feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder
The pipeline class owns the portal_stencil shader + a dynamic VBO/VAO for per-frame portal triangle uploads. MarkAndPunch runs WB's two-step stencil setup (mark portals = 1, then write gl_FragDepth=1.0 into stencil=1 regions). EnableOutdoorPass switches to read-only stencil for the subsequent terrain + outdoor-entity passes. PortalMeshBuilder.BuildTriangles is the pure-math triangle-fan extractor — unit-testable without a GL context. Only exit portals (OtherCellId == 0xFFFF) are emitted; inner portals are skipped to prevent outdoor geometry from bleeding into adjacent rooms. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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// Phase A8 — portal mesh triangle-fan generation tests.
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//
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// Pure-math coverage of PortalMeshBuilder.BuildTriangles — the part of
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// IndoorCellStencilPipeline that converts a list of LoadedCell with
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// PortalPolygons + WorldTransform into a flat Vector3[] of triangles
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// in world space. The GL/upload portion is exercised at runtime only.
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using System.Collections.Generic;
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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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public class IndoorCellStencilPipelineTests
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{
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[Fact]
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public void BuildTriangles_NoCells_ReturnsEmpty()
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{
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var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell>());
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Assert.Empty(verts);
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}
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[Fact]
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public void BuildTriangles_SkipsInnerPortals()
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{
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// Two portals on one cell: one exit (OtherCellId=0xFFFF, should be
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// included), one inner (OtherCellId=0x0102, should be skipped).
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var cell = new LoadedCell
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{
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WorldTransform = Matrix4x4.Identity,
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Portals = new()
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{
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new CellPortalInfo(0xFFFF, 100, 0), // exit — included
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new CellPortalInfo(0x0102, 101, 0), // inner — skipped
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},
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ClipPlanes = new() { default, default },
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(1, 1, 0),
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},
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new[]
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{
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new Vector3(10, 0, 0),
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new Vector3(11, 0, 0),
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new Vector3(11, 1, 0),
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},
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},
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};
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var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
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// Only the exit polygon (3 verts → 1 triangle → 3 vertices).
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Assert.Equal(3, verts.Length);
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Assert.Equal(new Vector3(0, 0, 0), verts[0]);
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Assert.Equal(new Vector3(1, 0, 0), verts[1]);
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Assert.Equal(new Vector3(1, 1, 0), verts[2]);
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}
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[Fact]
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public void BuildTriangles_TriangulatesAsFan()
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{
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// 4-vertex quad → fan = 2 triangles → 6 vertices.
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// Quad: (0,0,0), (1,0,0), (1,1,0), (0,1,0).
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// Fan from vertex 0: (0,1,2), (0,2,3).
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var cell = new LoadedCell
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{
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WorldTransform = Matrix4x4.Identity,
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Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
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ClipPlanes = new() { default },
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(1, 1, 0),
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new Vector3(0, 1, 0),
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},
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},
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};
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var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
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Assert.Equal(6, verts.Length);
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// Triangle 1: (0,1,2)
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Assert.Equal(new Vector3(0, 0, 0), verts[0]);
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Assert.Equal(new Vector3(1, 0, 0), verts[1]);
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Assert.Equal(new Vector3(1, 1, 0), verts[2]);
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// Triangle 2: (0,2,3)
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Assert.Equal(new Vector3(0, 0, 0), verts[3]);
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Assert.Equal(new Vector3(1, 1, 0), verts[4]);
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Assert.Equal(new Vector3(0, 1, 0), verts[5]);
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}
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[Fact]
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public void BuildTriangles_AppliesWorldTransform()
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{
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// Identity cell-local triangle, translated by WorldTransform.
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var translate = Matrix4x4.CreateTranslation(new Vector3(100, 200, 300));
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var cell = new LoadedCell
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{
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WorldTransform = translate,
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Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
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ClipPlanes = new() { default },
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(0, 1, 0),
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},
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},
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};
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var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
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Assert.Equal(3, verts.Length);
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Assert.Equal(new Vector3(100, 200, 300), verts[0]);
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Assert.Equal(new Vector3(101, 200, 300), verts[1]);
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Assert.Equal(new Vector3(100, 201, 300), verts[2]);
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}
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[Fact]
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public void BuildTriangles_SkipsEmptyOrDegeneratePolygons()
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{
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var cell = new LoadedCell
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{
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WorldTransform = Matrix4x4.Identity,
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Portals = new()
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{
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new CellPortalInfo(0xFFFF, 100, 0),
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new CellPortalInfo(0xFFFF, 101, 0),
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},
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ClipPlanes = new() { default, default },
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PortalPolygons = new()
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{
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System.Array.Empty<Vector3>(), // empty
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new[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0) }, // degenerate (2 verts)
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},
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};
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var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
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Assert.Empty(verts);
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}
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}
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