105 lines
4.9 KiB
C#
105 lines
4.9 KiB
C#
using System;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// BR-2 (holistic building-render port): retail's invisible portal depth
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/// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
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/// (Ghidra 0x0059bc90, pc:424490).
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///
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/// <para>Campaign FW's ordered frame walk restores the positional discipline
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/// on which this primitive depends: farther landscape/static content is
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/// submitted before a building punch, the punch precedes that building's
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/// look-in cells, and nearer content repaints afterward. Consequently both
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/// sides now use retail's one-pass depth operation directly; the former
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/// stencil mark/bias approximation from #117 is intentionally gone.</para>
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///
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/// <para>Retail projects a portal polygon, software-clips it against the
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/// installed portal view (<c>polyClipFinish</c>), and draws the survivor as a
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/// COLOR-INVISIBLE triangle fan with depth-test ALWAYS + depth-write ON:</para>
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/// <list type="bullet">
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/// <item><b>Seal</b> (retail <c>maxZ2=6</c>, bit0 clear, data 0x00820e14):
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/// z = the polygon's true projected depth. Drawn on portals leading OUTSIDE
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/// (<c>other_cell_id==0xFFFF</c>) after the landscape pass — terrain seen
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/// through a doorway keeps its pixels because farther interior geometry
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/// z-fails inside the aperture (PView::DrawCells loop 1, Ghidra 0x005a4840,
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/// pc:432783-432786).</item>
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/// <item><b>Punch</b> (retail <c>maxZ1=7</c>, bit0 set, data 0x00820e18):
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/// z forced to the far plane (0.99999988) — erases depth inside a building
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/// aperture so the interior cells drawn next land cleanly
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/// (ConstructView(CBldPortal) mode-1, pc:433827). BR-2 commit 2 wires this
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/// side.</item>
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/// </list>
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///
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/// <para>Where retail clips the polygon on the CPU against the view, we apply
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/// the SAME view region via <c>gl_ClipDistance</c> from the slice's clip-space
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/// half-planes (≤8, the validated <see cref="ClipPlaneSet"/> output) — the
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/// depth write lands only inside the slice region, matching retail's clipped
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/// fan.</para>
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///
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/// <para>The GL arm's inline program (rehomed clip planes, raw uniform
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/// locations) and this class's own dynamic VAO/VBO ring were deleted at
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/// Campaign V slice V11; the RHI arm compiles
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/// <c>Rendering/Shaders/portal_depth.{vert,frag}</c> from committed SPIR-V,
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/// and its per-frame fan vertices come from the frame ring instead.</para>
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/// </summary>
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public sealed partial class PortalDepthMaskRenderer : IDisposable
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{
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private readonly ResourceCleanupGroup _resources;
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/// <summary>Shared by both arms: the largest fan <see cref="DrawDepthFan"/> accepts.</summary>
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private const int MaxFanVerts = 32;
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/// <summary>
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/// The GL arm's per-flight VAO/VBO ring this used to report on was deleted
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/// at Campaign V slice V11: the RHI arm draws every fan from a ring
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/// allocation that lives until its frame retires, so there is no
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/// persistent dynamic-buffer pool left to size.
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/// </summary>
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internal long DynamicBufferCapacityBytes => 0;
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/// <summary>
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/// Selects the GPU-fenced frame slot and resets its append cursor. Portal
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/// fans written during one frame occupy distinct ranges, so later portal
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/// slices never overwrite vertices still referenced by earlier draws.
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///
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/// <para>The GL arm's per-flight VAO/VBO ring this used to activate was
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/// deleted at Campaign V slice V11 — the RHI arm owns no per-flight ring
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/// at all, because every frame ring allocation is already distinct memory
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/// that lives until the frame retires — so all this edge carries now is
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/// the started latch.</para>
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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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_rhiFrameStarted = true;
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}
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/// <summary>
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/// <summary>
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/// Draw one portal polygon as an invisible depth write, clipped to the
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/// slice's clip-space half-planes. <paramref name="forceFarZ"/> selects
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/// punch (true, retail maxZ1) vs seal (false, retail maxZ2 true depth).
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///
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/// <para><b>Seal</b> (interior root): one pass, retail-verbatim —
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/// depth ALWAYS + true projected depth. It runs immediately after the
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/// gated full depth clear, so there is no nearer content to stomp.</para>
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///
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/// <para><b>Punch</b> (outdoor root / look-in): one pass, retail-verbatim
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/// — depth ALWAYS + far-Z. The ordered frame walk, not a visibility test
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/// at the aperture plane, supplies retail's painter-order safety.</para>
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/// </summary>
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public void DrawDepthFan(
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ReadOnlySpan<Vector3> worldVerts,
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in Matrix4x4 viewProjection,
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ReadOnlySpan<Vector4> planes,
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bool forceFarZ)
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{
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if (worldVerts.Length < 3)
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return;
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DrawDepthFanRhi(worldVerts, in viewProjection, planes, forceFarZ);
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}
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public void Dispose() => DisposeRhiResources();
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}
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