creating particle quad VBO");
fixed (void* p = quadVerts)
{
TrackedGlResource.AllocateBufferStorage(
_gl,
GLEnum.ArrayBuffer,
quadVbo,
0,
quadVerts.Length * sizeof(float),
GLEnum.StaticDraw,
p,
"uploading particle quad VBO");
}
vboAllocated = true;
quadEbo = TrackedGlResource.CreateBuffer(_gl, "creating particle quad EBO");
uploadVao = TrackedGlResource.CreateVertexArray(_gl, "creating particle upload VAO");
_gl.BindVertexArray(uploadVao);
fixed (void* p = quadIdx)
{
TrackedGlResource.AllocateBufferStorage(
_gl,
GLEnum.ElementArrayBuffer,
quadEbo,
0,
quadIdx.Length * sizeof(uint),
GLEnum.StaticDraw,
p,
"uploading particle quad EBO");
}
eboAllocated = true;
_gl.BindVertexArray(0);
TrackedGlResource.DeleteVertexArray(_gl, uploadVao, "deleting particle upload VAO");
uploadVao = 0;
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_quadVbo = quadVbo;
_quadEbo = quadEbo;
}
catch (Exception creationFailure)
{
List<Exception>? cleanupFailures = null;
void Attempt(Action action)
{
try { action(); }
catch (Exception ex) { (cleanupFailures ??= []).Add(ex); }
}
if (uploadVao != 0)
Attempt(() => TrackedGlResource.DeleteVertexArray(_gl, uploadVao, "rolling back particle upload VAO"));
if (quadEbo != 0)
Attempt(() => TrackedGlResource.DeleteBuffer(
_gl,
quadEbo,
eboAllocated ? quadIdx.Length * sizeof(uint) : 0,
"rolling back particle quad EBO"));
if (quadVbo != 0)
Attempt(() => TrackedGlResource.DeleteBuffer(
_gl,
quadVbo,
vboAllocated ? quadVerts.Length * sizeof(float) : 0,
"rolling back particle quad VBO"));
if (cleanupFailures is not null)
{
cleanupFailures.Insert(0, creationFailure);
throw new AggregateException("Particle static-buffer creation and rollback failed.", cleanupFailures);
}
throw;
}
_particles.EmitterDied += OnEmitterDied;
}
/// <summary>
/// Starts one render frame. Wb point-of-use recovery is limited to one
/// request per missing GfxObj even though portal slicing may invoke Draw
/// many times during the frame.
/// </summary>
public void BeginFrame(int frameSlot)
{
if ((uint)frameSlot >= (uint)_dynamicBufferSetsByFrame.Length)
throw new ArgumentOutOfRangeException(nameof(frameSlot));
_dynamicFrameSlot = frameSlot;
_dynamicBufferSetCursor = 0;
_dynamicFrameStarted = true;
_activeDynamicBufferSet = null;
_meshLoadRequestedThisFrame.Clear();
_emitterRetirements.RetryPending();
_textures?.TickParticleTextureCache();
}
public void Draw(
ICamera camera,
Vector3 cameraWorldPos,
ParticleRenderPass renderPass = ParticleRenderPass.Scene,
Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null)
{
if (camera is null)
return;
Matrix4x4.Invert(camera.View, out var invView);
Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13));
Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23));
BuildDrawLists(
cameraWorldPos,
renderPass,
cameraRight,
cameraUp,
emitterFilter,
scopedEmitters: null);
FinishDraw(camera, renderPass);
}
public void DrawForOwners(
ICamera camera,
Vector3 cameraWorldPos,
ParticleRenderPass renderPass,
IReadOnlySet<uint> attachedOwnerIds,
bool includeUnattached = false,
IReadOnlySet<uint>? excludedAttachedOwnerIds = null)
{
if (camera is null)
return;
_particles.CopyRenderableEmittersForOwners(
renderPass,
attachedOwnerIds,
includeUnattached,
_scopedEmitterScratch,
excludedAttachedOwnerIds);
Matrix4x4.Invert(camera.View, out Matrix4x4 invView);
Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13));
Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23));
BuildDrawLists(
cameraWorldPos,
renderPass,
cameraRight,
cameraUp,
emitterFilter: null,
_scopedEmitterScratch);
FinishDraw(camera, renderPass);
}
private void FinishDraw(ICamera camera, ParticleRenderPass renderPass)
{
if (_submissionScratch.Count == 0)
return;
if (renderPass == ParticleRenderPass.Scene && _alphaQueue?.IsCollecting == true)
DeferToRetailAlphaQueue(camera);
else
DrawOrdered(camera);
}
private void DeferToRetailAlphaQueue(ICamera camera)
{
RetailAlphaQueue queue = _alphaQueue!;
Matrix4x4 viewProjection = camera.View * camera.Projection;
for (int i = 0; i < _submissionScratch.Count; i++)
{
ParticleSubmission submission = _submissionScratch[i];
DeferredParticleDraw deferred = submission.Kind == ParticleSubmissionKind.Billboard
? new DeferredParticleDraw(
