fix(core): emit both sides of double-sided polygons in GfxObjMesh
The lifestone (and likely any weenie with closed shells using NoPos /
Negative / Both stippling) rendered with visible holes where you could
see inside it — confirmed via the user's "see into it" description.
Root cause: GfxObjMesh.Build skipped any polygon whose PosSurface was
out of range, which is exactly what a NoPos-stippled or
negative-only polygon looks like. Backface culling isn't involved
(acdream has it disabled); we were simply dropping triangles.
Ported the pos/neg emission rule from
references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/
ObjectMeshManager.cs (lines 955-971 and 1510-1577):
pos side: emit when !Stippling.NoPos and PosSurface is valid
neg side: emit when Stippling.Negative, Stippling.Both, OR
(!Stippling.NoNeg && SidesType == CullMode.Clockwise)
The "Clockwise CullMode means NegUVIndices are on the wire" rule is
non-obvious but matches how Polygon.Unpack reads NegUVIndices, so
any closed mesh relying on that convention now renders correctly.
Neg-side triangles get the reversed fan winding and a negated vertex
normal. With culling off the winding only matters for lighting
consistency, but keeping the semantics right future-proofs the
fix if we ever enable back-face culling for a perf pass. The
dedup cache is keyed by (posIdx, uvIdx, isNeg) so the same vertex
can carry different normals on the pos and neg sides.
Pos-side winding is preserved at the original (0, i, i+1) order so
the existing single-triangle and fan-triangulation tests still pass
— neg side uses (i+1, i, 0), which is the same shape mirrored.
194 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
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1 changed files with 154 additions and 49 deletions
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@ -2,6 +2,7 @@ using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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@ -9,7 +10,8 @@ public static class GfxObjMesh
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{
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/// <summary>
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/// Walk a GfxObj's polygons and produce one <see cref="GfxObjSubMesh"/>
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/// per referenced Surface. Polygons are triangulated as fans.
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/// per referenced Surface, emitting positive-side and negative-side
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/// triangles separately when the polygon specifies both.
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/// </summary>
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/// <param name="gfxObj">The GfxObj to build sub-meshes from.</param>
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/// <param name="dats">
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@ -17,77 +19,180 @@ public static class GfxObjMesh
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/// <see cref="GfxObjSubMesh.Translucency"/>. When null (e.g. offline tests)
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/// all sub-meshes default to <see cref="TranslucencyKind.Opaque"/>.
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/// </param>
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/// <remarks>
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/// <para>
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/// Ported from
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/// <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectMeshManager.cs</c>
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/// (BuildPolygonIndices + the pos/neg emission loop around line 955).
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/// The rule for emitting a polygon side:
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/// </para>
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/// <list type="bullet">
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/// <item><b>Pos side:</b> emit whenever <c>!Stippling.NoPos</c> and
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/// <c>PosSurface</c> is a valid index.</item>
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/// <item><b>Neg side:</b> emit when
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/// <c>Stippling.Negative</c>, <c>Stippling.Both</c>, or
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/// <c>(!Stippling.NoNeg && SidesType == CullMode.Clockwise)</c>.
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/// The last condition is AC's non-obvious convention for "this
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/// polygon has a back face even though nothing in Stippling
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/// declares it" — you cannot drop it without punching holes
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/// through closed meshes like the lifestone and any other
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/// weenie that relies on double-sided polygons.</item>
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/// </list>
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/// <para>
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/// Neg-side triangles get the reversed winding and a negated vertex
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/// normal so lighting stays correct if we ever enable face culling;
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/// acdream currently renders with culling disabled, but we still emit
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/// reversed indices to keep the semantics right.
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/// </para>
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/// <para>
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/// The dedup cache is keyed by <c>(posIdx, uvIdx, isNeg)</c> because
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/// the same vertex position on the pos and neg sides needs different
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/// normals (and potentially different UVs via <c>NegUVIndices</c>).
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/// </para>
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/// </remarks>
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, DatCollection? dats = null)
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{
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// Group output vertices and indices per surface index.
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var perSurface = new Dictionary<int, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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// One bucket per (surface-index, isNeg) pair. Negative-side triangles
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// always land in a different bucket than their positive counterparts
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// because their normals and winding differ; the renderer doesn't care
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// about the distinction once sub-meshes are emitted, but the build
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// loop has to keep them separate to produce correct vertex data.
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var perBucket = new Dictionary<(int surfaceIdx, bool isNeg),
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(List<Vertex> Vertices, List<uint> Indices,
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Dictionary<(int pos, int uv, bool neg), uint> Dedupe)>();
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foreach (var kvp in gfxObj.Polygons)
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{
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var poly = kvp.Value;
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if (poly.VertexIds.Count < 3)
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continue; // degenerate
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continue; // degenerate — can't form a triangle
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int surfaceIdx = poly.PosSurface;
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if (surfaceIdx < 0 || surfaceIdx >= gfxObj.Surfaces.Count)
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continue; // out of range surface
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// --- Positive side ---
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bool hasPos = !poly.Stippling.HasFlag(StipplingType.NoPos);
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if (hasPos)
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EmitSide(poly, poly.PosSurface, isNeg: false);
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if (!perSurface.TryGetValue(surfaceIdx, out var bucket))
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// --- Negative side ---
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// Three ways AC flags a polygon as double-sided:
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// 1. Stippling.Negative or Stippling.Both — explicit.
