fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance)
The user's "doors/doorways leak through terrain and houses over a
landblock" is the #117 mark-pass bias evaluated in the wrong space.
Mechanism (confirmed analytically, Issue129PunchBiasTests): the punch's
pass-A stencil mark biased the aperture fan toward the viewer by a
CONSTANT 0.0005 NDC. NDC depth is non-linear - a constant NDC bias b
spans ~= b*d^2*(f-n)/(f*n) meters of eye depth at eye distance d. With
retail's znear 0.1 (d4b5c71) that is 0.125 m at 5 m but ~190 m at one
landblock: every hill/house in front of a distant aperture passed the
LEQUAL mark and was far-Z punched -> door-shaped leak through the
occluder. This is exactly the risk AD-18's register row recorded
("an occluder within ~bias in front of a distant aperture gets punched
through") - the symptom-scan rule found it before instrumentation.
Fix: cap the bias's EYE-SPACE span at 0.5 m -
biasNdc(d) = min(0.0005, capMeters * near / d^2)
in the mark-pass vertex shader (clipPos.w = eye depth), CPU-mirrored as
PortalDepthMaskRenderer.MarkBiasNdc for tests. Below the ~10 m
crossover the constant-NDC term is smaller and wins - bit-identical to
the T5-validated close-range behavior, so the #108 grass coverage that
justified the bias is untouched. Beyond it the punch can never reach an
occluder more than 0.5 m in front of the aperture plane.
Pins (Issue129PunchBiasTests): the old form spans >100 m of eye depth
at a landblock (the leak, kept as documentation of the refuted shape);
the capped form stays <= 0.5 m at every distance 1-400 m and matches
the validated constant bit-for-bit below 10 m.
AD-18 register row updated in the same commit (bias description + the
#129 closure + the residual risk note: door-hugging geometry beyond the
0.5 m cap at >10 m viewing range re-occludes - the cap constant is the
tuning knob if the gate shows residue).
Suites: App 256+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user visual gate at the original spot (+ #108 cellar
re-check up close).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
6c4b6d64d9
commit
4ba714835d
4 changed files with 134 additions and 25 deletions
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@ -4477,36 +4477,38 @@ staircase entity's per-frame draw decision.
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## #129 — Doors/doorways leak through terrain and houses from over a landblock away
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**Status:** OPEN
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**Status:** FIX SHIPPED — awaiting user visual gate
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**Severity:** MEDIUM (visible at distance during normal outdoor play)
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**Filed:** 2026-06-12 (user report, post-#119-close session)
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**Component:** render — aperture depth punch at distance (#117 family)
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**Component:** render — aperture depth punch at distance (#117 family, AD-18)
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**Symptom (user):** "leakage of like doors and doorways through the
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terrain and houses over a landblock" — door/doorway-shaped patches
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visible THROUGH intervening terrain and nearer buildings when the
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source building is roughly a landblock (~192 m) or more away.
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**Leads:**
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1. **The #117 stencil depth-gate bias at long range (top suspect).**
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#117's fix (`478c549`) marks aperture pixels at biased true depth
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(LEQUAL, bias 0.0005 NDC) then far-Z punches only marked pixels. With
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a non-linear depth buffer, 0.0005 NDC at ~200 m spans many METERS of
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view depth — the bias can exceed the separation between the aperture
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and a hill/house in front of it, marking occluder pixels and punching
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them → the occluder shows the interior/background behind. The #108
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coverage constraint pulls the bias up; distance pulls it wrong —
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re-derive the bias in eye-space (or scale by w) instead of constant
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NDC.
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2. Per-building look-in floods admitting distant buildings (the #127
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churn family) — would gate WHICH buildings punch, not the
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through-occluder leak itself.
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**Root cause (lead 1 confirmed analytically, `Issue129PunchBiasTests`):**
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the #117 mark-pass bias was a CONSTANT 0.0005 NDC. NDC depth is
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non-linear — a constant NDC bias `b` spans ≈ `b·d²/near` meters of eye
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depth at distance `d`. With retail's znear 0.1 that is 0.125 m at 5 m
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but **~190 m at a landblock**: every hill/house in front of a distant
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aperture passed the LEQUAL mark and was far-Z punched → the door-shaped
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leak. Exactly AD-18's recorded "Risk if assumption breaks".