submission.Kind,
_drawListScratch[submission.DrawIndex],
default,
viewProjection)
: new DeferredParticleDraw(
submission.Kind,
default,
_meshDrawListScratch[submission.DrawIndex],
viewProjection);
int token = _deferredAlpha.Count;
_deferredAlpha.Add(deferred);
queue.Submit(
_alphaSource,
token,
MathF.Sqrt(MathF.Max(0f, submission.DistanceSq)));
}
}
private void DrawOrdered(ICamera camera)
{
ParticleSubmissionOrdering.Sort(_submissionScratch);
GlobalMeshBuffer? global = _meshAdapter?.MeshManager?.GlobalBuffer;
Matrix4x4 viewProjection = camera.View * camera.Projection;
_gl.Enable(EnableCap.DepthTest);
_gl.Enable(EnableCap.Blend);
_gl.DepthMask(false);
for (int i = 0; i < _submissionScratch.Count;)
{
ParticleSubmission submission = _submissionScratch[i];
if (submission.Kind == ParticleSubmissionKind.Billboard)
{
ParticleDraw draw = _drawListScratch[submission.DrawIndex];
BatchKey key = draw.Key;
_runScratch.Clear();
do
{
_runScratch.Add(_drawListScratch[submission.DrawIndex].Instance);
i++;
if (i >= _submissionScratch.Count)
break;
submission = _submissionScratch[i];
}
while (submission.Kind == ParticleSubmissionKind.Billboard
&& _drawListScratch[submission.DrawIndex].Key == key);
_gl.BlendFunc(
BlendingFactor.SrcAlpha,
key.Additive ? BlendingFactor.One : BlendingFactor.OneMinusSrcAlpha);
DrawInstances(_runScratch, viewProjection);
continue;
}
if (_meshShader is null || global is null)
{
i++;
continue;
}
MeshParticleDraw meshDraw = _meshDrawListScratch[submission.DrawIndex];
MeshBatchKey meshKey = meshDraw.Key;
ObjectRenderBatch batch = meshDraw.Batch;
_meshRunScratch.Clear();
do
{
_meshRunScratch.Add(_meshDrawListScratch[submission.DrawIndex].Instance);
i++;
if (i >= _submissionScratch.Count)
break;
submission = _submissionScratch[i];
}
while (submission.Kind == ParticleSubmissionKind.Mesh
&& _meshDrawListScratch[submission.DrawIndex].Key == meshKey);
ApplyMeshCullMode(batch.CullMode);
TranslucencyKind blend = ResolveMeshBlend(batch);
_gl.BlendFunc(
blend == TranslucencyKind.InvAlpha
? BlendingFactor.OneMinusSrcAlpha
: BlendingFactor.SrcAlpha,
blend switch
{
TranslucencyKind.Additive => BlendingFactor.One,
TranslucencyKind.InvAlpha => BlendingFactor.SrcAlpha,
_ => BlendingFactor.OneMinusSrcAlpha,
});
_gl.ProgramUniform2(
_meshShader.Program,
_meshTextureHandleLoc,
(uint)(batch.BindlessTextureHandle & 0xFFFFFFFFu),
(uint)(batch.BindlessTextureHandle >> 32));
_gl.ProgramUniform1(_meshShader.Program, _meshTextureLayerLoc, batch.TextureIndex);
UploadMeshInstances(_meshRunScratch);
PrepareMeshPipeline(viewProjection, global);
_gl.DrawElementsInstancedBaseVertex(
PrimitiveType.Triangles,
(uint)batch.IndexCount,
DrawElementsType.UnsignedShort,
(void*)(batch.FirstIndex * sizeof(ushort)),
(uint)_meshRunScratch.Count,
(int)batch.BaseVertex);
}
_gl.BindVertexArray(0);
_gl.DepthMask(true);
_gl.Disable(EnableCap.Blend);
_gl.Disable(EnableCap.CullFace);
}
private void PrepareDeferredAlphaDraws(ReadOnlySpan<int> tokens)
{
if (tokens.Length == 0)
return;
ActivateNextDynamicBufferSet();
int count = tokens.Length;
if (_preparedAlpha.Length < count)
Array.Resize(ref _preparedAlpha, count + 256);
if (_preparedInstanceOffsets.Length < count)
Array.Resize(ref _preparedInstanceOffsets, count + 256);
if (_instanceScratch.Length < count)
Array.Resize(ref _instanceScratch, count + 256);
int neededMeshFloats = count * 20;
if (_meshInstanceScratch.Length < neededMeshFloats)
Array.Resize(ref _meshInstanceScratch, neededMeshFloats + 256 * 20);
int billboardCount = 0;
int meshCount = 0;
for (int i = 0; i < count; i++)
{
DeferredParticleDraw deferred = _deferredAlpha[tokens[i]];
_preparedAlpha[i] = deferred;
if (deferred.Kind == ParticleSubmissionKind.Billboard)
{
_preparedInstanceOffsets[i] = (uint)billboardCount;
WriteBillboardGpuInstance(
ref _instanceScratch[billboardCount++],
deferred.Billboard.Instance);
}
else
{
_preparedInstanceOffsets[i] = (uint)meshCount;
WriteMeshGpuInstance(
_meshInstanceScratch,
meshCount++ * 20,
deferred.Mesh.Instance);
}
}
if (billboardCount > 0)
{
fixed (void* bp = _instanceScratch)
UploadDynamicArrayBuffer(
_instanceVbo,
ref _instanceVboCapacityBytes,
bp,
billboardCount * sizeof(BillboardGpuInstance));
}
if (meshCount > 0)
{
