fix #426: extract solid-colour (NO_POS_UVS) faces; skip untextured subsets only on building shells and cells like retail
The Holtburg windmill axle (GfxObj 0x010010CE, 8 polygons, all
Stippling.NoPos + SurfaceType.Base1Solid) extracted to a 0-vertex mesh.
NoPos ("NO_POS_UVS", acclient.h:7380-7388) means "this side has no
texture coordinates" — true of every solid-colour polygon, since
nothing samples them — not "there is no positive face". Extraction read
it as the latter and dropped the polygon entirely, client-wide, for
every untextured polygon on every object.
Retail's D3DPolyRender::DrawMesh (@0x0059d4a0, named-retail decomp
~line 426048) draws an untextured subset on an ordinary object exactly
like a textured one; the only retail cases that skip an untextured
subset are a building shell (RenderDeviceD3D::DrawBuilding @0x0059f2a0
sets ObjBuildingOrBuildingPart=1) or an EnvCell interior
(RenderDeviceD3D::DrawEnvCell @0x0059f170, arg4=1). The #119
investigation's "retail's skipNoTexture never draws them either"
conclusion was itself wrong as a general rule.
- MeshExtractor.PrepareGfxObjMeshData / GfxObjMesh.Build: emit the
positive side whenever PosSurface is a valid index, regardless of
NoPos; the existing UV-index-0 fallback already produces zero
texcoords for a NoPos polygon with no UVs on the wire.
- RetailUntexturedSurfacePolicy.IsUntextured(SurfaceType): the one
place that answers "is this surface textured"
((type & (Base1Image|Base1ClipMap)) == 0), replacing the old
`isSolid = NoPos || Base1Solid` (which also mis-classified a NEG-side
batch by the POS-side's NoPos flag).
- RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured):
the shared draw-time gate wired into WbDrawDispatcher.ClassifyBatches,
.PackedOracle.ClassifyPackedBatches, and
.DirectionalShadows.AddDirectionalShadowBatches — one predicate so the
three walks cannot drift (Campaign VM VM6 lesson).
- CellMesh.cs / MeshExtractor.PrepareCellStructMeshData deliberately
KEEP their NoPos-gated skip for cell-wall geometry — retail's
DrawEnvCell really does skip untextured subsets there; register row
AP-234 documents the NoPos-vs-Surface.Type approximation.
- PakFormat.CurrentBakeToolVersion 4->5 (LauncherInstallRecordStore in
lockstep): a pak baked by an older tool is missing every untextured
face. No bake was run as part of this commit.
Also fixed: WorldBuilder's own upstream ObjectMeshManager.cs has the
identical NoPos bug (ObjectMeshManager.cs:959,984) — our port had
faithfully carried it over, and our own conformance test
(Build_NoPosFlag_OnlyEmitsNegSide) asserted the bug as correct WB
conformance. Renamed/reworded to Build_NoPosFlag_EmitsBothPosAndNegSide
with a citation for why retail decomp overrides WB here.
Issue119UpNullGfxObjDumpTests re-run against the installed DAT:
#119's own two objects (0x010002B4 9/9 polys, 0x010008A8 1/1 poly) now
gate DRAWS on every polygon instead of extracting to nothing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
51a5fe99ef
commit
517d17b4b3
18 changed files with 755 additions and 40 deletions
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using AcDream.Core.Meshing;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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@ -22,6 +23,22 @@ namespace AcDream.Core.Tests.Conformance;
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/// and replicates MeshExtractor.PrepareGfxObjMeshData's gates (moved from
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/// ObjectMeshManager in MP1a)
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/// so the zeroing gate reads directly off the output.
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///
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/// #426 (2026-08-23) UPDATE: the gate replica below now mirrors the FIXED
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/// extraction rule — the positive side is added whenever PosSurface is a
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/// valid index, regardless of Stippling.NoPos (NoPos means "no positive
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/// UVs", not "no positive face"; see RetailUntexturedSurfacePolicy). Run
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/// against the installed DAT, both of #119's original objects now gate
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/// DRAWS on every single polygon (0x010002B4: 9/9 polys; 0x010008A8: 1/1
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/// poly — both all-NoPos+Base1Solid, wouldAddPos == polygon count) — they
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/// are NEITHER all-degenerate NOR all-invalid-surface-index; they were
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/// dropped for being all-solid, and #426 now extracts that geometry. The
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/// #119 filing's "retail never draws untextured subsets" conclusion was
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/// simply wrong (see #426's ISSUES.md entry) — it never held for these two
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/// objects specifically. Whether their solid faces end up VISIBLE on
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/// screen (vs. skipped again at draw time by RetailUntexturedSubsetPolicy,
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/// if either object turns out to be a building-shell part) is a separate,
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/// unverified question this dump does not answer.
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/// </summary>
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[Trait("Lane", "InstalledDat")]
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public sealed class Issue119UpNullGfxObjDumpTests
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@ -57,7 +74,10 @@ public sealed class Issue119UpNullGfxObjDumpTests
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}
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// Replicate the extraction gates (PrepareGfxObjMeshData):
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// pos added when !NoPos
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// pos added whenever PosSurface is a valid index — #426
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// (2026-08-23): NoPos means "no positive UVs", not "no positive
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// face"; ordinary objects draw untextured (solid) subsets the same
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// as textured ones (RetailUntexturedSurfacePolicy).
