feat(render): Phase A8.F — PortalVisibilityBuilder recursive portal-clip BFS

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-29 12:03:50 +02:00
parent c665f3eef3
commit 0ed462cb62
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// PortalVisibilityBuilder.cs
//
// Phase A8.F: recursive portal-clip visibility (the builder). Port of retail
// PView::ConstructView (decomp:433750) -> ClipPortals (433572) -> AddViewToPortals
// (433446). Walks the portal graph from the camera cell, accumulating a per-cell
// screen-space CellView; exit portals union their clipped region into OutsideView.
// GL-free; unit-tested without a GPU context.
using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>Per-frame output of the portal-frame BFS.</summary>
public sealed class PortalVisibilityFrame
{
/// <summary>Screen region (NDC) where outdoor terrain/scenery may draw — exit portals
/// recursively clipped to their portal chain. The cellar-flap fix.</summary>
public CellView OutsideView { get; } = new();
/// <summary>Per-cell accumulated clip region, keyed by full cell id (wire-in #2).</summary>
public Dictionary<uint, CellView> CellViews { get; } = new();
/// <summary>Entry clip regions for other buildings reached through our portals, keyed by the
/// neighbour cell id that left the camera building's cell set (wire-in #3 / Step 5).</summary>
public Dictionary<uint, CellView> CrossBuildingViews { get; } = new();
}
public static class PortalVisibilityBuilder
{
// Bound on neighbour re-processing (retail uses update_count timestamps). Portal graphs are
// small; this guards cycles while allowing multi-portal unions into the same neighbour.
private const int MaxReprocessPerCell = 4;
private const float PortalSideEpsilon = 0.01f; // matches CellVisibility.PointInCellEpsilon
/// <param name="lookup">Resolve a full cell id to its LoadedCell, or null if not loaded.</param>
/// <param name="buildingMembership">Optional: true if a cell id is in the camera building's cell
/// set. When provided, a neighbour OUTSIDE the set routes to CrossBuildingViews instead of
/// continuing the in-building BFS. Pass null to treat all reachable cells as in-building.</param>
public static PortalVisibilityFrame Build(
LoadedCell cameraCell,
Vector3 cameraPos,
Func<uint, LoadedCell?> lookup,
Matrix4x4 viewProj,
Func<uint, bool>? buildingMembership = null)
{
var frame = new PortalVisibilityFrame();
if (cameraCell == null) return frame;
uint lbMask = cameraCell.CellId & 0xFFFF0000u;
frame.CellViews[cameraCell.CellId] = CellView.FullScreen();
var processCount = new Dictionary<uint, int>();
var queue = new Queue<LoadedCell>();
queue.Enqueue(cameraCell);
while (queue.Count > 0)
{
var cell = queue.Dequeue();
if (!frame.CellViews.TryGetValue(cell.CellId, out var currentView) || currentView.IsEmpty)
continue;
processCount.TryGetValue(cell.CellId, out int pc);
if (pc >= MaxReprocessPerCell) continue;
processCount[cell.CellId] = pc + 1;
for (int i = 0; i < cell.Portals.Count; i++)
{
if (i >= cell.PortalPolygons.Count) continue;
var poly = cell.PortalPolygons[i];
if (poly == null || poly.Length < 3) continue;
// Portal-side test: only traverse a portal the camera is on the interior side of
// (mirrors CellVisibility.GetVisibleCells + retail's 'seen' flag). Culls back-facing
// portals so we never feed a degenerate/wrong-facing projection downstream.
if (i < cell.ClipPlanes.Count && !CameraOnInteriorSide(cell, i, cameraPos))
continue;
// Project to NDC, then normalize to CCW for the CCW-only ScreenPolygonClip
// (ProjectToNdc preserves input winding; portal dat polygons may be CW).