fixed (void* mp = _meshInstanceScratch)
UploadDynamicArrayBuffer(
_meshInstanceVbo,
ref _meshInstanceVboCapacityBytes,
mp,
meshCount * 20 * sizeof(float));
}
PersistActiveDynamicBufferCapacities();
_preparedAlphaCount = count;
}
private void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount)
{
if (drawCount <= 0)
return;
if (firstPreparedDraw < 0
|| firstPreparedDraw > _preparedAlphaCount - drawCount)
throw new ArgumentOutOfRangeException(nameof(firstPreparedDraw));
GlobalMeshBuffer? global = _meshAdapter?.MeshManager?.GlobalBuffer;
_gl.Enable(EnableCap.DepthTest);
_gl.Enable(EnableCap.Blend);
_gl.DepthMask(false);
ParticleSubmissionKind? activeKind = null;
Matrix4x4 activeViewProjection = default;
int i = firstPreparedDraw;
int preparedEnd = firstPreparedDraw + drawCount;
while (i < preparedEnd)
{
DeferredParticleDraw deferred = _preparedAlpha[i];
if (deferred.Kind == ParticleSubmissionKind.Billboard)
{
ParticleDraw draw = deferred.Billboard;
BatchKey key = draw.Key;
if (activeKind != ParticleSubmissionKind.Billboard
|| activeViewProjection != deferred.ViewProjection)
{
PrepareBillboardPipeline(deferred.ViewProjection);
activeKind = ParticleSubmissionKind.Billboard;
activeViewProjection = deferred.ViewProjection;
}
uint baseInstance = _preparedInstanceOffsets[i];
int runStart = i;
do
{
i++;
if (i >= preparedEnd)
break;
deferred = _preparedAlpha[i];
}
while (deferred.Kind == ParticleSubmissionKind.Billboard
&& deferred.Billboard.Key == key
&& deferred.ViewProjection == activeViewProjection);
_gl.BlendFunc(
BlendingFactor.SrcAlpha,
key.Additive ? BlendingFactor.One : BlendingFactor.OneMinusSrcAlpha);
_gl.BindVertexArray(_quadVao);
_gl.DrawElementsInstancedBaseInstance(
PrimitiveType.Triangles,
6,
DrawElementsType.UnsignedInt,
(void*)0,
(uint)(i - runStart),
baseInstance);
continue;
}
if (_meshShader is null || global is null)
{
i++;
continue;
}
MeshParticleDraw meshDraw = deferred.Mesh;
MeshBatchKey meshKey = meshDraw.Key;
ObjectRenderBatch batch = meshDraw.Batch;
if (activeKind != ParticleSubmissionKind.Mesh
|| activeViewProjection != deferred.ViewProjection)
{
PrepareMeshPipeline(deferred.ViewProjection, global);
activeKind = ParticleSubmissionKind.Mesh;
activeViewProjection = deferred.ViewProjection;
}
uint meshBaseInstance = _preparedInstanceOffsets[i];
int meshRunStart = i;
do
{
i++;
if (i >= preparedEnd)
break;
deferred = _preparedAlpha[i];
}
while (deferred.Kind == ParticleSubmissionKind.Mesh
&& deferred.Mesh.Key == meshKey
&& deferred.ViewProjection == activeViewProjection);
ApplyMeshCullMode(batch.CullMode);
TranslucencyKind blend = ResolveMeshBlend(batch);
_gl.BlendFunc(
blend == TranslucencyKind.InvAlpha
? BlendingFactor.OneMinusSrcAlpha
: BlendingFactor.SrcAlpha,
blend switch
{
TranslucencyKind.Additive => BlendingFactor.One,
TranslucencyKind.InvAlpha => BlendingFactor.SrcAlpha,
_ => BlendingFactor.OneMinusSrcAlpha,
});
_gl.ProgramUniform2(
_meshShader.Program,
_meshTextureHandleLoc,
(uint)(batch.BindlessTextureHandle & 0xFFFFFFFFu),
(uint)(batch.BindlessTextureHandle >> 32));
_gl.ProgramUniform1(_meshShader.Program, _meshTextureLayerLoc, batch.TextureIndex);
_gl.BindVertexArray(_meshVao);
_gl.DrawElementsInstancedBaseVertexBaseInstance(
PrimitiveType.Triangles,
(uint)batch.IndexCount,
DrawElementsType.UnsignedShort,
(void*)(batch.FirstIndex * sizeof(ushort)),
(uint)(i - meshRunStart),
(int)batch.BaseVertex,
meshBaseInstance);
}
_gl.BindVertexArray(0);
_gl.DepthMask(true);
_gl.Disable(EnableCap.Blend);
_gl.Disable(EnableCap.CullFace);
}
private void ResetDeferredAlpha()
{
_deferredAlpha.Clear();
_preparedAlphaCount = 0;
}
private void PrepareBillboardPipeline(Matrix4x4 viewProjection)
{
_shader.Use();
_shader.SetMatrix4("uViewProjection", viewProjection);
_gl.Disable(EnableCap.CullFace);
_gl.BindVertexArray(_quadVao);
}
private void PrepareMeshPipeline(Matrix4x4 viewProjection, GlobalMeshBuffer global)
{
_meshShader!.Use();
_meshShader.SetMatrix4("uViewProjection", viewProjection);
_gl.FrontFace(FrontFaceDirection.CW);
_gl.BindVertexArray(_meshVao);
// GlobalMeshBuffer may grow and replace either backing buffer. Bind
// today's buffer names on every pipeline switch instead of caching
// them in this VAO at construction time.
