feat(render) Campaign FW1: port the view machinery (xformStart, polyClipFinish, copy_view)

WalkScreenClip ports PrimD3DRender::xformStart @0x0059b990 (homogeneous
viewport coords, y-flip, no divide) and ACRender::polyClipFinish
@0x006b6d00 (w>=cdstW plane then last-to-first edge passes, inside =
side<=0 homogeneous 2D cross, reverse-scan passes with original-winding
restore, <3 early-outs). WalkViews ports the view_type/portal_view_type
data model and Render::copy_view @0x0054dfc0 exactly: in-place divide,
the keep/last/stl/second pruning bookkeeping with all three closing
wrap checks, <3 reject leaving dest untouched, cap 31, pool-base reset
at view_count==0, retail fabs on copy, and edge planes
N=normalize(cross(ray[k+1],ray[k])), d=-dot(N,eye) behind an
IWalkRayCaster seam. Thirteen new tests; Walk namespace 85/85.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 09:50:03 +02:00
parent 368c480bc2
commit 11ca527fb9
4 changed files with 718 additions and 0 deletions

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using System.Numerics;
namespace AcDream.App.Rendering.Walk;
/// <summary>
/// Retail <c>Vec2Dscreen</c>: homogeneous viewport coordinates as produced
/// by <c>PrimD3DRender::xformStart</c> @0x0059b990 — X/Y are viewport-scaled
/// but NOT perspective-divided (divide by W to get pixels), Z is raw clip z,
/// W is raw clip w. <c>copy_view</c> performs the divide;
/// <c>polyClipFinish</c> clips pre-divide homogeneously.
/// </summary>
public struct WalkScreenPoint
{
public float X, Y, Z, W;
public WalkScreenPoint(float x, float y, float z, float w)
{
X = x; Y = y; Z = z; W = w;
}
}
/// <summary>
/// Campaign FW1 — the screen-space projection/clip chain, ported from the
/// flood-read appendix (docs/research/2026-08-30-fw-flood-pseudocode-appendix.md,
/// report 3; Ghidra-arbitrated — BN's literal rendering inverts the edge
/// inside test and the w-clip plane).
/// </summary>
public static class WalkScreenClip
{
/// <summary>The w-clip plane constant <c>cdstW</c> (= retail F_EPSILON).</summary>
public const float MinW = WalkVisibilityMath.Epsilon;
/// <summary>
/// <c>PrimD3DRender::xformStart</c> @0x0059b990 (toScreen path): object
/// space → homogeneous viewport coordinates. x=(bw/2)(x_clip+w),
/// y=(bh/2)(wy_clip) — y flipped, origin top-left — z/w raw clip.
/// <paramref name="objectToClip"/> is the concatenated object→clip
/// matrix (row-vector convention, v * M).
/// </summary>
public static WalkScreenPoint TransformToScreen(
Vector3 point, in Matrix4x4 objectToClip, float viewportWidth, float viewportHeight)
{
Vector4 clip = Vector4.Transform(new Vector4(point, 1f), objectToClip);
return new WalkScreenPoint(
clip.X * viewportWidth * 0.5f + clip.W * viewportWidth * 0.5f,
clip.W * viewportHeight * 0.5f - clip.Y * viewportHeight * 0.5f,
clip.Z,
clip.W);
}
/// <summary>
/// <c>ACRender::polyClipFinish</c> @0x006b6d00: Sutherland-Hodgman clip
/// of a homogeneous screen polygon against the active view — first the
/// w ≥ <see cref="MinW"/> plane (only when some w is below it), then
/// every view edge, iterated LAST-to-FIRST as vertex pairs
/// (v[0], v[n1]), (v[n1], v[n2]), …, (v[1], v[0]). Edge INSIDE is
/// side ≤ 0 with the homogeneous 2D cross
/// side(p) = (p.x a.x·p.w)·ey (p.y a.y·p.w)·ex. Each pass scans
/// its input in REVERSE; the output keeps the ORIGINAL winding (retail's
/// pass-parity bookkeeping collapses to reversing per pass and
/// un-reversing at the end — this port appends reversed per pass and
/// restores at the end, observably identical). Returns the surviving
/// count, or 0 the moment any stage drops below 3 vertices — in which
/// case <paramref name="output"/> content is unspecified (retail never
/// writes the out count on that path; callers pre-zero it).
