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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27 changed files with 3635 additions and 814 deletions
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@ -169,4 +169,175 @@ public class PortalProjectionTests
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Assert.True(onScreen.Length >= 3,
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"the cell behind a doorway you're standing in must stay visible (the void bug)");
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}
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// ---------------------------------------------------------------------------
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// Faithful homogeneous (w-space) portal clip — port of retail PView::GetClip +
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// PrimD3DRender::xformStart + ACRender::polyClipFinish (decomp 432344 / 424310 /
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// 702749). The early divide + fixed side-plane clamp (ProjectToNdc) collapsed
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// grazing/near portals to zero-area edge slivers (-> the flap) and near doorways
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// to empty (-> the void/fallback). The faithful pipeline keeps homogeneous clip
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// coords (ProjectToClip — eye-plane clip only, no divide) and runs Sutherland-
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// Hodgman against the view region with w-aware edge tests, dividing the survivors
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// only after they are bounded to the region (ClipToRegion). 2026-06-06.
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// ---------------------------------------------------------------------------
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private static Vector2[] FullScreenCcw() => new[]
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{
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new Vector2(-1f, -1f), new Vector2(1f, -1f), new Vector2(1f, 1f), new Vector2(-1f, 1f),
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};
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[Fact]
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public void ProjectToClip_QuadInFront_KeepsVertsWithPositiveW()
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{
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var poly = new[]
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{
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new Vector3(-1, -1, -5), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, -5),
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};
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var clip = PortalProjection.ProjectToClip(poly, Matrix4x4.Identity, ViewProj());
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Assert.True(clip.Length >= 3);
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foreach (var v in clip)
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Assert.True(v.W > 0f, $"an in-front portal vertex must keep w>0 (homogeneous), got w={v.W}");
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}
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[Fact]
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public void ProjectToClip_QuadFullyBehind_ReturnsEmpty()
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{
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var poly = new[]
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{
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new Vector3(-1, -1, 5), new Vector3(1, -1, 5), new Vector3(1, 1, 5), new Vector3(-1, 1, 5),
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};
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Assert.True(PortalProjection.ProjectToClip(poly, Matrix4x4.Identity, ViewProj()).Length < 3);
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}
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[Fact]
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public void ClipToRegion_OnScreenQuad_ReturnsBoundedNdc()
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{
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// A small 2x2 quad at z=-5 is fully on-screen; clipping against the full screen
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// returns it bounded to [-1,1].
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var poly = new[]
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{
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new Vector3(-1, -1, -5), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, -5),
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};
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var clip = PortalProjection.ProjectToClip(poly, Matrix4x4.Identity, ViewProj());
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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Assert.True(ndc.Length >= 3);
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foreach (var v in ndc) { Assert.InRange(v.X, -1.001f, 1.001f); Assert.InRange(v.Y, -1.001f, 1.001f); }
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}
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[Fact]
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public void ClipToRegion_FullyOffScreen_ReturnsEmpty_NotSliver()
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{
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// The flap's root: a portal entirely off one screen edge. The old early-divide +
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// side-plane clamp collapsed it to a zero-area sliver pinned to x=1.0 (proj=3) that
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// propagated a degenerate region one hop and then died; the faithful clip returns
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// EMPTY so the flood stops cleanly. Quad at z=-5, x in [3,5] -> ndc x ~[1.1,1.8], off right.
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var poly = new[]
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{
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new Vector3(3, -1, -5), new Vector3(5, -1, -5), new Vector3(5, 1, -5), new Vector3(3, 1, -5),
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};
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var clip = PortalProjection.ProjectToClip(poly, Matrix4x4.Identity, ViewProj());
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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Assert.True(ndc.Length < 3, $"fully off-screen portal must clip to empty, got {ndc.Length} verts (sliver)");
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}
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[Fact]
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public void ClipToRegion_PartlyOffScreen_ClipsToBoundedNonEmpty()
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{
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// A quad straddling the right edge -> clipped to the on-screen part, bounded, non-empty.
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var poly = new[]
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{
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new Vector3(0, -1, -5), new Vector3(4, -1, -5), new Vector3(4, 1, -5), new Vector3(0, 1, -5),
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};
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var clip = PortalProjection.ProjectToClip(poly, Matrix4x4.Identity, ViewProj());
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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Assert.True(ndc.Length >= 3, "a partly-on-screen portal must produce a non-empty clipped region");
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foreach (var v in ndc) { Assert.InRange(v.X, -1.001f, 1.001f); Assert.InRange(v.Y, -1.001f, 1.001f); }
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}
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[Fact]
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public void ClipToRegion_DoorwayEyeLooksThrough_CoversScreen_WithoutFallback()
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{
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// The void frame: chase eye 0.28 m from a 2x2 m doorway, looking through it. The doorway
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// subtends the whole screen. The faithful clip keeps the homogeneous verts (no early-divide
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// blow-up) and clips to the screen quad -> covers the screen (non-empty). This is what makes
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// the EyeInsidePortalOpening *fallback* unnecessary for an in-front doorway.