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, global.VBO);
int vertexStride = VertexPositionNormalTexture.Size;
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(3 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(6 * sizeof(float)));
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, global.IBO);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo);
const int instanceStride = 20 * sizeof(float);
for (uint column = 0; column < 4; column++)
{
uint location = 3 + column;
_gl.EnableVertexAttribArray(location);
_gl.VertexAttribPointer(
location,
4,
VertexAttribPointerType.Float,
false,
instanceStride,
(void*)(column * 4 * sizeof(float)));
_gl.VertexAttribDivisor(location, 1);
}
_gl.EnableVertexAttribArray(7);
_gl.VertexAttribPointer(7, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(16 * sizeof(float)));
_gl.VertexAttribDivisor(7, 1);
}
private void BuildDrawLists(
Vector3 cameraWorldPos,
ParticleRenderPass renderPass,
Vector3 cameraRight,
Vector3 cameraUp,
Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter,
IReadOnlyList<RuntimeParticleEmitter>? scopedEmitters)
{
var draws = _drawListScratch;
draws.Clear();
_meshDrawListScratch.Clear();
_submissionScratch.Clear();
int sequence = 0;
if (scopedEmitters is not null)
{
for (int i = 0; i < scopedEmitters.Count; i++)
{
AppendEmitterDraws(
scopedEmitters[i],
cameraWorldPos,
cameraRight,
cameraUp,
ref sequence);
}
return;
}
foreach (RuntimeParticleEmitter emitter in _particles.EnumerateRenderableEmitters(renderPass))
{
if (emitterFilter is null || emitterFilter(emitter))
AppendEmitterDraws(emitter, cameraWorldPos, cameraRight, cameraUp, ref sequence);
}
}
private void AppendEmitterDraws(
RuntimeParticleEmitter em,
Vector3 cameraWorldPos,
Vector3 cameraRight,
Vector3 cameraUp,
ref int sequence)
{
List<ParticleDraw> draws = _drawListScratch;
ParticleGfxInfo gfxInfo = default;
bool gfxInfoResolved = false;
for (int idx = 0; idx < em.Particles.Length; idx++)
{
ref Particle p = ref em.Particles[idx];
if (!p.Alive)
continue;
// `p.Position` is already in world coordinates: AttachLocal
// emitters get their AnchorPos refreshed each frame by the
// owning subsystem (sky-PES driver, animation tick, etc.) which
// mirrors retail's live-parent-frame read at
// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
Vector3 pos = p.Position;
uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
if (gfxObjId != 0
&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
&& TryAppendMeshDraws(em, p, gfxObjId, cameraWorldPos, ref sequence))
{
continue;
}
if (!gfxInfoResolved)
{
gfxInfo = ResolveParticleGfxInfo(em);
gfxInfoResolved = true;
}
bool additive = gfxInfo.HasMaterial
? gfxInfo.Additive
: (em.Desc.Flags & EmitterFlags.Additive) != 0;
var key = new BatchKey(additive);
Vector3 axisX;
Vector3 axisY;
if (gfxInfo.IsBillboard)
{
pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
axisX = cameraRight * (gfxInfo.Size.X * p.Size);
axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
}
else
{
Quaternion orientation = ParticleOrientation(em, p);
pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
}
float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
int drawIndex = draws.Count;
draws.Add(new ParticleDraw(
key,
new ParticleInstance(
pos,
axisX,
axisY,
p.ColorArgb,
gfxInfo.TextureHandle,
distSq)));
_submissionScratch.Add(new ParticleSubmission(
ParticleSubmissionKind.Billboard,
drawIndex,
distSq,
sequence++));
}
}
private bool TryAppendMeshDraws(
AcDream.Core.Vfx.ParticleEmitter emitter,
Particle particle,
uint gfxObjId,
Vector3 cameraWorldPosition,
ref int sequence)
{
if (_meshAdapter is null || _meshShader is null)
return true;
_meshReferences!.Register(emitter.Handle, gfxObjId);
ObjectRenderData? renderData = _meshAdapter.TryGetRenderData(gfxObjId);
if (renderData is null)
{
if (_meshLoadRequestedThisFrame.Add(gfxObjId))
_meshAdapter.EnsureLoaded(gfxObjId);
return true;
}
Quaternion orientation = ParticleOrientation(emitter, particle);
Matrix4x4 model = Matrix4x4.CreateScale(particle.Size)
* Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(particle.Position);
float viewerDistance = RetailAlphaOrdering.ComputeViewerDistance(
renderData.SortCenter,
model,
cameraWorldPosition);
float distanceSq = viewerDistance * viewerDistance;
var instance = new MeshParticleInstance(model, particle.ColorArgb, distanceSq);
for (int batchIndex = 0; batchIndex < renderData.Batches.Count; batchIndex++)
{
ObjectRenderBatch batch = renderData.Batches[batchIndex];
if (batch.IndexCount <= 0 || batch.BindlessTextureHandle == 0)
continue;
int drawIndex = _meshDrawListScratch.Count;
