feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the interior seals (live-verified by the user). Commits the session render-rewrite foundation together with the fixes that made it functional. - HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit); only its count is capped. CellViewDedupTests added. - Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey). - Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81 loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled). Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway, confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight): docs/research/2026-06-07-indoor-render-session-handoff.md. Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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tests/AcDream.App.Tests/Rendering/CellViewDedupTests.cs
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tests/AcDream.App.Tests/Rendering/CellViewDedupTests.cs
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using System.Numerics;
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using AcDream.App.Rendering;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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// Regression tests for the indoor-render HANG (2026-06-06): the portal-visibility flood
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// re-queues a cell whenever its CellView grows, so it only terminates when CellView.Add's
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// dedup catches a duplicate. Across BFS rounds the same region comes back float-drifted,
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// vertex-rotated, or with a ±1 vertex count; the old exact index-by-index SamePolygon
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// (eps 1e-4) missed all three, so the region grew forever -> CPU-spin hang in CellView.Add.
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// A drift-tolerant, rotation-invariant dedup makes the key space finite, so the flood
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// converges (and these duplicates collapse).
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public class CellViewDedupTests
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{
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private static ViewPolygon Quad(float ox, float oy) => new(new[]
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{
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new Vector2(ox - 0.5f, oy - 0.5f), new Vector2(ox + 0.5f, oy - 0.5f),
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new Vector2(ox + 0.5f, oy + 0.5f), new Vector2(ox - 0.5f, oy + 0.5f),
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});
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[Fact]
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public void Add_DropsSubGridDriftDuplicate()
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{
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var v = new CellView();
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Assert.True(v.Add(Quad(0f, 0f)));
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// Same quad, every vertex nudged 3e-4 — beyond the old 1e-4 SamePolygon eps,
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// within the 1e-3 dedup grid. This is the per-round float drift that caused the hang.
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var drifted = new ViewPolygon(new[]
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{
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new Vector2(-0.5f + 3e-4f, -0.5f - 3e-4f), new Vector2(0.5f + 3e-4f, -0.5f - 3e-4f),
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new Vector2(0.5f + 3e-4f, 0.5f - 3e-4f), new Vector2(-0.5f + 3e-4f, 0.5f - 3e-4f),
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});
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Assert.False(v.Add(drifted));
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Assert.Single(v.Polygons);
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}
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[Fact]
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public void Add_DropsRotatedStartDuplicate()
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{
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var v = new CellView();
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Assert.True(v.Add(Quad(0f, 0f)));
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// Same 4 corners (same CCW cycle), but emitted starting at the 2nd vertex — what
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// Sutherland-Hodgman can do when the subject order differs across rounds.
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var rotated = new ViewPolygon(new[]
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{
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new Vector2(0.5f, -0.5f), new Vector2(0.5f, 0.5f),
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new Vector2(-0.5f, 0.5f), new Vector2(-0.5f, -0.5f),
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});
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Assert.False(v.Add(rotated));
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Assert.Single(v.Polygons);
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}
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[Fact]
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public void Add_KeepsGenuinelyDistinctPolygons()
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{
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// The fix must NOT over-merge: two regions 0.4 NDC apart (far beyond the 1e-3 grid)
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// remain distinct, so a real second portal opening is not silently dropped.
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var v = new CellView();
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Assert.True(v.Add(Quad(0f, 0f)));
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Assert.True(v.Add(Quad(0.4f, 0f)));
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Assert.Equal(2, v.Polygons.Count);
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}
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}
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