/// </summary>
public static int ClipAgainstView(
ReadOnlySpan<WalkScreenPoint> input,
ReadOnlySpan<Vector2> viewEdgeVertices,
Span<WalkScreenPoint> output)
{
// Working buffers sized for retail's ≤32-vertex contract plus clip growth.
Span<WalkScreenPoint> bufferA = stackalloc WalkScreenPoint[64];
Span<WalkScreenPoint> bufferB = stackalloc WalkScreenPoint[64];
Span<WalkScreenPoint> current = bufferA;
int count = input.Length;
input.CopyTo(current);
// Track how many reversing passes ran so the final copy can restore
// the original winding exactly as retail's parity dance does.
int reversals = 0;
// Pass 0: the w-plane, only when some vertex is below cdstW.
bool anyBelow = false;
for (int i = 0; i < count; i++)
if (current[i].W < MinW) { anyBelow = true; break; }
if (anyBelow)
{
count = ClipPassW(current[..count], bufferB);
if (count < 3) return 0;
Span<WalkScreenPoint> swap = current;
current = bufferB;
bufferB = swap;
reversals++;
}
// Edge passes: pairs (a, b) = (v[0], v[n-1]), (v[n-1], v[n-2]) … (v[1], v[0]).
int n = viewEdgeVertices.Length;
for (int e = n - 1; e >= 0; e--)
{
Vector2 a = viewEdgeVertices[e == n - 1 ? 0 : e + 1];
Vector2 b = viewEdgeVertices[e];
count = ClipPassEdge(current[..count], a, b, bufferB);
if (count < 3) return 0;
Span<WalkScreenPoint> swap = current;
current = bufferB;
bufferB = swap;
reversals++;
}
// Restore original winding: each pass reversed the order once.
if ((reversals & 1) != 0)
{
for (int i = 0; i < count; i++)
output[i] = current[count - 1 - i];
}
else
{
current[..count].CopyTo(output);
}
return count;
}
private static int ClipPassW(ReadOnlySpan<WalkScreenPoint> pts, Span<WalkScreenPoint> outPts)
{
int outCount = 0;
// Reverse traversal starting from the wrap pair (pts[0], pts[n-1]).
WalkScreenPoint prev = pts[0];
float sPrev = prev.W - MinW;
bool inPrev = sPrev >= 0f;
for (int i = pts.Length - 1; i >= 0; i--)
{
WalkScreenPoint cur = pts[i];
float s = cur.W - MinW;
bool inCur = s >= 0f;
if (inPrev != inCur)
outPts[outCount++] = Lerp(prev, cur, sPrev / (sPrev - s));
if (inCur)
outPts[outCount++] = cur;
prev = cur; sPrev = s; inPrev = inCur;
}
return outCount;
}
private static int ClipPassEdge(
ReadOnlySpan<WalkScreenPoint> pts, Vector2 a, Vector2 b, Span<WalkScreenPoint> outPts)
{
float ex = b.X - a.X;
float ey = b.Y - a.Y;
float Side(in WalkScreenPoint p) => (p.X - a.X * p.W) * ey - (p.Y - a.Y * p.W) * ex;
int outCount = 0;
WalkScreenPoint prev = pts[0];
float s0 = Side(prev);
float sPrev = s0;
bool inPrev = s0 <= 0f; // INSIDE = side <= 0 (Ghidra-verified)
for (int i = pts.Length - 1; i >= 0; i--)
{
WalkScreenPoint cur = pts[i];
float s = i != 0 ? Side(cur) : s0; // final pair reuses point 0's side
bool inCur = s <= 0f;
if (inPrev != inCur)
outPts[outCount++] = Lerp(prev, cur, sPrev / (sPrev - s));
if (inCur)
outPts[outCount++] = cur;
prev = cur; sPrev = s; inPrev = inCur;
}
return outCount;
}
private static WalkScreenPoint Lerp(in WalkScreenPoint p, in WalkScreenPoint q, float t)
=> new(
p.X + (q.X - p.X) * t,
p.Y + (q.Y - p.Y) * t,
p.Z + (q.Z - p.Z) * t,
p.W + (q.W - p.W) * t);
}

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using System.Numerics;