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**Next:** capture at the spot (ACDREAM_PROBE_VIEWER=1 + a screenshot +
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player/eye position from [snap]/[viewer]); confirm whether the leak
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patch matches an aperture polygon of the distant building; then test
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the eye-space-bias hypothesis headlessly (the #117 commit has the bias
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math).
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**Fix (2026-06-12):** cap the bias's EYE-SPACE span —
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`biasNdc(d) = min(0.0005, 0.5 m × near / d²)`
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(`PortalDepthMaskRenderer.MarkBiasNdc`, mirrored in the vertex shader).
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Below the ~10 m crossover the constant term wins, bit-identical to the
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T5-validated behavior (#108 grass coverage untouched); beyond it the
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punch can never reach an occluder more than 0.5 m in front of the
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aperture plane. Pins: `Issue129PunchBiasTests` (old form spans >100 m
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at a landblock; capped form ≤0.5 m at all distances; close range
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unchanged).
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**Gate:** the original spot — distant building doors no longer show
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through terrain/houses at ~a landblock; AND the #108 cellar grass-sweep
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stays gone up close. If a >10 m-range #108-class residue appears, the
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cap constant (0.5 m) is the tuning knob — see AD-18.
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---
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@ -79,7 +79,7 @@ accepted-divergence entries (#96, #49, #50).
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| AD-15 | `IsEnv` masks low-16 of the cell id (`(Id & 0xFFFF) >= 0x100`) where retail tests the full id | `src/AcDream.Core/World/Cells/ObjCell.cs:25` | Every real prefixed EnvCell id has low-16 ≥ 0x100 and every outdoor cell ≤ 0x40 — identical answers for all real dat ids, works for both bare and prefixed forms | None for real dat data; a hypothetical convention-violating id would route to the wrong (BSP vs terrain) point-in-cell logic | `CObjCell::GetVisible` pc:308215 |
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| AD-16 | Building-flood gate is a CPU frustum test on each building's `PortalBounds` AABB; retail floods exactly when the shell draws and an aperture survives (no bounds constant anywhere) | `src/AcDream.App/Rendering/GameWindow.cs:7634` | Documented as the tight equivalent of the shell viewconeCheck for flood purposes (the FPS fix the Chebyshev≤1 hack approximated); per-portal admission still goes through BuildFromExterior's screen clip; missing-bounds buildings always flood (safe over-include) | A too-small/stale PortalBounds AABB means the interior never floods — doorway shows a hole/black aperture from outside (inverse of the vanishing-staircase class) | `DrawBuilding` 0x0059f2a0; `BSPPORTAL::portal_draw_portals_only` 0x53d870 |
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| AD-17 | ≤8 GPU `gl_ClipDistance` half-planes per view region, degrading to a union-AABB scissor (over-include) on multi-polygon / >8-edge views; particles always scissor; scissor slices disable per-object viewcone culling. Retail CPU-clips against the exact portal polygon | `src/AcDream.App/Rendering/ClipPlaneSet.cs:23` | GL guarantees only 8 simultaneous clip planes; invariant documented: over-inclusion is safe, under-inclusion is the bug class | Fallback on complex multi-aperture views draws terrain/sky/particles/objects outside the true aperture but inside its AABB — background/interior bleed strips at doorways (the **#130** family) | `ACRender::polyClipFinish` decomp:702749; PView portal_view slices |
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| AD-18 | Aperture far-Z punch is two-pass stencil-gated with invented `PunchMarkDepthBias = 0.0005` NDC; retail's single DEPTHTEST_ALWAYS punch is safe only under painter's far→near order we don't have | `src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs:149` | **#117** (2026-06-11): the unconditional punch erased nearer occluders (hills, closer buildings), painting interiors through them; the two-pass form is the z-buffered equivalent of retail's ordering safety. DO-NOT-RETRY: punch must stay depth-gated (ISSUES #108) | Bias is depth-dependent: an occluder within ~bias in front of a distant aperture gets punched through; door-plane-hugging geometry just beyond it re-occludes the aperture (a **#108**-class regression) | `D3DPolyRender::DrawPortalPolyInternal` 0x0059bc90 (maxZ1=7 / maxZ2=6) |
