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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@ -98,6 +98,61 @@ public class PortalVisibilityBuilderTests
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"a degenerate portal the eye is NOT standing in must stay culled (no over-inclusion / #95 blowup)");
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}
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[Fact]
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public void Build_CollapsedInteriorPortalNearEyeBeyondHalfMeter_FloodsNeighbour()
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{
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// Live cellar capture (2026-06-06): 0174->0175 was traversable, but the portal projected to
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// zero vertices while the chase camera was about 1.4 m from the opening plane. The flood must
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// still reach the stair connector; otherwise the main-floor shell/floor disappears.
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var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0, 0));
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cam.PortalPolygons.Add(Quad(0f, 0f, 0.35f, 0.35f, 1.4f)); // behind eye: ProjectToNdc collapses
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var stairs = Cell(0x0002);
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var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam, [0x0002] = stairs };
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var vp = ViewProj();
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Assert.True(PortalProjection.ProjectToNdc(cam.PortalPolygons[0], Matrix4x4.Identity, vp).Length < 3);
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var frame = PortalVisibilityBuilder.Build(
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cam, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, vp);
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Assert.Contains(0x0002u, frame.OrderedVisibleCells);
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}
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[Fact]
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public void Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit()
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{
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// Retail PView tracks update_count vs view_count. If B is processed through a LEFT slice, then
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// a later path reaches B through a RIGHT slice, B must propagate that new RIGHT slice to its
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// exit portal. Enqueue-once builders flap here: OutsideView stays empty until the camera moves
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// enough to discover B in the other order.
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const uint A = 0x0001, B = 0x0002, D = 0x0003;
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var a = Cell(A,
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new CellPortalInfo((ushort)B, PolygonId: 0, Flags: 0, OtherPortalId: 0),
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new CellPortalInfo((ushort)D, PolygonId: 1, Flags: 0, OtherPortalId: 0));
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a.PortalPolygons.Add(QuadX(-0.9f, -0.3f, -2f)); // nearer LEFT path to B
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a.PortalPolygons.Add(QuadX(0.3f, 0.9f, -5f)); // farther RIGHT path to D
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var b = Cell(B,
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new CellPortalInfo((ushort)A, PolygonId: 0, Flags: 0, OtherPortalId: 0),
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new CellPortalInfo(0xFFFF, PolygonId: 1, Flags: 0, OtherPortalId: 0),
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new CellPortalInfo((ushort)D, PolygonId: 2, Flags: 0, OtherPortalId: 0));
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b.PortalPolygons.Add(QuadX(-0.9f, -0.3f, -2f)); // reciprocal LEFT back to A
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b.PortalPolygons.Add(QuadX(0.3f, 0.9f, -3f)); // RIGHT exit, invisible from LEFT slice
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b.PortalPolygons.Add(QuadX(0.3f, 0.9f, -5f)); // reciprocal RIGHT back to D
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var d = Cell(D, new CellPortalInfo((ushort)B, PolygonId: 0, Flags: 0, OtherPortalId: 2));
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d.PortalPolygons.Add(QuadX(0.3f, 0.9f, -5f)); // later RIGHT path into B
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var all = new Dictionary<uint, LoadedCell> { [A] = a, [B] = b, [D] = d };
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var frame = Build(a, all);
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Assert.Contains(B, frame.OrderedVisibleCells);
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Assert.Contains(D, frame.OrderedVisibleCells);
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Assert.False(frame.OutsideView.IsEmpty);
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}
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[Fact]
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public void Builder_SealedCellar_NoExitPortal_OutsideViewEmpty()
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{
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@ -454,6 +509,117 @@ public class PortalVisibilityBuilderTests
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"No exit portal in any reachable cell must leave OutsideView empty");
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}
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[Fact]
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public void BuildFromExterior_SeedsInteriorCellThroughOutsidePortal()
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{
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var room = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0, 0));
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room.PortalPolygons.Add(Quad(0f, 0f, 0.5f, 0.5f, -4f));
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room.ClipPlanes.Add(new PortalClipPlane
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{
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Normal = new Vector3(0f, 0f, 1f),
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D = 3f,
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InsideSide = 1,
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});
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var frame = PortalVisibilityBuilder.BuildFromExterior(
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new[] { room },
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Vector3.Zero,
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id => id == room.CellId ? room : null,
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ViewProj());