namespace AcDream.App.Rendering.Walk;
/// <summary>Retail <c>view_vertex</c> (stride 0x18): a screen point plus the
/// world-space plane of the edge that STARTS at it (edge k = verts k → k+1).</summary>
public struct WalkViewVertex
{
public Vector2 Point;
public WalkPlane Plane;
}
/// <summary>Retail <c>view_poly</c>: one view polygon's slice of the shared
/// vertex pool plus its screen bounds.</summary>
public readonly record struct WalkViewPoly(
int VertexCount, int VertexIndex, float XMin, float XMax, float YMin, float YMax);
/// <summary>Retail <c>view_type</c>: the poly list + shared vertex pool one
/// <c>portal_view_type</c> accumulates its views into.</summary>
public sealed class WalkViewSet
{
public readonly List<WalkViewPoly> Polys = new();
public readonly List<WalkViewVertex> Vertices = new();
public int VertexCountTotal;
}
/// <summary>
/// Retail <c>portal_view_type</c> (0x48 bytes): one view-recursion slot on a
/// cell (or the PView's <c>outside_view</c>). Retail recycles slots and
/// resets exactly view_count/update_count/view_timestamp on push
/// (<c>CEnvCell::curr_view_push</c> @0x005a5090); this port models the same
/// counters over list storage — when <see cref="ViewCount"/> is 0 the next
/// append clears the pools, matching retail's vertex-pool base reset.
/// </summary>
public sealed class WalkPortalView
{
/// <summary>Per-portal <c>portal_info</c> flags (seen, inflag), sized by
/// <c>PView::InitCell</c> for the owning cell's portal count.</summary>
public WalkPortalFlags[] PortalFlags = [];
public readonly WalkViewSet View = new();
/// <summary>Max SQUARED cell-local distance to any in-view portal vertex
/// (<c>PView::InitCell</c>); the flood's todo-list distance key.</summary>
public float MaxInDistSquared;
public int ViewCount;
public bool CellViewDone;
public int ViewTimestamp;
public int UpdateCount;
/// <summary><c>curr_view_push</c>'s per-push counter reset.</summary>
public void ResetForPush()
{
ViewCount = 0;
UpdateCount = 0;
ViewTimestamp = 0;
}
}
public struct WalkPortalFlags
{
public bool Seen;
public bool InView;
}
/// <summary>
/// Unprojects a screen point to a world-space eye ray direction —
/// retail <c>PrimD3DRender::ScreenToViewTransform</c> @0x0059aa40 (the live
/// <c>newmethod==1</c> path of <c>Render::copy_view</c>'s plane builder).
/// The exact matrix wiring lives with the camera module; the walk depends
/// only on this contract.
/// </summary>
public interface IWalkRayCaster
{
Vector3 RayThrough(float screenX, float screenY);
}
/// <summary>
/// Campaign FW1 — <c>Render::copy_view</c> @0x0054dfc0, ported from the
/// flood-read appendix report 3 (Ghidra-arbitrated). Appends ONE view
/// polygon to a <see cref="WalkPortalView"/>: perspective-divides the
/// homogeneous screen points IN PLACE, prunes ~1 px duplicates and
/// collinear points (three closing wrap checks included), rejects fewer
/// than 3 survivors (returns false, dest untouched), caps at 31, stores the
/// point list plus a closing duplicate, computes bounds, and builds
/// per-edge WORLD planes N = normalize(cross(ray[k+1], ray[k])) — NEXT ×
/// CURRENT — with d = dot(N, viewpoint).