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| AD-18 | Aperture far-Z punch is two-pass stencil-gated with an invented mark bias: 0.0005 NDC capped to a 0.5 m EYE-SPACE span (`MarkBiasNdc`); retail's single DEPTHTEST_ALWAYS punch is safe only under painter's far→near order we don't have | `src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs:149` | **#117** (2026-06-11): the unconditional punch erased nearer occluders, painting interiors through them; the two-pass form is the z-buffered equivalent of retail's ordering safety. **#129** (2026-06-12): the constant-NDC bias spanned ~190 m of eye depth at a landblock (non-linear depth) → distant occluders punched; the eye-space cap bounds the reach (`Issue129PunchBiasTests`). DO-NOT-RETRY: punch must stay depth-gated (ISSUES #108) | Door-plane-hugging geometry beyond the 0.5 m cap re-occludes the aperture (a **#108**-class regression at >10 m viewing range); an occluder within the cap in front of a distant aperture still punches through | `D3DPolyRender::DrawPortalPolyInternal` 0x0059bc90 (maxZ1=7 / maxZ2=6) |
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| AD-19 | Under outdoor roots, ALL dynamics draw in one z-buffered final pass; retail draws objects painter-ordered per landcell inside the landscape pass (interior roots route per **#118**) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs:126` | The dynamics-drawn-LAST invariant is what makes the aperture depth punch safe (first BR-2 attempt punched after dynamics and erased the player, reverted `88be519`); z-buffer substitutes for painter's order on opaque geometry | Punch/seal correctness hinges on an ordering invariant — any pass added after DrawDynamicsLast, or alpha content needing painter order, gets erased inside apertures or composites wrong | `LScape::draw` → `DrawBlock` 0x005a17c0 → DrawSortCell pc:430124; `PView::DrawCells` 0x005a4840 |
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| AD-20 | Camera sweep fallback seeds the eye's `AdjustPosition` from the PLAYER's cell; retail re-seats at the sought eye's own tracked cell (rest of function is a verbatim `update_viewer` port) | `src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs:97` | acdream's camera doesn't track the sought-eye's cell separately; the eye is near the player so the player-cell stab list is assumed to cover it | An eye outside the player cell's stab-list coverage (boundary corners, cross-landblock pull-back) seats in the wrong cell — and the viewer cell roots the whole render: one-frame wrong root (flap-class flash) | `SmartBox::update_viewer` 0x00453ce0, pc:92878-92883 |
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| AD-21 | Null-clipRoot legacy outdoor safety path (no portal visibility, no punches/seals, no-clip terrain) for pre-spawn / login / legacy cameras; in-world retail always has a viewer_cell root | `src/AcDream.App/Rendering/GameWindow.cs:7671` | Result is null ONLY when neither an interior root nor the synthetic outdoor node exists; kept so the login screen shows the live sky | If viewer-root resolution ever returns null in-world (membership bug, fly-camera edge), the frame silently degrades — interiors stop drawing through doorways; the old two-branch FLAP reappears for those frames | `SmartBox::RenderNormalMode` decomp:92635 |
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@ -52,7 +52,8 @@ uniform mat4 uViewProjection;
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uniform int uPlaneCount;
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uniform vec4 uPlanes[8];
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uniform int uForceFarZ;
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uniform float uDepthBias; // NDC bias toward the viewer (mark pass only)
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uniform float uDepthBias; // NDC bias toward the viewer (mark pass only)
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uniform float uDepthBiasEyeCapN; // eye-span cap x near plane (#129; see MarkBiasNdc)
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out float gl_ClipDistance[8];
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void main()
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{
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@ -62,7 +63,14 @@ void main()
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if (uForceFarZ == 1)
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clipPos.z = clipPos.w * 0.99999988; // retail far-z punch constant (0x0059bc90 tail)
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else if (uDepthBias > 0.0)
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clipPos.z -= uDepthBias * clipPos.w; // #117 mark-pass bias (see DrawDepthFan)
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{
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// #117 mark-pass bias, #129 eye-space cap. clipPos.w = eye depth d;
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// an NDC bias b spans ~b*d*d/near meters of eye depth, so the
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// constant-NDC form alone reached METERS at distance (door-shaped
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// leaks through hills/houses). Keep in sync with MarkBiasNdc.