Vector2[] portalNdc = PortalProjection.ProjectToNdc(poly, cell.WorldTransform, viewProj);
if (portalNdc.Length < 3) continue;
EnsureCcw(portalNdc);
// Intersect the portal opening with every polygon of the current cell's view.
var clippedRegion = new List<ViewPolygon>();
foreach (var vp in currentView.Polygons)
{
var clipped = ScreenPolygonClip.Intersect(portalNdc, vp.Vertices);
if (clipped.Length >= 3) clippedRegion.Add(new ViewPolygon(clipped));
}
if (clippedRegion.Count == 0) continue; // portal not visible through this chain
var portal = cell.Portals[i];
if (portal.OtherCellId == 0xFFFF)
{
// Exit portal -> outdoors visible through this (clipped) opening.
foreach (var cp in clippedRegion) frame.OutsideView.Add(cp);
continue;
}
// TODO(A8.F): neighbour-side OtherPortalClip (decomp:433524) — also clip the
// interior portal against the neighbour's matching portal polygon. Not implemented
// here; add if multi-cell conformance shows over-inclusion.
uint neighbourId = lbMask | portal.OtherCellId;
// Cross-building boundary: route to CrossBuildingViews, don't continue in-building BFS.
if (buildingMembership != null && !buildingMembership(neighbourId))
{
var xview = GetOrCreate(frame.CrossBuildingViews, neighbourId);
foreach (var cp in clippedRegion) xview.Add(cp);
continue;
}
var neighbour = lookup(neighbourId);
if (neighbour == null) continue;
// Union the clipped region into the neighbour's view; (re)enqueue if it grew.
var nview = GetOrCreate(frame.CellViews, neighbourId);
int before = nview.Polygons.Count;
foreach (var cp in clippedRegion) nview.Add(cp);
if (nview.Polygons.Count > before)
queue.Enqueue(neighbour);
}
}
return frame;
}
// Mirrors CellVisibility's portal-side test (InsideSide convention).
private static bool CameraOnInteriorSide(LoadedCell cell, int portalIndex, Vector3 cameraPos)
{
var plane = cell.ClipPlanes[portalIndex];
if (plane.Normal.LengthSquared() < 1e-8f) return true; // no usable plane → allow
var localCam = Vector3.Transform(cameraPos, cell.InverseWorldTransform);
float dot = Vector3.Dot(plane.Normal, localCam) + plane.D;
return plane.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
}
// Reverse vertex order in place if the polygon is wound clockwise (signed area < 0).
private static void EnsureCcw(Vector2[] poly)
{
float area2 = 0f;
for (int i = 0; i < poly.Length; i++)
{
var p = poly[i]; var q = poly[(i + 1) % poly.Length];
area2 += p.X * q.Y - q.X * p.Y;
}
if (area2 < 0f) Array.Reverse(poly);
}
private static CellView GetOrCreate(Dictionary<uint, CellView> map, uint key)
{
if (!map.TryGetValue(key, out var v)) { v = new CellView(); map[key] = v; }
return v;
}
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
public class PortalVisibilityBuilderTests
{
private static Matrix4x4 ViewProj()
{
var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1.0f, 0.1f, 1000f);
return view * proj;
}
private static Vector3[] Quad(float cx, float cy, float halfW, float halfH, float z) => new[]
{
new Vector3(cx - halfW, cy - halfH, z), new Vector3(cx + halfW, cy - halfH, z),
new Vector3(cx + halfW, cy + halfH, z), new Vector3(cx - halfW, cy + halfH, z),
};
private static LoadedCell Cell(uint id, params CellPortalInfo[] portals) => new LoadedCell
{
CellId = id, WorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity,
Portals = new List<CellPortalInfo>(portals),
};
private static PortalVisibilityFrame Build(LoadedCell cam, Dictionary<uint, LoadedCell> all)
=> PortalVisibilityBuilder.Build(cam, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, ViewProj());