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var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 1.0f, 5000f);
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var viewProj = view * proj;
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var doorway = new[]
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{
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new Vector3(-1f, -1f, -0.28f), new Vector3(1f, -1f, -0.28f),
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new Vector3(1f, 1f, -0.28f), new Vector3(-1f, 1f, -0.28f),
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};
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var clip = PortalProjection.ProjectToClip(doorway, Matrix4x4.Identity, viewProj);
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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Assert.True(ndc.Length >= 3, "a doorway the eye looks through must cover the screen, not collapse to the void");
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foreach (var v in ndc) { Assert.InRange(v.X, -1.001f, 1.001f); Assert.InRange(v.Y, -1.001f, 1.001f); }
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}
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[Fact]
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public void ClipToRegion_StraddlingEye_OnScreenBounded_NoBlowup()
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{
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// A portal spanning from behind (z=+2) to in front (z=-5). The faithful clip keeps the
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// in-front part and bounds it to the screen — no perspective-inversion blow-up, non-empty.
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var poly = new[]
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{
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new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2),
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};
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var clip = PortalProjection.ProjectToClip(poly, Matrix4x4.Identity, ViewProj());
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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Assert.True(ndc.Length >= 3);
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foreach (var v in ndc) { Assert.InRange(v.X, -1.001f, 1.001f); Assert.InRange(v.Y, -1.001f, 1.001f); }
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}
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private static float AbsArea(Vector2[] p)
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{
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if (p == null || p.Length < 3) return 0f;
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float a2 = 0f;
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for (int i = 0; i < p.Length; i++) { var u = p[i]; var w = p[(i + 1) % p.Length]; a2 += u.X * w.Y - w.X * u.Y; }
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return MathF.Abs(a2) * 0.5f;
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}
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[Fact]
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public void ClipToRegion_SubjectFullyInsideRegion_ReturnsSubjectNotRegion()
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{
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// Regression for Build_AppliesReciprocalOtherPortalClip: a NARROW subject fully inside a WIDE
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// region must return the narrow (subject ∩ region = subject), NOT the wide region. The builder's
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// reciprocal clip is exactly this shape (reciprocal opening ∩ near-side region).
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var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1.0f, 0.1f, 1000f);
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var vp = view * proj;
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var narrow = new[] { new Vector3(-0.3f, -0.9f, -3f), new Vector3(0.3f, -0.9f, -3f), new Vector3(0.3f, 0.9f, -3f), new Vector3(-0.3f, 0.9f, -3f) };
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var wide = new[] { new Vector3(-0.9f, -0.9f, -3f), new Vector3(0.9f, -0.9f, -3f), new Vector3(0.9f, 0.9f, -3f), new Vector3(-0.9f, 0.9f, -3f) };
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var narrowClip = PortalProjection.ProjectToClip(narrow, Matrix4x4.Identity, vp);
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// Build the region exactly as the builder does (clip wide against the full screen → CCW region).
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var wideRegion = PortalProjection.ClipToRegion(PortalProjection.ProjectToClip(wide, Matrix4x4.Identity, vp), FullScreenCcw());
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var clipped = PortalProjection.ClipToRegion(narrowClip, wideRegion);
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float narrowArea = AbsArea(PortalProjection.ClipToRegion(narrowClip, FullScreenCcw()));
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float wideArea = AbsArea(wideRegion);
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float clippedArea = AbsArea(clipped);
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Assert.True(clippedArea <= narrowArea + 1e-3f,
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$"subject∩region must be the narrow subject (area {narrowArea}), not the wide region (area {wideArea}); got {clippedArea}");
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}
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[Fact]
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public void ClipToRegion_AgainstSubRegion_TightensToIntersection()
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{
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// The region clip is the propagation step: clipping a wide on-screen portal against a
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// narrower view region must yield the intersection (the narrow region), not the wide portal.
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var wide = new[]
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{
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new Vector3(-2, -2, -5), new Vector3(2, -2, -5), new Vector3(2, 2, -5), new Vector3(-2, 2, -5),
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};
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var clip = PortalProjection.ProjectToClip(wide, Matrix4x4.Identity, ViewProj());
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var narrow = new[]
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{
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new Vector2(-0.3f, -0.3f), new Vector2(0.3f, -0.3f), new Vector2(0.3f, 0.3f), new Vector2(-0.3f, 0.3f),
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};
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var ndc = PortalProjection.ClipToRegion(clip, narrow);
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Assert.True(ndc.Length >= 3);
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foreach (var v in ndc) { Assert.InRange(v.X, -0.301f, 0.301f); Assert.InRange(v.Y, -0.301f, 0.301f); }
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}
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}
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