diag(render): Phase U.4c — ACDREAM_PROBE_FLAP per-frame convergence probe

Per-frame (not cell-change-throttled, so it catches the flicker at a stable root):
[flap] line from the builder — root cell's per-portal side-test D + traverse/cull +
NDC projection, plus OutsideView poly count + visible-cell count; localEye exposes
when the eye has crossed an interior portal plane. Paired [flap-cam] line from the
draw site — FindCameraCell resolution branch (CameraCellResolution enum, new),
eyeInRoot AABB flag (stale-root signal), eye + player worldpos, and the frame's
TerrainMode/OutdoorVisible outcome. Disambiguates side-cull vs empty-projection vs
stale-root. Inert when off (gated). Throwaway apparatus to converge the flap fix.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-31 10:44:37 +02:00
parent 8941d1e6e5
commit 1d47ede007
4 changed files with 118 additions and 0 deletions

View file

@ -142,6 +142,25 @@ public struct PortalClipPlane
public int InsideSide;
}
/// <summary>
/// Phase U.4c flap probe (diagnostic): which branch of
/// <see cref="CellVisibility.FindCameraCell"/> resolved the camera cell.
/// </summary>
public enum CameraCellResolution
{
/// <summary>No cell contains the eye (outdoors), or not yet resolved.</summary>
None,
/// <summary>The eye is inside the previously-cached cell (fast path).</summary>
Cache,
/// <summary>The eye is inside a one-hop portal neighbour of the cached cell.</summary>
Neighbour,
/// <summary>The eye is inside a cell found by the full brute-force scan.</summary>
BruteForce,
/// <summary>The eye is inside NO cell, but the previous cell is kept alive for a
/// few grace frames — the "stale root" case the flap probe watches for.</summary>
Grace,
}
/// <summary>
/// Result of a portal-based visibility BFS from the camera cell.
/// </summary>
@ -213,6 +232,14 @@ public sealed class CellVisibility
/// <summary>The last visibility result produced by <see cref="ComputeVisibility"/>.</summary>
public VisibilityResult? LastVisibilityResult { get; private set; }
/// <summary>
/// Phase U.4c flap probe (diagnostic): which <see cref="FindCameraCell"/> branch
/// resolved the camera cell on the most recent call. A <see cref="CameraCellResolution.Grace"/>
/// (or <see cref="CameraCellResolution.Cache"/>) result while the eye is NOT actually inside the
/// returned cell is the "stale root" signature the flap probe looks for.
/// </summary>
public CameraCellResolution LastCameraCellResolution { get; private set; } = CameraCellResolution.None;
// ------------------------------------------------------------------
// Registration
// ------------------------------------------------------------------
@ -330,7 +357,10 @@ public sealed class CellVisibility
{
// 1. Fast path: cached cell.
if (_lastCameraCell != null && PointInCell(cameraPos, _lastCameraCell))
{
LastCameraCellResolution = CameraCellResolution.Cache;
return _lastCameraCell;
}
// 2. One-hop neighbours of the cached cell.
if (_lastCameraCell != null)
@ -347,6 +377,7 @@ public sealed class CellVisibility
{
_lastCameraCell = neighbour;
_cellSwitchGraceFrames = CellSwitchGraceFrameCount;
LastCameraCellResolution = CameraCellResolution.Neighbour;
return neighbour;
}
}
@ -361,6 +392,7 @@ public sealed class CellVisibility
{
_lastCameraCell = cell;
_cellSwitchGraceFrames = CellSwitchGraceFrameCount;
LastCameraCellResolution = CameraCellResolution.BruteForce;
return cell;
}
}
@ -370,11 +402,13 @@ public sealed class CellVisibility
if (_lastCameraCell != null && _cellSwitchGraceFrames > 0)
{
_cellSwitchGraceFrames--;
LastCameraCellResolution = CameraCellResolution.Grace;
return _lastCameraCell;
}
// 5. Camera is outside all cells.
_lastCameraCell = null;
LastCameraCellResolution = CameraCellResolution.None;
return null;
}

View file

@ -7315,6 +7315,22 @@ public sealed class GameWindow : IDisposable
clipAssembly.OutsidePlaneCount,
clipAssembly.PerCellPlaneCounts,
clipAssembly.ScissorFallbacks);
// Phase U.4c flap probe (ACDREAM_PROBE_FLAP) — paired with the builder's
// per-frame [flap] line. res = which FindCameraCell branch chose the root;
// eyeInRoot = is the EYE actually inside clipRoot's AABB (n ⇒ stale root via
// cache/grace, the leading flap hypothesis); terrain/outVisible = the frame's
// outcome (Skip/false ⇒ terrain+shells flapped off this frame).
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
{
var flapPlayer = _playerController?.Position ?? camPos;
bool eyeInRoot = CellVisibility.PointInCell(camPos, clipRoot);
Console.WriteLine(
$"[flap-cam] root=0x{clipRoot.CellId:X8} res={_cellVisibility.LastCameraCellResolution} " +
$"eyeInRoot={(eyeInRoot ? "Y" : "n")} eye=({camPos.X:F2},{camPos.Y:F2},{camPos.Z:F2}) " +
$"player=({flapPlayer.X:F2},{flapPlayer.Y:F2},{flapPlayer.Z:F2}) " +
$"terrain={clipAssembly.TerrainMode} outVisible={clipAssembly.OutdoorVisible}");
}
}
else
{