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Assert.Contains(room.CellId, frame.OrderedVisibleCells);
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Assert.True(frame.CellViews.TryGetValue(room.CellId, out var view));
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Assert.False(view!.IsEmpty);
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Assert.True(view.MaxX - view.MinX < 1.0f,
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"exterior seed should be clipped to the door opening, not full-screen");
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}
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[Fact]
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public void BuildFromExterior_DoesNotSeedWhenCameraIsOnInteriorSide()
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{
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var room = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0, 0));
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room.PortalPolygons.Add(Quad(0f, 0f, 0.5f, 0.5f, -4f));
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room.ClipPlanes.Add(new PortalClipPlane
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{
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Normal = new Vector3(0f, 0f, 1f),
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D = -1f,
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InsideSide = 1,
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});
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var frame = PortalVisibilityBuilder.BuildFromExterior(
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new[] { room },
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Vector3.Zero,
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id => id == room.CellId ? room : null,
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ViewProj());
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Assert.Empty(frame.OrderedVisibleCells);
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Assert.Empty(frame.CellViews);
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}
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[Fact]
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public void BuildFromExterior_TraversesDeeperInteriorPortals()
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{
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var entry = Cell(0x0001,
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new CellPortalInfo(0xFFFF, 0, 0, 0),
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new CellPortalInfo(0x0002, 1, 0, 0));
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entry.PortalPolygons.Add(Quad(0f, 0f, 0.6f, 0.6f, -3f));
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entry.PortalPolygons.Add(Quad(0f, 0f, 0.35f, 0.35f, -5f));
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entry.ClipPlanes.Add(new PortalClipPlane
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{
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Normal = new Vector3(0f, 0f, 1f),
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D = 2f,
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InsideSide = 1,
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});
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var backRoom = Cell(0x0002);
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var all = new Dictionary<uint, LoadedCell>
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{
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[entry.CellId] = entry,
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[backRoom.CellId] = backRoom,
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};
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var frame = PortalVisibilityBuilder.BuildFromExterior(
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new[] { entry },
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Vector3.Zero,
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id => all.TryGetValue(id, out var c) ? c : null,
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ViewProj());
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Assert.Equal(new uint[] { 0x0001, 0x0002 }, frame.OrderedVisibleCells.ToArray());
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Assert.True(frame.CellViews.ContainsKey(0x0002));
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}
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[Fact]
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public void BuildFromExterior_MaxSeedDistanceSkipsDistantExitPortal()
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{
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var nearby = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0, 0));
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nearby.PortalPolygons.Add(Quad(0f, 0f, 0.5f, 0.5f, -4f));
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nearby.ClipPlanes.Add(new PortalClipPlane
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{
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Normal = new Vector3(0f, 0f, 1f),
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D = 3f,
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InsideSide = 1,
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});
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var distant = Cell(0x0002, new CellPortalInfo(0xFFFF, 0, 0, 0));
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distant.PortalPolygons.Add(Quad(0f, 0f, 0.5f, 0.5f, -200f));
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distant.ClipPlanes.Add(new PortalClipPlane
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{
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Normal = new Vector3(0f, 0f, 1f),
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D = 199f,
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InsideSide = 1,
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});
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var frame = PortalVisibilityBuilder.BuildFromExterior(
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new[] { nearby, distant },
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Vector3.Zero,
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id => id == nearby.CellId ? nearby : id == distant.CellId ? distant : null,
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ViewProj(),
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maxSeedDistance: 48f);
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Assert.Contains(nearby.CellId, frame.OrderedVisibleCells);
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Assert.DoesNotContain(distant.CellId, frame.OrderedVisibleCells);
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}
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[Fact]
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public void Build_RootCellAlwaysFirstInOrderedVisibleCells()
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{
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