_meshDrawListScratch.Add(new MeshParticleDraw(
new MeshBatchKey(gfxObjId, batchIndex),
batch,
instance));
_submissionScratch.Add(new ParticleSubmission(
ParticleSubmissionKind.Mesh,
drawIndex,
distanceSq,
sequence++));
}
return true;
}
private void DrawInstances(List<ParticleInstance> instances, Matrix4x4 viewProjection)
{
if (instances.Count == 0)
return;
ActivateNextDynamicBufferSet();
if (_instanceScratch.Length < instances.Count)
_instanceScratch = new BillboardGpuInstance[instances.Count + 256];
for (int i = 0; i < instances.Count; i++)
WriteBillboardGpuInstance(ref _instanceScratch[i], instances[i]);
fixed (void* bp = _instanceScratch)
UploadDynamicArrayBuffer(
_instanceVbo,
ref _instanceVboCapacityBytes,
bp,
instances.Count * sizeof(BillboardGpuInstance));
PersistActiveDynamicBufferCapacities();
PrepareBillboardPipeline(viewProjection);
_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*)0, (uint)instances.Count);
}
private void UploadMeshInstances(List<MeshParticleInstance> instances)
{
ActivateNextDynamicBufferSet();
int needed = instances.Count * 20;
if (_meshInstanceScratch.Length < needed)
_meshInstanceScratch = new float[needed + 256 * 20];
for (int i = 0; i < instances.Count; i++)
WriteMeshGpuInstance(_meshInstanceScratch, i * 20, instances[i]);
fixed (void* bp = _meshInstanceScratch)
UploadDynamicArrayBuffer(
_meshInstanceVbo,
ref _meshInstanceVboCapacityBytes,
bp,
instances.Count * 20 * sizeof(float));
PersistActiveDynamicBufferCapacities();
}
private static void WriteBillboardGpuInstance(
ref BillboardGpuInstance destination,
ParticleInstance particle)
{
destination = new BillboardGpuInstance
{
Center = new Vector4(particle.Position, 0f),
AxisX = new Vector4(particle.AxisX, 0f),
AxisY = new Vector4(particle.AxisY, 0f),
Color = new Vector4(
((particle.ColorArgb >> 16) & 0xFF) / 255f,
((particle.ColorArgb >> 8) & 0xFF) / 255f,
(particle.ColorArgb & 0xFF) / 255f,
((particle.ColorArgb >> 24) & 0xFF) / 255f),
TextureHandleLow = (uint)(particle.TextureHandle & 0xFFFFFFFFu),
TextureHandleHigh = (uint)(particle.TextureHandle >> 32),
};
}
private static void WriteMeshGpuInstance(
float[] destination,
int offset,
MeshParticleInstance instance)
{
Matrix4x4 model = instance.Model;
destination[offset + 0] = model.M11;
destination[offset + 1] = model.M12;
destination[offset + 2] = model.M13;
destination[offset + 3] = model.M14;
destination[offset + 4] = model.M21;
destination[offset + 5] = model.M22;
destination[offset + 6] = model.M23;
destination[offset + 7] = model.M24;
destination[offset + 8] = model.M31;
destination[offset + 9] = model.M32;
destination[offset + 10] = model.M33;
destination[offset + 11] = model.M34;
destination[offset + 12] = model.M41;
destination[offset + 13] = model.M42;
destination[offset + 14] = model.M43;
destination[offset + 15] = model.M44;
destination[offset + 16] = ((instance.ColorArgb >> 16) & 0xFF) / 255f;
destination[offset + 17] = ((instance.ColorArgb >> 8) & 0xFF) / 255f;
destination[offset + 18] = (instance.ColorArgb & 0xFF) / 255f;
destination[offset + 19] = ((instance.ColorArgb >> 24) & 0xFF) / 255f;
}
private void ActivateNextDynamicBufferSet()
{
if (!_dynamicFrameStarted)
throw new InvalidOperationException("BeginFrame must be called before drawing particles.");
List<DynamicBufferSet> slotSets = _dynamicBufferSetsByFrame[_dynamicFrameSlot];
if (_dynamicBufferSetCursor == slotSets.Count)
slotSets.Add(CreateDynamicBufferSet());
DynamicBufferSet set = slotSets[_dynamicBufferSetCursor++];
_activeDynamicBufferSet = set;
_quadVao = set.BillboardVao;
_instanceVbo = set.BillboardInstanceVbo;
_instanceVboCapacityBytes = set.BillboardCapacityBytes;
_meshVao = set.MeshVao;
_meshInstanceVbo = set.MeshInstanceVbo;
_meshInstanceVboCapacityBytes = set.MeshCapacityBytes;
}
private DynamicBufferSet CreateDynamicBufferSet()
{
var set = new DynamicBufferSet();
try
{
set.BillboardVao = TrackedGlResource.CreateVertexArray(_gl, "creating particle billboard VAO");
set.BillboardInstanceVbo = TrackedGlResource.CreateBuffer(_gl, "creating particle billboard instance VBO");
set.MeshVao = TrackedGlResource.CreateVertexArray(_gl, "creating particle mesh VAO");
set.MeshInstanceVbo = TrackedGlResource.CreateBuffer(_gl, "creating particle mesh instance VBO");
_gl.BindVertexArray(set.BillboardVao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _quadVbo);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)(2 * sizeof(float)));
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _quadEbo);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, set.BillboardInstanceVbo);