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float biasNdc = min(uDepthBias, uDepthBiasEyeCapN / max(clipPos.w * clipPos.w, 1e-6));
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clipPos.z -= biasNdc * clipPos.w;
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}
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gl_Position = clipPos;
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}";
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private readonly int _locPlanes;
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private readonly int _locForceFarZ;
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private readonly int _locDepthBias;
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private readonly int _locDepthBiasEyeCapN;
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private const int MaxFanVerts = 32;
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private readonly float[] _scratch = new float[MaxFanVerts * 3];
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_locPlanes = _gl.GetUniformLocation(_program, "uPlanes");
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_locForceFarZ = _gl.GetUniformLocation(_program, "uForceFarZ");
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_locDepthBias = _gl.GetUniformLocation(_program, "uDepthBias");
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_locDepthBiasEyeCapN = _gl.GetUniformLocation(_program, "uDepthBiasEyeCapN");
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_vao = _gl.GenVertexArray();
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_vbo = _gl.GenBuffer();
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@ -144,10 +154,37 @@ void main() { } // depth-only: color writes are masked off by the caller state
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/// stencil below). The bias keeps the #108 case covered — terrain
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/// hugging the door plane (centimeters in front of the aperture) must
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/// still be punched; a hill or another house meters nearer must not.
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/// 0.0005 NDC ≈ 6 cm at 5 m / ≈ 1 m at 20 m with znear=0.1.
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/// </summary>
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private const float PunchMarkDepthBias = 0.0005f;
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/// <summary>
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/// #129 (2026-06-12): NDC depth is non-linear — a constant NDC bias b
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/// spans ≈ b·d²/near meters of eye depth at eye distance d. With
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/// znear = 0.1, the 0.0005 constant alone spanned 0.125 m at 5 m but
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/// ~190 m at a landblock away: every hill/house in front of a distant
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/// aperture passed the mark and got far-Z punched — door-shaped leaks
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/// through occluders. Fix: cap the bias's EYE-SPACE span at
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/// <see cref="PunchMarkBiasEyeCapMeters"/>. Below the ~10 m crossover
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/// (sqrt(cap·near/0.0005)) the constant-NDC term is smaller and wins —
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/// bit-identical to the T5-validated close-range behavior (#108 grass
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/// coverage untouched); beyond it the punch can never reach an occluder
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/// more than the cap in front of the aperture plane.
