refactor(render): Phase U.1 — delete two-pipe inside-out machinery

Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.

Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.

Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-30 16:05:19 +02:00
parent 0f7b395be1
commit 3fc77be5de
8 changed files with 37 additions and 2612 deletions

View file

@ -1,232 +0,0 @@
// Phase A8 — portal mesh triangle-fan generation tests.
//
// Pure-math coverage of PortalMeshBuilder.BuildTriangles — the part of
// IndoorCellStencilPipeline that converts a list of LoadedCell with
// PortalPolygons + WorldTransform into a flat Vector3[] of triangles
// in world space. The GL/upload portion is exercised at runtime only.
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
public class IndoorCellStencilPipelineTests
{
[Fact]
public void BuildTriangles_NoCells_ReturnsEmpty()
{
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell>());
Assert.Empty(verts);
}
[Fact]
public void BuildTriangles_SkipsInnerPortals()
{
// Two portals on one cell: one exit (OtherCellId=0xFFFF, should be
// included), one inner (OtherCellId=0x0102, should be skipped).
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new()
{
new CellPortalInfo(0xFFFF, 100, 0), // exit — included
new CellPortalInfo(0x0102, 101, 0), // inner — skipped
},
ClipPlanes = new() { default, default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
},
new[]
{
new Vector3(10, 0, 0),
new Vector3(11, 0, 0),
new Vector3(11, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
// Only the exit polygon (3 verts → 1 triangle → 3 vertices).
Assert.Equal(3, verts.Length);
Assert.Equal(new Vector3(0, 0, 0), verts[0]);
Assert.Equal(new Vector3(1, 0, 0), verts[1]);
Assert.Equal(new Vector3(1, 1, 0), verts[2]);
}
[Fact]
public void BuildTriangles_OnlyIncludesProvidedVisibleCells()
{
// The render path now feeds BuildTriangles from the portal traversal's
// visible cells, not every cell in the building. A hidden room's exit
// portal must not punch outdoor terrain into the current view.
var visibleInnerCell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0x0102, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
},
},
};
var hiddenExitCell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 101, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(10, 0, 0),
new Vector3(11, 0, 0),
new Vector3(11, 1, 0),
},
},
};
var visibleOnly = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell });
var allBuildingCells = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell, hiddenExitCell });
Assert.Empty(visibleOnly);
Assert.Equal(3, allBuildingCells.Length);
Assert.Equal(new Vector3(10, 0, 0), allBuildingCells[0]);
}
[Fact]
public void BuildTriangles_CameraSideFilterSkipsExitPortalsBehindCamera()
{
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new()
{
new PortalClipPlane
{
Normal = Vector3.UnitX,
D = 0f,
InsideSide = 0,
},
},
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 0, 1),
},
},
};
var visible = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(1, 0, 0));
var rejected = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(-1, 0, 0));
Assert.Equal(3, visible.Length);
Assert.Empty(rejected);
}
[Fact]
public void BuildTriangles_TriangulatesAsFan()
{
// 4-vertex quad → fan = 2 triangles → 6 vertices.
// Quad: (0,0,0), (1,0,0), (1,1,0), (0,1,0).
// Fan from vertex 0: (0,1,2), (0,2,3).
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
new Vector3(0, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Equal(6, verts.Length);
// Triangle 1: (0,1,2)
Assert.Equal(new Vector3(0, 0, 0), verts[0]);
Assert.Equal(new Vector3(1, 0, 0), verts[1]);
Assert.Equal(new Vector3(1, 1, 0), verts[2]);
// Triangle 2: (0,2,3)
Assert.Equal(new Vector3(0, 0, 0), verts[3]);
Assert.Equal(new Vector3(1, 1, 0), verts[4]);
Assert.Equal(new Vector3(0, 1, 0), verts[5]);
}
[Fact]
public void BuildTriangles_AppliesWorldTransform()
{
// Identity cell-local triangle, translated by WorldTransform.
var translate = Matrix4x4.CreateTranslation(new Vector3(100, 200, 300));
var cell = new LoadedCell
{
WorldTransform = translate,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(0, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Equal(3, verts.Length);
Assert.Equal(new Vector3(100, 200, 300), verts[0]);
Assert.Equal(new Vector3(101, 200, 300), verts[1]);
Assert.Equal(new Vector3(100, 201, 300), verts[2]);
}
[Fact]
public void BuildTriangles_SkipsEmptyOrDegeneratePolygons()
{
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new()
{
new CellPortalInfo(0xFFFF, 100, 0),
new CellPortalInfo(0xFFFF, 101, 0),
},
ClipPlanes = new() { default, default },
PortalPolygons = new()
{
System.Array.Empty<Vector3>(), // empty
new[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0) }, // degenerate (2 verts)
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Empty(verts);
}
}