/// </summary>
public static class WalkCopyView
{
public const int MaxVertices = 31; // retail cap 0x1f
public const float DedupThreshold = 1f; // strict > 1 px
/// <summary>The null-source path: the full-viewport root quad
/// (0,H)(W,H)(W,0)(0,0) — used by <c>Render::set_default_view</c> and
/// <c>PView::DrawInside</c>'s root view (the source count is ignored).</summary>
public static bool AppendFullViewportQuad(
WalkPortalView dest, IWalkRayCaster rays, Vector3 viewpoint,
float viewportWidth, float viewportHeight)
{
Span<WalkScreenPoint> quad =
[
new(0f, viewportHeight, 0f, 1f),
new(viewportWidth, viewportHeight, 0f, 1f),
new(viewportWidth, 0f, 0f, 1f),
new(0f, 0f, 0f, 1f),
];
return Append(dest, quad, rays, viewpoint);
}
/// <summary>The point-source path. <paramref name="points"/> is mutated
/// (in-place perspective divide) exactly as retail mutates the shared
/// clip buffer; the buffer is consumed per portal, so the mutation never
/// leaks across calls.</summary>
public static bool Append(
WalkPortalView dest, Span<WalkScreenPoint> points,
IWalkRayCaster rays, Vector3 viewpoint)
{
int npts = points.Length;
if (npts == 0) return false;
// ---- survivor marking (keep[] / last / stl / second bookkeeping) ----
Span<bool> keep = stackalloc bool[npts];
keep[0] = true;
int n = 1;
int last = 0;
int secondToLast = 0; // retail 'stl': index of the second-to-last kept corner
int second = 0; // retail local_220: index of the 2nd kept point
for (int i = 0; i < npts; i++)
{
ref WalkScreenPoint p = ref points[i];
if (p.W != 1f)
{
p.X /= p.W;
p.Y /= p.W;
p.W = 1f;
}
if (i == 0) continue;
bool distinct =
MathF.Abs(points[i].X - points[last].X) > DedupThreshold
|| MathF.Abs(points[i].Y - points[last].Y) > DedupThreshold;
keep[i] = distinct;
if (!distinct) continue;
if (n == 1)
{
n++;
second = i;
}
else
{
WalkScreenPoint pp = points[secondToLast];
WalkScreenPoint prev = points[last];
WalkScreenPoint cur = points[i];
float span = MathF.Max(MathF.Abs(pp.X - cur.X), MathF.Abs(pp.Y - cur.Y));
float cross = (pp.X - prev.X) * (prev.Y - cur.Y)
- (pp.Y - prev.Y) * (prev.X - cur.X);
if (MathF.Abs(cross) >= span)
{
n++;
secondToLast = last;
}
else
{
// prev was collinear: un-keep it; count unchanged (prev out, cur in).
keep[last] = false;
if (second == last) second = i;
}
}
last = i;
}
// ---- closing wrap checks against point 0 ----
WalkScreenPoint first = points[0];
bool lastDistinct =
MathF.Abs(first.X - points[last].X) > DedupThreshold
|| MathF.Abs(first.Y - points[last].Y) > DedupThreshold;
keep[last] = lastDistinct;
if (!lastDistinct)
{
n--;
last = secondToLast;
}
else
{
float span = MathF.Max(
MathF.Abs(points[secondToLast].X - first.X),
MathF.Abs(points[secondToLast].Y - first.Y));
float cross = (points[secondToLast].X - points[last].X) * (points[last].Y - first.Y)
- (points[last].X - first.X) * (points[secondToLast].Y - points[last].Y);
if (MathF.Abs(cross) < span)
{
keep[last] = false;
n--;
last = secondToLast;
}
}
secondToLast = last;
if (second > 0)
{
// Is point 0 itself collinear between the last corner and the second?
float span = MathF.Max(
MathF.Abs(points[secondToLast].X - points[second].X),
MathF.Abs(points[secondToLast].Y - points[second].Y));
float cross = (first.Y - points[second].Y) * (points[secondToLast].X - first.X)
- (first.X - points[second].X) * (points[secondToLast].Y - first.Y);
if (MathF.Abs(cross) < span)
{
n--;
keep[0] = false;
}
}
if (n < 3) return false; // REJECT: dest completely untouched
if (n > MaxVertices) n = MaxVertices; // cap 31 (corrupt overflow path unreachable ≤32 in)
// ---- append into the pool (view_count==0 resets the pool base) ----
WalkViewSet view = dest.View;
if (dest.ViewCount == 0)
{
view.Polys.Clear();
view.Vertices.Clear();
view.VertexCountTotal = 0;
}
int vbase = view.VertexCountTotal;
view.VertexCountTotal = vbase + n + 1;
int written = 0;
for (int i = 0; i < npts && written < n; i++)
{
if (!keep[i]) continue;
view.Vertices.Add(new WalkViewVertex
{
// Retail applies a REAL fabs on copy (harmless post-clip; preserved).