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/// </summary>
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public const float PunchMarkBiasEyeCapMeters = 0.5f;
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/// <summary>Retail <c>Render::znear</c> = 0.1 (decomp :342173, re-landed
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/// d4b5c71). The cap conversion below assumes the production camera near
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/// plane; the small f/(f−n) factor (~1.00002 at far 5000) is ignored.</summary>
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public const float CameraNearPlaneMeters = 0.1f;
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/// <summary>CPU mirror of the vertex-shader mark-bias expression (keep in
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/// sync with <c>VertSrc</c>): the NDC bias applied at eye depth
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/// <paramref name="eyeDepthMeters"/>.</summary>
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public static float MarkBiasNdc(float eyeDepthMeters) =>
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MathF.Min(PunchMarkDepthBias,
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PunchMarkBiasEyeCapMeters * CameraNearPlaneMeters
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/ MathF.Max(eyeDepthMeters * eyeDepthMeters, 1e-6f));
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/// <summary>
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/// Draw one portal polygon as an invisible depth write, clipped to the
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/// slice's clip-space half-planes. <paramref name="forceFarZ"/> selects
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_gl.DepthMask(false);
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_gl.Uniform1(_locForceFarZ, 0);
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_gl.Uniform1(_locDepthBias, PunchMarkDepthBias);
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_gl.Uniform1(_locDepthBiasEyeCapN,
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PunchMarkBiasEyeCapMeters * CameraNearPlaneMeters);
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_gl.DrawArrays(PrimitiveType.TriangleFan, 0, (uint)n);
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// ── PUNCH pass B: far-Z write on marked pixels only;
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68
tests/AcDream.App.Tests/Rendering/Issue129PunchBiasTests.cs
Normal file
68
tests/AcDream.App.Tests/Rendering/Issue129PunchBiasTests.cs
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@ -0,0 +1,68 @@
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using System;
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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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/// <summary>
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/// #129 — doors/doorways leak through terrain and houses from over a landblock
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/// away. The punch's mark pass (#117, AD-18) biased the aperture fan toward
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/// the viewer by a CONSTANT 0.0005 NDC. NDC depth is non-linear: a constant
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/// NDC bias b spans ≈ b·d²·(f−n)/(f·n) meters of eye depth at eye distance d
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/// — 0.125 m at 5 m but ~190 m at a landblock (znear 0.1), so distant
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/// occluders in front of an aperture passed the mark and were far-Z punched:
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/// the door-shaped leak. The fix caps the bias's eye-space span
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/// (PortalDepthMaskRenderer.MarkBiasNdc): identical to the validated constant
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/// below the ~10 m crossover, never more than the cap beyond it.
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/// </summary>
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public class Issue129PunchBiasTests
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{
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private const float Near = PortalDepthMaskRenderer.CameraNearPlaneMeters; // 0.1 (retail znear)
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private const float Far = 5000f;
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/// <summary>Eye-depth span (meters) covered by an NDC depth bias b at eye
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/// distance d: ndc(d) = f(d−n)/((f−n)d) ⇒ d(ndc) inverse ⇒
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/// span = b·d²·(f−n)/(f·n) (exact for small b via the derivative).</summary>
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private static float EyeSpanMeters(float biasNdc, float d) =>
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biasNdc * d * d * (Far - Near) / (Far * Near);
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[Fact]
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public void OldConstantBias_SpansMetersAtALandblock_TheLeak()
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{
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// The refuted form (documentation of WHY the constant was wrong):
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// 0.0005 NDC at ~one landblock spans far more eye depth than any
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// occluder separation — everything in front got punched.
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Assert.True(EyeSpanMeters(0.0005f, 192f) > 100f);
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// ...while at close range it was a sane sliver:
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Assert.InRange(EyeSpanMeters(0.0005f, 5f), 0.05f, 0.30f);
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}
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[Fact]
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public void CappedBias_MatchesValidatedConstant_AtCloseRange()
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{
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// Below the crossover the T5-validated constant must win unchanged —
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// this preserves the #108 grass coverage bit-for-bit.
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foreach (float d in new[] { 0.5f, 1f, 3f, 5f, 8f, 9.9f })
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Assert.Equal(0.0005f, PortalDepthMaskRenderer.MarkBiasNdc(d), 6);
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}
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[Fact]
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public void CappedBias_EyeSpanNeverExceedsCap_AtAnyDistance()
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{
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for (float d = 1f; d <= 400f; d += 1f)
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{
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float span = EyeSpanMeters(PortalDepthMaskRenderer.MarkBiasNdc(d), d);
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Assert.True(span <= PortalDepthMaskRenderer.PunchMarkBiasEyeCapMeters * 1.02f,
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FormattableString.Invariant($"bias spans {span:F2} m of eye depth at d={d} m"));
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}
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}
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[Fact]
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public void CappedBias_At200m_CannotReachOccluders()
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{
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// The reported #129 distance: occluder separations are tens of
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// meters; the punch reach must stay under the 0.5 m cap.
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float span = EyeSpanMeters(PortalDepthMaskRenderer.MarkBiasNdc(200f), 200f);
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Assert.True(span <= 0.51f, FormattableString.Invariant($"span {span:F3} m at 200 m"));
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}
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}
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