View file

@ -230,9 +230,59 @@ public static class PortalVisibilityBuilder
if (pvDump)
Console.WriteLine($"[pv-dump] OUTSIDEVIEW polys={frame.OutsideView.Polygons.Count} bfsCellViews={frame.CellViews.Count} crossBldg={frame.CrossBuildingViews.Count}");
// Phase U.4c flap probe (ACDREAM_PROBE_FLAP) — read-only per-frame snapshot of the
// root cell's per-portal side-test + projection + the frame's exit/visible counts.
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
EmitFlapProbe(cameraCell, cameraPos, viewProj, frame);
return frame;
}
// Phase U.4c flap probe. One [flap] line per Build: the root cell's per-portal
// signed distance D (eye→portal plane), traverse/cull decision, and NDC projection
// vertex count, plus the frame's OutsideView polygon count + visible-cell count.
// `localEye` is the eye in root-local space — its component along an interior portal
// plane reveals when the eye has crossed past that plane (the stale-root region that
// makes the side test cull a still-needed portal). Read-only recompute; no effect on
// the returned frame. Throwaway apparatus — strip with the probe.
private static void EmitFlapProbe(
LoadedCell cameraCell, Vector3 cameraPos, Matrix4x4 viewProj, PortalVisibilityFrame frame)
{
var localEye = Vector3.Transform(cameraPos, cameraCell.InverseWorldTransform);
var sb = new System.Text.StringBuilder(220);
sb.Append("[flap] root=0x").Append(cameraCell.CellId.ToString("X8"));
sb.Append(" eye=(").Append(cameraPos.X.ToString("F2")).Append(',')
.Append(cameraPos.Y.ToString("F2")).Append(',').Append(cameraPos.Z.ToString("F2")).Append(')');
sb.Append(" localEye=(").Append(localEye.X.ToString("F2")).Append(',')
.Append(localEye.Y.ToString("F2")).Append(',').Append(localEye.Z.ToString("F2")).Append(')');
for (int i = 0; i < cameraCell.Portals.Count; i++)
{
var portal = cameraCell.Portals[i];
float d = float.NaN;
bool side = true;
if (i < cameraCell.ClipPlanes.Count && cameraCell.ClipPlanes[i].Normal.LengthSquared() >= 1e-8f)
{
var pl = cameraCell.ClipPlanes[i];
d = Vector3.Dot(pl.Normal, localEye) + pl.D;
side = CameraOnInteriorSide(cameraCell, i, cameraPos);
}
int projN = -1;
if (i < cameraCell.PortalPolygons.Count)
{
var poly = cameraCell.PortalPolygons[i];
if (poly != null && poly.Length >= 3)
projN = PortalProjection.ProjectToNdc(poly, cameraCell.WorldTransform, viewProj).Length;
}
sb.Append(" | p").Append(i).Append("->0x").Append(portal.OtherCellId.ToString("X4"));
sb.Append(" D=").Append(float.IsNaN(d) ? "na" : d.ToString("F2"));
sb.Append(side ? " TRV" : " CULL");
sb.Append(" proj=").Append(projN);
}
sb.Append(" || outPolys=").Append(frame.OutsideView.Polygons.Count);
sb.Append(" vis=").Append(frame.OrderedVisibleCells.Count);
Console.WriteLine(sb.ToString());
}
// Mirrors CellVisibility's portal-side test (InsideSide convention).
private static bool CameraOnInteriorSide(LoadedCell cell, int portalIndex, Vector3 cameraPos)
{

View file

@ -96,6 +96,24 @@ public static class RenderingDiagnostics
public static bool ProbeVisibilityEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_VIS") == "1";
/// <summary>
/// Phase U.4c (2026-05-31) flap-convergence probe. When true, the portal
/// visibility pass emits, EVERY frame the camera root is an indoor cell, a
/// <c>[flap]</c> line (root cell's per-portal side-test D + traverse/cull +
/// projection, plus the frame's OutsideView/visible counts) and the call site
/// emits a paired <c>[flap-cam]</c> line (FindCameraCell resolution reason,
/// camera EYE worldpos, player worldpos, eye-in-root-AABB flag). Unlike the
/// cell-change-throttled <see cref="ProbeVisibilityEnabled"/> probe, this fires
/// per-frame so it captures the flicker (the exit cell dropping in/out at a
/// STABLE root). Pinpoints WHY the exit cell drops: side-test cull (eye past an
/// interior portal plane), empty projection, or a stale root (eye outside the
/// cell while FindCameraCell still reports it via cache/grace). Throwaway
/// apparatus — strip once the flap mechanism is confirmed.
/// Initial state from <c>ACDREAM_PROBE_FLAP=1</c>.
/// </summary>
public static bool ProbeFlapEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_FLAP") == "1";
// Cell-change gate for EmitVis. The probe fires once per distinct root cell
// so launch.log stays readable under motion (the per-frame call is a no-op
// when the root is unchanged). Sentinel 0 = "no root yet" — the first real