Point = new Vector2(MathF.Abs(points[i].X), MathF.Abs(points[i].Y)),
});
written++;
}
// Closing duplicate vertex (its plane slot is never consumed).
view.Vertices.Add(new WalkViewVertex { Point = view.Vertices[vbase].Point });
// ---- bounds over v[0..n-1] ----
float xmin, xmax, ymin, ymax;
Vector2 seed = view.Vertices[vbase + n - 1].Point;
xmin = xmax = seed.X;
ymin = ymax = seed.Y;
for (int k = n - 2; k >= 0; k--)
{
Vector2 pt = view.Vertices[vbase + k].Point;
if (pt.X < xmin) xmin = pt.X; else if (pt.X > xmax) xmax = pt.X;
if (pt.Y < ymin) ymin = pt.Y; else if (pt.Y > ymax) ymax = pt.Y;
}
view.Polys.Add(new WalkViewPoly(n, vbase, xmin, xmax, ymin, ymax));
// ---- per-edge world planes from unprojected rays ----
Span<Vector3> ray = stackalloc Vector3[n + 1];
for (int k = 0; k < n; k++)
{
Vector2 pt = view.Vertices[vbase + k].Point;
ray[k] = rays.RayThrough(pt.X, pt.Y);
}
ray[n] = ray[0];
for (int k = n - 1; k >= 0; k--)
{
Vector3 normal = Vector3.Cross(ray[k + 1], ray[k]); // NEXT × CURRENT
if (MathF.Abs(normal.X) >= WalkVisibilityMath.Epsilon
|| MathF.Abs(normal.Y) >= WalkVisibilityMath.Epsilon
|| MathF.Abs(normal.Z) >= WalkVisibilityMath.Epsilon)
{
normal *= 1f / MathF.Sqrt(
normal.X * normal.X + normal.Y * normal.Y + normal.Z * normal.Z);
}
// else: degenerate edge left tiny/unnormalized (retail behavior).
WalkViewVertex v = view.Vertices[vbase + k];
v.Plane = new WalkPlane(normal, -Vector3.Dot(normal, viewpoint));
view.Vertices[vbase + k] = v;
}
dest.ViewCount += 1;
return true;
}
}

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using System.Numerics;
using AcDream.App.Rendering.Walk;
namespace AcDream.App.Tests.Rendering.Walk;
public sealed class WalkCopyViewTests
{
private sealed class LinearRayCaster : IWalkRayCaster
{
public Vector3 RayThrough(float screenX, float screenY)
=> new(screenX, screenY, 100f);
}
private static readonly LinearRayCaster Rays = new();
private static readonly Vector3 Eye = new(1f, 2f, 3f);
private static WalkScreenPoint Pt(float x, float y, float w = 1f)
=> new(x * w, y * w, 0f, w);
[Fact]
public void Full_viewport_quad_appends_retails_root_view()
{
var dest = new WalkPortalView();
bool ok = WalkCopyView.AppendFullViewportQuad(dest, Rays, Eye, 640f, 480f);
Assert.True(ok);
Assert.Equal(1, dest.ViewCount);
WalkViewPoly poly = dest.View.Polys[0];
Assert.Equal(4, poly.VertexCount);
Assert.Equal(0, poly.VertexIndex);
Assert.Equal((0f, 640f, 0f, 480f), (poly.XMin, poly.XMax, poly.YMin, poly.YMax));
// Vertex order (0,H)(W,H)(W,0)(0,0) + the closing duplicate.