uint instanceStride = (uint)sizeof(BillboardGpuInstance);
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)0);
_gl.VertexAttribDivisor(2, 1);
_gl.EnableVertexAttribArray(3);
_gl.VertexAttribPointer(3, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(4 * sizeof(float)));
_gl.VertexAttribDivisor(3, 1);
_gl.EnableVertexAttribArray(4);
_gl.VertexAttribPointer(4, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(8 * sizeof(float)));
_gl.VertexAttribDivisor(4, 1);
_gl.EnableVertexAttribArray(5);
_gl.VertexAttribPointer(5, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(12 * sizeof(float)));
_gl.VertexAttribDivisor(5, 1);
_gl.EnableVertexAttribArray(6);
_gl.VertexAttribIPointer(
6,
2,
VertexAttribIType.UnsignedInt,
instanceStride,
(void*)(16 * sizeof(float)));
_gl.VertexAttribDivisor(6, 1);
_gl.BindVertexArray(0);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
GLHelpers.ThrowOnResourceError(_gl, "configuring particle dynamic VAOs");
return set;
}
catch (Exception creationFailure)
{
try { DeleteDynamicBufferSet(set); }
catch (Exception cleanupFailure)
{
throw new AggregateException(
"Particle dynamic-buffer creation and rollback failed.",
creationFailure,
cleanupFailure);
}
throw;
}
}
private void DeleteDynamicBufferSet(DynamicBufferSet set)
{
List<Exception>? failures = null;
void Attempt(Action action)
{
try { action(); }
catch (Exception ex) { (failures ??= []).Add(ex); }
}
Attempt(() => TrackedGlResource.DeleteBuffer(
_gl,
set.BillboardInstanceVbo,
set.BillboardCapacityBytes,
"deleting particle billboard instance VBO"));
Attempt(() => TrackedGlResource.DeleteBuffer(
_gl,
set.MeshInstanceVbo,
set.MeshCapacityBytes,
"deleting particle mesh instance VBO"));
Attempt(() => TrackedGlResource.DeleteVertexArray(
_gl,
set.BillboardVao,
"deleting particle billboard VAO"));
Attempt(() => TrackedGlResource.DeleteVertexArray(
_gl,
set.MeshVao,
"deleting particle mesh VAO"));
if (failures is not null)
throw new AggregateException("One or more particle dynamic resources failed to delete.", failures);
}
private void PersistActiveDynamicBufferCapacities()
{
DynamicBufferSet set = _activeDynamicBufferSet
?? throw new InvalidOperationException("No dynamic particle buffer set is active.");
set.BillboardCapacityBytes = _instanceVboCapacityBytes;
set.MeshCapacityBytes = _meshInstanceVboCapacityBytes;
}
private void UploadDynamicArrayBuffer(
uint buffer,
ref int capacityBytes,
void* data,
int byteCount)
{
if (byteCount <= 0)
throw new ArgumentOutOfRangeException(nameof(byteCount));
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, buffer);
if (capacityBytes < byteCount)
{
int grownCapacity = DynamicBufferCapacity.Grow(capacityBytes, byteCount);
TrackedGlResource.AllocateBufferStorage(
_gl,
GLEnum.ArrayBuffer,
buffer,
capacityBytes,
grownCapacity,
GLEnum.DynamicDraw,
$"growing particle dynamic buffer {buffer} to {grownCapacity} bytes");
capacityBytes = grownCapacity;
}
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, (nuint)byteCount, data);
}
private void ApplyMeshCullMode(CullMode mode)
{
_gl.FrontFace(FrontFaceDirection.CW);
switch (mode)
{
case CullMode.None:
_gl.Disable(EnableCap.CullFace);
break;
case CullMode.Clockwise:
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Front);
break;
case CullMode.CounterClockwise:
case CullMode.Landblock:
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Back);
break;
}
}
private TranslucencyKind ResolveMeshBlend(ObjectRenderBatch batch)
{
uint surfaceId = batch.Key.SurfaceId;
if (surfaceId == 0 || _dats is null)
return batch.IsAdditive ? TranslucencyKind.Additive : TranslucencyKind.AlphaBlend;
if (_meshBlendBySurface.TryGetValue(surfaceId, out TranslucencyKind blend))
return blend;
blend = RetailParticleBlendResolver.Resolve(
surfaceId,
batch.IsAdditive,
id => _dats.Get<Surface>(id),
Console.Error.WriteLine);
_meshBlendBySurface[surfaceId] = blend;
return blend;
}
private RetailParticleGeometryKind ResolveGeometryKind(uint gfxObjId)
{
if (_geometryKindByGfxObj.TryGetValue(gfxObjId, out RetailParticleGeometryKind kind))
return kind;
uint? firstDegradeMode = null;
try
{
if (_dats?.Get<GfxObj>(gfxObjId) is { } gfx
&& gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade)
&& gfx.DIDDegrade != 0
&& _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade) is { Degrades.Count: > 0 } degrade)
{
firstDegradeMode = degrade.Degrades[0].DegradeMode;
}
}
catch (Exception ex)
{
// Missing/corrupt content must not invent a billboard. Cache the
// retail full-mesh choice and let WbMeshAdapter's normal missing-
// asset diagnostics decide whether geometry can be presented.