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// neg added when Negative || Both || (!NoNeg && SidesType==Clockwise)
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// surface index must be in [0, Surfaces.Count)
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int wouldAddPos = 0, wouldAddNeg = 0, degenerate = 0;
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@ -68,8 +88,7 @@ public sealed class Issue119UpNullGfxObjDumpTests
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if (poly.VertexIds.Count < 3) { degenerate++; gate = "degenerate(<3 verts)"; }
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else
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{
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bool pos = !poly.Stippling.HasFlag(StipplingType.NoPos)
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&& poly.PosSurface >= 0 && poly.PosSurface < gfx.Surfaces.Count;
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bool pos = poly.PosSurface >= 0 && poly.PosSurface < gfx.Surfaces.Count;
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bool neg = (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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@ -96,6 +115,18 @@ public sealed class Issue119UpNullGfxObjDumpTests
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/// are "regular shell polys" — render digest user axiom). A non-zero
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/// "DROPPED but textured" count names the extraction as the stairs-miss
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/// mechanism; zero exonerates the per-poly gates.
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///
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/// #426 (2026-08-23) UPDATE: post-fix, the POS side can only be dropped
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/// when PosSurface itself is out of range — a textured pos-side surface
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/// with a valid index is now ALWAYS emitted (that's the whole point of
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/// #426). So this test's remaining bite is almost entirely the NEG-side
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/// gate (unchanged by #426 — a textured NEG surface can still legitimately
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/// be dropped when none of the three double-sided conditions hold). Kept
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/// under its original name/assertion (zero textured drops) because that
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/// invariant is still exactly what we want to hold; `SurfaceIsTextured`
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/// now calls the shared RetailUntexturedSurfacePolicy predicate instead of
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/// a bare Base1Solid check, so this test and the extraction it's checking
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/// literally cannot drift on what "textured" means.
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/// </summary>
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[Theory]
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[InlineData(0x010014C3u)]
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@ -112,7 +143,7 @@ public sealed class Issue119UpNullGfxObjDumpTests
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{
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if (idx < 0 || idx >= gfx!.Surfaces.Count) return false;
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if (!dats.Portal.TryGet<Surface>(gfx.Surfaces[idx], out var surf) || surf is null) return false;
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return !surf.Type.HasFlag(SurfaceType.Base1Solid);
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return !RetailUntexturedSurfacePolicy.IsUntextured(surf.Type);
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}
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int draws = 0;
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@ -120,8 +151,7 @@ public sealed class Issue119UpNullGfxObjDumpTests
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foreach (var (pid, poly) in gfx!.Polygons.OrderBy(kv => kv.Key))
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{
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if (poly.VertexIds.Count < 3) continue;
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bool pos = !poly.Stippling.HasFlag(StipplingType.NoPos)
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&& poly.PosSurface >= 0 && poly.PosSurface < gfx.Surfaces.Count;
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bool pos = poly.PosSurface >= 0 && poly.PosSurface < gfx.Surfaces.Count;
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bool neg = (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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@ -247,4 +247,56 @@ public class GfxObjMeshTests
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Assert.Empty(subs); // no valid polygons → no sub-meshes
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}
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/// <summary>
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/// #426 (2026-08-23, Holtburg windmill axle 0x010010CE): a NoPos-flagged
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/// polygon ("this side has no texture coordinates", acclient.h:7386) is
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/// NOT "no positive face" — every solid-colour polygon carries NoPos.
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/// Before the fix, <c>hasPos = !Stippling.NoPos</c> dropped this quad
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/// entirely, producing zero vertices. GfxObjMesh.Build doesn't branch on
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/// Surface.Type at all (that classification — "is this untextured" —
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/// lives in RetailUntexturedSurfacePolicy and is consumed by
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/// MeshExtractor, which is what actually decides solid-vs-textured
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/// rendering), so a NoPos polygon over a "solid" surface and a NoPos
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/// polygon over a "textured" surface are IDENTICAL from this method's
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/// point of view — both are proven by this one case.
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/// </summary>
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[Fact]
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public void Build_NoPosQuad_StillEmitsPositiveSideVerticesAndIndices()
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{
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var gfx = new GfxObj
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{
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Surfaces = { 0x08000000u },
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VertexArray = new VertexArray
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{
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Vertices =
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{
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// No UVs at all — matches a real solid-colour polygon's
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// vertices, which carry no UV entries because nothing
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// ever samples them.
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[0] = new SWVertex { Origin = new(0, 0, 0) },
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[1] = new SWVertex { Origin = new(1, 0, 0) },
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[2] = new SWVertex { Origin = new(1, 1, 0) },
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[3] = new SWVertex { Origin = new(0, 1, 0) },
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},
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},
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Polygons =
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{
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[0] = new Polygon
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{
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Stippling = StipplingType.NoPos,
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PosSurface = 0,
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NegSurface = -1,
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VertexIds = { 0, 1, 2, 3 },
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// No PosUVIndices — NoPos means there ARE none on the wire.