Assert.Equal(new Vector2(0, 480), dest.View.Vertices[0].Point);
Assert.Equal(new Vector2(640, 480), dest.View.Vertices[1].Point);
Assert.Equal(new Vector2(640, 0), dest.View.Vertices[2].Point);
Assert.Equal(new Vector2(0, 0), dest.View.Vertices[3].Point);
Assert.Equal(dest.View.Vertices[0].Point, dest.View.Vertices[4].Point);
Assert.Equal(5, dest.View.VertexCountTotal);
}
[Fact]
public void Collinear_midpoint_on_an_edge_is_pruned()
{
var dest = new WalkPortalView();
Span<WalkScreenPoint> square =
[
Pt(0, 0), Pt(50, 0), Pt(100, 0), Pt(100, 100), Pt(0, 100),
];
bool ok = WalkCopyView.Append(dest, square, Rays, Eye);
Assert.True(ok);
Assert.Equal(4, dest.View.Polys[0].VertexCount);
Assert.Equal(new Vector2(0, 0), dest.View.Vertices[0].Point);
Assert.Equal(new Vector2(100, 0), dest.View.Vertices[1].Point);
Assert.Equal(new Vector2(100, 100), dest.View.Vertices[2].Point);
Assert.Equal(new Vector2(0, 100), dest.View.Vertices[3].Point);
}
[Fact]
public void Near_duplicate_points_within_one_pixel_are_dropped()
{
var dest = new WalkPortalView();
Span<WalkScreenPoint> poly =
[
Pt(0, 0), Pt(0.5f, 0.5f), Pt(100, 0), Pt(50, 100),
];
bool ok = WalkCopyView.Append(dest, poly, Rays, Eye);
Assert.True(ok);
Assert.Equal(3, dest.View.Polys[0].VertexCount);
}
[Fact]
public void Fewer_than_three_survivors_reject_and_leave_dest_untouched()
{
var dest = new WalkPortalView();
Span<WalkScreenPoint> tiny =
[
Pt(0, 0), Pt(0.5f, 0f), Pt(0f, 0.5f),
];
bool ok = WalkCopyView.Append(dest, tiny, Rays, Eye);
Assert.False(ok);
Assert.Equal(0, dest.ViewCount);
Assert.Empty(dest.View.Polys);
Assert.Empty(dest.View.Vertices);
Assert.Equal(0, dest.View.VertexCountTotal);
}
[Fact]
public void Homogeneous_points_are_perspective_divided_before_storage()
{
var dest = new WalkPortalView();
Span<WalkScreenPoint> tri =
[
Pt(0, 0, w: 2f), Pt(100, 0, w: 2f), Pt(50, 100, w: 2f),
];
bool ok = WalkCopyView.Append(dest, tri, Rays, Eye);
Assert.True(ok);
Assert.Equal(new Vector2(0, 0), dest.View.Vertices[0].Point);
Assert.Equal(new Vector2(100, 0), dest.View.Vertices[1].Point);
Assert.Equal(new Vector2(50, 100), dest.View.Vertices[2].Point);
}
[Fact]
public void Edge_planes_are_next_cross_current_normalized_through_the_eye()
{
var dest = new WalkPortalView();
Span<WalkScreenPoint> tri = [Pt(0, 0), Pt(100, 0), Pt(50, 100)];
Assert.True(WalkCopyView.Append(dest, tri, Rays, Eye));
// Edge k starts at vertex k: plane N = normalize(cross(ray[k+1], ray[k])).
Vector3 ray0 = Rays.RayThrough(0, 0);
Vector3 ray1 = Rays.RayThrough(100, 0);
Vector3 expected = Vector3.Normalize(Vector3.Cross(ray1, ray0));
WalkPlane plane = dest.View.Vertices[0].Plane;
Assert.Equal(expected.X, plane.Normal.X, 5);
Assert.Equal(expected.Y, plane.Normal.Y, 5);
Assert.Equal(expected.Z, plane.Normal.Z, 5);
Assert.Equal(-Vector3.Dot(expected, Eye), plane.D, 3);
}
[Fact]
public void Pool_resets_when_view_count_returns_to_zero()
{
var dest = new WalkPortalView();
Span<WalkScreenPoint> tri = [Pt(0, 0), Pt(100, 0), Pt(50, 100)];
Assert.True(WalkCopyView.Append(dest, tri, Rays, Eye));
int firstTotal = dest.View.VertexCountTotal;
dest.ResetForPush(); // curr_view_push: ViewCount back to 0
Span<WalkScreenPoint> tri2 = [Pt(0, 0), Pt(200, 0), Pt(100, 200)];
Assert.True(WalkCopyView.Append(dest, tri2, Rays, Eye));
Assert.Equal(1, dest.ViewCount);
Assert.Single(dest.View.Polys);
Assert.Equal(firstTotal, dest.View.VertexCountTotal); // pool restarted at 0