Console.Error.WriteLine(
$"[particle-geometry] Failed to decode GfxObj 0x{gfxObjId:X8} degrade metadata: {ex.Message}");
}
kind = RetailParticleGeometryClassifier.Classify(firstDegradeMode);
_geometryKindByGfxObj[gfxObjId] = kind;
return kind;
}
private void OnEmitterDied(int handle)
{
_emitterRetirements.BeginRetirement(handle);
}
private ParticleGfxInfo ResolveParticleGfxInfo(RuntimeParticleEmitter emitter)
{
if (_textures is null)
return ParticleGfxInfo.Default;
if (_particleGfxInfoByEmitter.TryGetValue(emitter.Handle, out ParticleGfxInfo resolved))
return resolved;
EmitterDesc desc = emitter.Desc;
if (desc.TextureSurfaceId != 0)
{
resolved = ParticleGfxInfo.Billboard(
_textures.AcquireParticleTexture(emitter.Handle, desc.TextureSurfaceId),
Vector2.One,
Vector3.Zero,
additive: (desc.Flags & EmitterFlags.Additive) != 0,
hasMaterial: false,
surfaceId: desc.TextureSurfaceId);
_particleGfxInfoByEmitter.Add(emitter.Handle, resolved);
return resolved;
}
uint gfxObjId = desc.HwGfxObjId != 0 ? desc.HwGfxObjId : desc.GfxObjId;
if (gfxObjId == 0 || _dats is null)
return ParticleGfxInfo.Default;
if (!_particleGfxInfoByGfxObj.TryGetValue(gfxObjId, out var info))
{
info = ReadParticleGfxInfo(gfxObjId);
_particleGfxInfoByGfxObj[gfxObjId] = info;
}
resolved = info.SurfaceId == 0
? ParticleGfxInfo.Default
: info with
{
TextureHandle = _textures.AcquireParticleTexture(
emitter.Handle,
info.SurfaceId),
};
_particleGfxInfoByEmitter.Add(emitter.Handle, resolved);
return resolved;
}
private ParticleGfxInfo ReadParticleGfxInfo(uint gfxObjId)
{
try
{
var gfx = _dats?.Get<GfxObj>(gfxObjId);
if (gfx is null)
return ParticleGfxInfo.Default;
uint surfaceId = gfx.Surfaces.Count > 0 ? gfx.Surfaces[0].DataId : 0u;
bool additive = false;
if (surfaceId != 0)
{
var surface = _dats?.Get<Surface>(surfaceId);
additive = surface is not null && surface.Type.HasFlag(SurfaceType.Additive);
}
return AuthoredParticleGfxInfo(
gfx,
texture: 0,
additive,
hasMaterial: surfaceId != 0,
surfaceId: surfaceId);
}
catch
{
return ParticleGfxInfo.Default;
}
}
private ParticleGfxInfo AuthoredParticleGfxInfo(
GfxObj gfx,
ulong texture,
bool additive,
bool hasMaterial,
uint surfaceId)
{
if (gfx.VertexArray.Vertices.Count == 0)
return ParticleGfxInfo.Billboard(
texture,
Vector2.One,
Vector3.Zero,
additive,
hasMaterial,
surfaceId);
var min = new Vector3(float.PositiveInfinity);
var max = new Vector3(float.NegativeInfinity);
foreach (var (_, v) in gfx.VertexArray.Vertices)
{
min = Vector3.Min(min, v.Origin);
max = Vector3.Max(max, v.Origin);
}
var size = max - min;
var center = (min + max) * 0.5f;
if (IsPointSprite(gfx))
{
float sx = FallbackParticleExtent(size.X) * 0.9f;
float sy = FallbackParticleExtent(size.Z) * 0.9f;
return ParticleGfxInfo.Billboard(
texture,
new Vector2(sx, sy),
center,
additive,
hasMaterial,
surfaceId);
}
Vector3 axisX;
Vector3 axisY;
Vector2 planeSize;
if (size.Y > size.X && size.Y > size.Z)
{
if (size.X > size.Z)
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitY;
planeSize = new Vector2(size.X, size.Y);
}
else
{
axisX = Vector3.UnitY;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.Y, size.Z);
}
}
else if (size.X > size.Y && size.X > size.Z)
{
if (size.Z > size.Y)
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.X, size.Z);
}
else
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitY;
planeSize = new Vector2(size.X, size.Y);
}
}
else
{
if (size.X > size.Y)
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.X, size.Z);
}
else
{
axisX = Vector3.UnitY;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.Y, size.Z);
}
}
planeSize.X = FallbackParticleExtent(planeSize.X);
planeSize.Y = FallbackParticleExtent(planeSize.Y);
return new ParticleGfxInfo(
texture,
planeSize,
axisX,
axisY,
center,
false,
additive,
hasMaterial,
surfaceId);
}
private bool IsPointSprite(GfxObj gfx)
{
if (!gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfx.DIDDegrade == 0 || _dats is null)
return false;
try
{
var degrade = _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade);
return degrade?.Degrades.Count > 0 && degrade.Degrades[0].DegradeMode == 2;
}
catch
{
return false;
}
}
private static float FallbackParticleExtent(float value)
=> value > 1e-4f ? Math.Clamp(value, 1e-4f, 10_000f) : 1f;
private static Quaternion ParticleOrientation(AcDream.Core.Vfx.ParticleEmitter em, Particle p)
{
Quaternion orientation = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
? em.AnchorRot
: p.SpawnRotation;
if (em.Desc.Type is AcDream.Core.Vfx.ParticleType.ParabolicLVGAGR
or AcDream.Core.Vfx.ParticleType.ParabolicLVLALR