[Fact]
public void Builder_Cellar_WindowClippedToStairwell_NotFullWindow()
{
var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0));
cam.PortalPolygons.Add(Quad(0f, 0f, 0.1f, 1.0f, -3f)); // narrow stairwell
var ground = Cell(0x0002, new CellPortalInfo(0xFFFF, 0, 0));
ground.PortalPolygons.Add(Quad(0f, 0f, 1.0f, 1.0f, -6f)); // wide window
var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam, [0x0002] = ground };
var frame = Build(cam, all);
Assert.False(frame.OutsideView.IsEmpty);
float outsideWidth = frame.OutsideView.MaxX - frame.OutsideView.MinX;
float windowOnlyWidth = PortalFrameTestHelper.ProjectedWidth(
new[] { new Vector3(-1, 0, -6), new Vector3(1, 0, -6) }, ViewProj());
Assert.True(outsideWidth < windowOnlyWidth * 0.5f,
$"OutsideView width {outsideWidth} should be a sliver, far less than full window {windowOnlyWidth}");
}
[Fact]
public void Builder_SealedCellar_NoExitPortal_OutsideViewEmpty()
{
var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0));
cam.PortalPolygons.Add(Quad(0, 0, 0.1f, 1f, -3f));
var inner = Cell(0x0002); // no portals at all
var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam, [0x0002] = inner };
Assert.True(Build(cam, all).OutsideView.IsEmpty);
}
[Fact]
public void Builder_CameraCellWithDirectExit_OutsideViewIsFullWindow()
{
var cam = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0));
cam.PortalPolygons.Add(Quad(0, 0, 1f, 1f, -6f));
var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam };
var frame = Build(cam, all);
Assert.False(frame.OutsideView.IsEmpty);
Assert.True(frame.OutsideView.MaxX - frame.OutsideView.MinX > 0.3f);
}
[Fact]
public void Builder_BackFacingPortal_NotTraversed()
{
// Portal to 0x0002, but its clip plane puts the camera (origin) on the OUTSIDE.
var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0));
cam.PortalPolygons.Add(Quad(0, 0, 0.5f, 0.5f, -3f));
cam.ClipPlanes.Add(new PortalClipPlane { Normal = new Vector3(0, 0, 1), D = -1f, InsideSide = 0 });
// dot = (0,0,1)·origin + (-1) = -1 < 0; InsideSide==0 requires dot >= -eps → camera OUTSIDE → skip.
var ground = Cell(0x0002, new CellPortalInfo(0xFFFF, 0, 0));
ground.PortalPolygons.Add(Quad(0, 0, 1f, 1f, -6f));
var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam, [0x0002] = ground };
var frame = Build(cam, all);
Assert.False(frame.CellViews.ContainsKey(0x0002)); // neighbour never reached
Assert.True(frame.OutsideView.IsEmpty); // its window never marked
}
[Fact]
public void Builder_CwWoundExitPortal_OutsideRegionIsCcw()
{
// Exit portal authored CLOCKWISE — the builder must normalize to CCW so downstream stays valid.
var cwQuad = new[]
{
new Vector3(-1, -1, -6), new Vector3(-1, 1, -6), new Vector3(1, 1, -6), new Vector3(1, -1, -6),
};
var cam = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0));
cam.PortalPolygons.Add(cwQuad);
var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam };
var frame = Build(cam, all);
Assert.False(frame.OutsideView.IsEmpty);
var p = frame.OutsideView.Polygons[0].Vertices;
float area2 = 0f;
for (int i = 0; i < p.Length; i++) { var a = p[i]; var b = p[(i + 1) % p.Length]; area2 += a.X * b.Y - b.X * a.Y; }
Assert.True(area2 > 0f, "clipped OutsideView region should be CCW after winding normalization");
}
}
internal static class PortalFrameTestHelper
{
public static float ProjectedWidth(Vector3[] worldSeg, Matrix4x4 vp)
{
var a = Vector4.Transform(new Vector4(worldSeg[0], 1f), vp);
var b = Vector4.Transform(new Vector4(worldSeg[1], 1f), vp);
return System.MathF.Abs(a.X / a.W - b.X / b.W);
}
}