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},
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},
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};
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var sub = GfxObjMesh.Build(gfx).Single();
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Assert.Equal(4, sub.Vertices.Length);
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Assert.Equal(6, sub.Indices.Length); // fan-triangulated quad, 2 triangles
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Assert.All(sub.Vertices, v => Assert.Equal(Vector2.Zero, v.TexCoord));
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}
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}
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@ -0,0 +1,42 @@
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using AcDream.Core.Meshing;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Tests.Meshing;
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/// <summary>
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/// #426 (2026-08-23, the Holtburg windmill axle 0x010010CE): pins the two
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/// predicates that replaced the buggy <c>isSolid = NoPos || Base1Solid</c>
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/// extraction rule and the "retail never draws untextured subsets" #119
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/// misconception. See RetailUntexturedSurfacePolicy.cs for the full retail
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/// citations (D3DPolyRender::DrawMesh / DrawBuilding / DrawEnvCell).
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/// </summary>
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public sealed class RetailUntexturedSurfacePolicyTests
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{
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[Theory]
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[InlineData(SurfaceType.Base1Solid, true)] // solid-colour — untextured
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[InlineData((SurfaceType)0, true)] // neither bit set — untextured
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[InlineData(SurfaceType.Base1Image, false)] // BASE1_IMAGE (0x2) — textured
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[InlineData(SurfaceType.Base1ClipMap, false)] // BASE1_CLIPMAP (0x4) — textured
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[InlineData(SurfaceType.Base1Image | SurfaceType.Base1Solid, false)] // both bits — retail's literal (type & 6) != 0 still calls this textured
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[InlineData(SurfaceType.Base1Image | SurfaceType.Additive, false)] // unrelated flags alongside a textured bit stay textured
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public void IsUntextured_MatchesRetailBitmask(SurfaceType type, bool expected)
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{
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Assert.Equal(expected, RetailUntexturedSurfacePolicy.IsUntextured(type));
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}
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[Theory]
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// (isBuildingShell, isUntextured) -> draws
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[InlineData(false, true, true)] // ordinary object, solid subset — retail draws it (#426's own bug)
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[InlineData(true, true, false)] // building shell, solid subset — retail's DrawBuilding skips it
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[InlineData(false, false, true)] // ordinary object, textured subset — always drawn
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[InlineData(true, false, true)] // building shell, textured subset — the shell gate only touches untextured subsets
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public void Draws_MatchesRetailBuildingShellGate(
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bool isBuildingShell,
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bool isUntextured,
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bool expectedDraws)
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{
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Assert.Equal(
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expectedDraws,
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RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured));
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}
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}
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/// If this test fails, either our port has drifted or the WB code has
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/// changed upstream — investigate which, do not "fix" the test.
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/// </para>
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///
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/// <para>
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/// ONE DOCUMENTED EXCEPTION (#426, 2026-08-23):
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/// <see cref="Build_NoPosFlag_EmitsBothPosAndNegSide"/> below intentionally
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/// diverges from WorldBuilder's own upstream
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/// <c>ObjectMeshManager.cs:959</c> (<c>if
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/// (!poly.Stippling.HasFlag(StipplingType.NoPos))</c>), which has the exact
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/// same bug our port faithfully carried over: gating the polygon's positive
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/// side on <c>!NoPos</c>, silently dropping every solid-colour polygon.
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/// Named-retail decomp (<c>D3DPolyRender::DrawMesh</c> @0x0059d4a0) proves
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/// <c>NoPos</c> ("this side has no texture coordinates",
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/// acclient.h:7380-7388) does not gate whether retail draws the positive
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/// side at all — see #426 in docs/ISSUES.md for the full citation. This is
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/// the one case in this file where the retail decomp — not WB — is the
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/// oracle; see the acdream-wide rule in CLAUDE.md ("the decompiled code is
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/// ground truth ... if they disagree, the decompiled code wins").
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/// </para>
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/// </summary>
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public sealed class MeshExtractionConformanceTests
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{
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Assert.Equal(2, ours.Count);
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}
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/// <summary>
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/// #426 (2026-08-23): renamed from <c>Build_NoPosFlag_OnlyEmitsNegSide</c>,
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/// which asserted <c>Assert.Single(ours)</c> — the OLD bug's own
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/// behavior (NoPos silently dropped the positive side). NoPos means "no
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/// positive UVs" (acclient.h:7386), not "no positive face"; retail draws
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/// an ordinary object's untextured positive side same as a textured one
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/// (D3DPolyRender::DrawMesh @0x0059d4a0). See the class doc's "ONE
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/// DOCUMENTED EXCEPTION" note for why this test intentionally diverges
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/// from WorldBuilder's own (equally buggy) upstream algorithm.
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/// </summary>
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[Fact]
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public void Build_NoPosFlag_OnlyEmitsNegSide()
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public void Build_NoPosFlag_EmitsBothPosAndNegSide()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var poly = gfxObj.Polygons[0];
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Single(ours);
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Assert.Equal(2, ours.Count);
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}
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/// <summary>
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