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// 2. Stippling.NoNeg is NOT set AND SidesType == Clockwise —
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// AC's "Clockwise CullMode means there are NegUVIndices
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// on the wire" convention. See
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// DatReaderWriter/.../Generated/Types/Polygon.generated.cs
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// — NegUVIndices are only read when SidesType == Clockwise,
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// and WorldBuilder uses the same rule to decide whether to
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// emit the neg side at build time.
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bool hasNeg =
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poly.Stippling.HasFlag(StipplingType.Negative) ||
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poly.Stippling.HasFlag(StipplingType.Both) ||
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(!poly.Stippling.HasFlag(StipplingType.NoNeg) && poly.SidesType == CullMode.Clockwise);
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if (hasNeg)
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EmitSide(poly, poly.NegSurface, isNeg: true);
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void EmitSide(DatReaderWriter.Types.Polygon p, short surfaceIdx, bool isNeg)
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{
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bucket = (new List<Vertex>(), new List<uint>(), new Dictionary<(int, int), uint>());
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perSurface[surfaceIdx] = bucket;
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}
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if (surfaceIdx < 0 || surfaceIdx >= gfxObj.Surfaces.Count)
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return;
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// Collect output vertex indices for this polygon.
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var polyOut = new List<uint>(poly.VertexIds.Count);
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bool skipPoly = false;
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for (int i = 0; i < poly.VertexIds.Count; i++)
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{
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int posIdx = poly.VertexIds[i];
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int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
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if (!gfxObj.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
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var bucketKey = ((int)surfaceIdx, isNeg);
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if (!perBucket.TryGetValue(bucketKey, out var bucket))
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{
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skipPoly = true;
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break;
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bucket = (new List<Vertex>(), new List<uint>(),
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new Dictionary<(int, int, bool), uint>());
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perBucket[bucketKey] = bucket;
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}
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var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
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? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
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: Vector2.Zero;
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var key = (posIdx, uvIdx);
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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// Collect one output index per polygon corner. If we fail to
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// resolve a vertex we abort the whole polygon rather than
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// emitting a degenerate triangle (matches the behavior of
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// the previous builder).
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var polyOut = new List<uint>(p.VertexIds.Count);
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bool skipPoly = false;
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for (int i = 0; i < p.VertexIds.Count; i++)
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, sw.Normal, texcoord, TerrainLayer: 0));
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bucket.Dedupe[key] = outIdx;
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int posIdx = p.VertexIds[i];
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// UV index selection: neg side uses NegUVIndices when
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// present; otherwise fall back to PosUVIndices; otherwise
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// zero. Matches WorldBuilder/ObjectMeshManager.cs:1521-1524.
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int uvIdx = 0;
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if (isNeg && p.NegUVIndices.Count > 0 && i < p.NegUVIndices.Count)
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uvIdx = p.NegUVIndices[i];
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else if (!isNeg && i < p.PosUVIndices.Count)
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uvIdx = p.PosUVIndices[i];
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else if (i < p.PosUVIndices.Count)
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uvIdx = p.PosUVIndices[i]; // neg side with no NegUVIndices — borrow pos
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if (!gfxObj.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
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{
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skipPoly = true;
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break;
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}
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var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
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? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
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: Vector2.Zero;
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// Negate the vertex normal for the neg side so lighting
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// stays correct if we ever enable face culling. With
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// culling disabled the shader still samples this normal
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// for the diffuse term so getting it right matters
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// regardless of backface state.
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var normal = isNeg ? -sw.Normal : sw.Normal;
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var key = (posIdx, uvIdx, isNeg);
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, normal, texcoord, TerrainLayer: 0));
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bucket.Dedupe[key] = outIdx;
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}
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polyOut.Add(outIdx);
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}
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polyOut.Add(outIdx);
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}
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if (skipPoly || polyOut.Count < 3)
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continue;
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if (skipPoly || polyOut.Count < 3)
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return;
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// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[0]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[i + 1]);
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// Fan triangulation. Pos side keeps the original
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// (0, i, i+1) winding the earlier builder used so existing
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// tests and render behavior are preserved. Neg side emits
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// the opposite winding so the two faces point away from
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// each other — matches WorldBuilder/ObjectMeshManager.cs:
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// 1564-1577 once you account for the reversed pos order.
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if (isNeg)
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{
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[i + 1]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[0]);
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}
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}
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else
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{
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[0]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[i + 1]);
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}
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}
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}
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}
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// Emit one sub-mesh per surface.
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var result = new List<GfxObjSubMesh>(perSurface.Count);
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foreach (var kvp in perSurface)
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// Emit one sub-mesh per (surface, side) bucket. The sub-mesh API
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// doesn't care whether a surface came from the pos or neg side —
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// both go through the same texture cache path.
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var result = new List<GfxObjSubMesh>(perBucket.Count);
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foreach (var kvp in perBucket)
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{
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var surfaceId = (uint)gfxObj.Surfaces[kvp.Key];
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var (surfaceIdx, _) = kvp.Key;
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var surfaceId = (uint)gfxObj.Surfaces[surfaceIdx];
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// Resolve Surface.Type flags when a DatCollection is available so the
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// renderer can split the draw into opaque and translucent passes.
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// Resolve Surface.Type flags when a DatCollection is available
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// so the renderer can split the draw into opaque and translucent
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// passes.
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var translucency = TranslucencyKind.Opaque;
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if (dats is not null)
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{
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