or AcDream.Core.Vfx.ParticleType.ParabolicGVGAGR)
{
Vector3 angular = p.C * p.Age;
float radians = angular.Length();
if (radians > 1e-6f)
orientation = Quaternion.Normalize(orientation * Quaternion.CreateFromAxisAngle(angular / radians, radians));
}
return orientation;
}
public void Dispose()
{
if (_disposed || _disposing) return;
_disposing = true;
try
{
if (_disposeResources is null)
{
var releases = new List<(string Name, Action Release)>();
BuildDisposeReleases(releases);
_disposeResources = new RetryableResourceReleaseLedger(releases);
}
ResourceReleaseAttempt attempt = _disposeResources.Advance();
if (!_disposeResources.IsComplete)
{
throw attempt.ToException(
"One or more particle renderer resources could not be released.");
}
CompleteDispose();
_disposeResources = null;
_disposed = true;
if (attempt.HasFailures)
{
throw attempt.ToException(
"Particle renderer resources released with exceptional committed outcomes.");
}
}
finally
{
_disposing = false;
}
}
private void BuildDisposeReleases(List<(string Name, Action Release)> releases)
{
releases.Add(("emitter-death-subscription", () =>
_particles.EmitterDied -= OnEmitterDied));
releases.Add(("emitter-resources", RetireEveryResolvedEmitter));
if (_meshReferences is not null)
releases.Add(("mesh-references", _meshReferences.Dispose));
AddTrackedBufferRelease(
releases,
_quadVbo,
16L * sizeof(float),
"quad-vbo",
"deleting particle quad VBO");
AddTrackedBufferRelease(
releases,
_quadEbo,
6L * sizeof(uint),
"quad-ebo",
"deleting particle quad EBO");
for (int frame = 0; frame < _dynamicBufferSetsByFrame.Length; frame++)
{
List<DynamicBufferSet> frameSets = _dynamicBufferSetsByFrame[frame];
for (int index = 0; index < frameSets.Count; index++)
AddDynamicBufferSetReleases(releases, frameSets[index], frame, index);
}
releases.Add(("billboard-shader", _shader.Dispose));
if (_meshShader is not null)
releases.Add(("mesh-shader", _meshShader.Dispose));
}
private void RetireEveryResolvedEmitter()
{
int[] handles = [.. _particleGfxInfoByEmitter.Keys];
for (int i = 0; i < handles.Length; i++)
_emitterRetirements.BeginRetirement(handles[i]);
_emitterRetirements.CompleteOrThrow();
}
private void AddDynamicBufferSetReleases(
List<(string Name, Action Release)> releases,
DynamicBufferSet set,
int frame,
int index)
{
AddTrackedBufferRelease(
releases,
set.BillboardInstanceVbo,
set.BillboardCapacityBytes,
$"dynamic-{frame}-{index}-billboard-vbo",
"deleting particle billboard instance VBO");
AddTrackedBufferRelease(
releases,
set.MeshInstanceVbo,
set.MeshCapacityBytes,
$"dynamic-{frame}-{index}-mesh-vbo",
"deleting particle mesh instance VBO");
AddTrackedVertexArrayRelease(
releases,
set.BillboardVao,
$"dynamic-{frame}-{index}-billboard-vao",
"deleting particle billboard VAO");
AddTrackedVertexArrayRelease(
releases,
set.MeshVao,
$"dynamic-{frame}-{index}-mesh-vao",
"deleting particle mesh VAO");
}
private void AddTrackedBufferRelease(
List<(string Name, Action Release)> releases,
uint buffer,
long capacityBytes,
string name,
string context)
{
if (buffer == 0)
return;
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
buffer,
capacityBytes,
context);
releases.Add((name, release.Run));
}
private void AddTrackedVertexArrayRelease(
List<(string Name, Action Release)> releases,
uint vertexArray,
string name,
string context)
{
if (vertexArray == 0)
return;
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableVertexArrayDeletion(
_gl,
vertexArray,
context);
releases.Add((name, release.Run));
}
private void CompleteDispose()
{
foreach (List<DynamicBufferSet> frameSets in _dynamicBufferSetsByFrame)
frameSets.Clear();
_activeDynamicBufferSet = null;
_dynamicFrameStarted = false;
_quadVao = 0;
_instanceVbo = 0;
_meshVao = 0;
_meshInstanceVbo = 0;
_instanceVboCapacityBytes = 0;
_meshInstanceVboCapacityBytes = 0;
_particleGfxInfoByEmitter.Clear();
_particleGfxInfoByGfxObj.Clear();
_geometryKindByGfxObj.Clear();
_meshBlendBySurface.Clear();
_deferredAlpha.Clear();
}
private readonly record struct ParticleGfxInfo(
ulong TextureHandle,
Vector2 Size,
Vector3 AxisX,
Vector3 AxisY,
Vector3 CenterOffset,
bool IsBillboard,
bool Additive,
bool HasMaterial,
uint SurfaceId)
{
public static ParticleGfxInfo Default { get; } =
Billboard(
0ul,
Vector2.One,
Vector3.Zero,
additive: false,
hasMaterial: false,
surfaceId: 0);
public static ParticleGfxInfo Billboard(
ulong textureHandle,
Vector2 size,
Vector3 centerOffset,
bool additive,
bool hasMaterial,
uint surfaceId) =>
new(
textureHandle,
size,
Vector3.UnitX,
Vector3.UnitY,
centerOffset,
true,
additive,
hasMaterial,
surfaceId);
}
}