Assert.Equal(0, dest.View.Polys[0].VertexIndex);
}
[Fact]
public void Second_append_extends_the_shared_pool()
{
var dest = new WalkPortalView();
Span<WalkScreenPoint> tri = [Pt(0, 0), Pt(100, 0), Pt(50, 100)];
Assert.True(WalkCopyView.Append(dest, tri, Rays, Eye));
Span<WalkScreenPoint> tri2 = [Pt(0, 0), Pt(200, 0), Pt(100, 200)];
Assert.True(WalkCopyView.Append(dest, tri2, Rays, Eye));
Assert.Equal(2, dest.ViewCount);
Assert.Equal(2, dest.View.Polys.Count);
Assert.Equal(4, dest.View.Polys[1].VertexIndex); // after tri's 3 + dup
Assert.Equal(8, dest.View.VertexCountTotal);
}
}

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using System.Numerics;
using AcDream.App.Rendering.Walk;
namespace AcDream.App.Tests.Rendering.Walk;
public sealed class WalkScreenClipTests
{
private const float W = 640f, H = 480f;
// The root full-viewport quad in retail's vertex order (0,H)(W,H)(W,0)(0,0).
private static readonly Vector2[] RootQuad =
[
new(0, H), new(W, H), new(W, 0), new(0, 0),
];
private static WalkScreenPoint Pt(float x, float y, float w = 1f)
=> new(x * w, y * w, 0f, w); // homogeneous: screen * w
[Fact]
public void Transform_maps_clip_center_to_screen_center_with_y_flip()
{
Matrix4x4 identity = Matrix4x4.Identity;
WalkScreenPoint center = WalkScreenClip.TransformToScreen(
Vector3.Zero, identity, W, H);
Assert.Equal(W / 2, center.X);
Assert.Equal(H / 2, center.Y);
Assert.Equal(1f, center.W);
// Clip y = +1 (top of clip space) lands at screen y = 0 (top-left origin).
WalkScreenPoint top = WalkScreenClip.TransformToScreen(
new Vector3(0, 1, 0), identity, W, H);
Assert.Equal(0f, top.Y);
}
[Fact]
public void Fully_inside_polygon_survives_unchanged_with_original_winding()
{
Span<WalkScreenPoint> tri = [Pt(100, 100), Pt(300, 120), Pt(200, 300)];
Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
int n = WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts);
Assert.Equal(3, n);
Assert.Equal(100f, outPts[0].X);
Assert.Equal(300f, outPts[1].X);
Assert.Equal(200f, outPts[2].X);
}
[Fact]
public void Polygon_straddling_the_left_edge_is_clipped_at_x_zero()
{
Span<WalkScreenPoint> tri = [Pt(-100, 100), Pt(100, 100), Pt(100, 300)];
Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
int n = WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts);
Assert.True(n >= 3);
for (int i = 0; i < n; i++)
Assert.True(outPts[i].X / outPts[i].W >= -0.001f, $"vertex {i} left of x=0");
// Something was actually cut (an intersection vertex exists at x≈0).
bool touchesEdge = false;
for (int i = 0; i < n; i++)
if (MathF.Abs(outPts[i].X / outPts[i].W) < 0.001f) touchesEdge = true;
Assert.True(touchesEdge);
}
[Fact]
public void Polygon_fully_outside_one_edge_returns_zero()
{
Span<WalkScreenPoint> tri = [Pt(-300, 100), Pt(-100, 100), Pt(-200, 300)];
Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
Assert.Equal(0, WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts));
}
[Fact]
public void W_plane_clips_points_behind_the_eye()
{
// One vertex behind the eye (w < cdstW); survivors get intersections
// at w == cdstW rather than dropping the polygon.
Span<WalkScreenPoint> tri =
[
Pt(100, 100), Pt(300, 100), new WalkScreenPoint(200, 200, 0, -0.5f),
];
Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
int n = WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts);
Assert.True(n >= 3);
for (int i = 0; i < n; i++)
Assert.True(outPts[i].W >= WalkScreenClip.MinW - 1e-6f);
}
}