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
|
|
@ -247,4 +247,56 @@ public class GfxObjMeshTests
|
|||
|
||||
Assert.Empty(subs); // no valid polygons → no sub-meshes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #426 (2026-08-23, Holtburg windmill axle 0x010010CE): a NoPos-flagged
|
||||
/// polygon ("this side has no texture coordinates", acclient.h:7386) is
|
||||
/// NOT "no positive face" — every solid-colour polygon carries NoPos.
|
||||
/// Before the fix, <c>hasPos = !Stippling.NoPos</c> dropped this quad
|
||||
/// entirely, producing zero vertices. GfxObjMesh.Build doesn't branch on
|
||||
/// Surface.Type at all (that classification — "is this untextured" —
|
||||
/// lives in RetailUntexturedSurfacePolicy and is consumed by
|
||||
/// MeshExtractor, which is what actually decides solid-vs-textured
|
||||
/// rendering), so a NoPos polygon over a "solid" surface and a NoPos
|
||||
/// polygon over a "textured" surface are IDENTICAL from this method's
|
||||
/// point of view — both are proven by this one case.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void Build_NoPosQuad_StillEmitsPositiveSideVerticesAndIndices()
|
||||
{
|
||||
var gfx = new GfxObj
|
||||
{
|
||||
Surfaces = { 0x08000000u },
|
||||
VertexArray = new VertexArray
|
||||
{
|
||||
Vertices =
|
||||
{
|
||||
// No UVs at all — matches a real solid-colour polygon's
|
||||
// vertices, which carry no UV entries because nothing
|
||||
// ever samples them.
|
||||
[0] = new SWVertex { Origin = new(0, 0, 0) },
|
||||
[1] = new SWVertex { Origin = new(1, 0, 0) },
|
||||
[2] = new SWVertex { Origin = new(1, 1, 0) },
|
||||
[3] = new SWVertex { Origin = new(0, 1, 0) },
|
||||
},
|
||||
},
|
||||
Polygons =
|
||||
{
|
||||
[0] = new Polygon
|
||||
{
|
||||
Stippling = StipplingType.NoPos,
|
||||
PosSurface = 0,
|
||||
NegSurface = -1,
|
||||
VertexIds = { 0, 1, 2, 3 },
|
||||
// No PosUVIndices — NoPos means there ARE none on the wire.
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
var sub = GfxObjMesh.Build(gfx).Single();
|
||||
|
||||
Assert.Equal(4, sub.Vertices.Length);
|
||||
Assert.Equal(6, sub.Indices.Length); // fan-triangulated quad, 2 triangles
|
||||
Assert.All(sub.Vertices, v => Assert.Equal(Vector2.Zero, v.TexCoord));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,42 @@
|
|||
using AcDream.Core.Meshing;
|
||||
using DatReaderWriter.Enums;
|
||||
|
||||
namespace AcDream.Core.Tests.Meshing;
|
||||
|
||||
/// <summary>
|
||||
/// #426 (2026-08-23, the Holtburg windmill axle 0x010010CE): pins the two
|
||||
/// predicates that replaced the buggy <c>isSolid = NoPos || Base1Solid</c>
|
||||
/// extraction rule and the "retail never draws untextured subsets" #119
|
||||
/// misconception. See RetailUntexturedSurfacePolicy.cs for the full retail
|
||||
/// citations (D3DPolyRender::DrawMesh / DrawBuilding / DrawEnvCell).
|
||||
/// </summary>
|
||||
public sealed class RetailUntexturedSurfacePolicyTests
|
||||
{
|
||||
[Theory]
|
||||
[InlineData(SurfaceType.Base1Solid, true)] // solid-colour — untextured
|
||||
[InlineData((SurfaceType)0, true)] // neither bit set — untextured
|
||||
[InlineData(SurfaceType.Base1Image, false)] // BASE1_IMAGE (0x2) — textured
|
||||
[InlineData(SurfaceType.Base1ClipMap, false)] // BASE1_CLIPMAP (0x4) — textured
|
||||
[InlineData(SurfaceType.Base1Image | SurfaceType.Base1Solid, false)] // both bits — retail's literal (type & 6) != 0 still calls this textured
|
||||
[InlineData(SurfaceType.Base1Image | SurfaceType.Additive, false)] // unrelated flags alongside a textured bit stay textured
|
||||
public void IsUntextured_MatchesRetailBitmask(SurfaceType type, bool expected)
|
||||
{
|
||||
Assert.Equal(expected, RetailUntexturedSurfacePolicy.IsUntextured(type));
|
||||
}
|
||||
|
||||
[Theory]
|
||||
// (isBuildingShell, isUntextured) -> draws
|
||||
[InlineData(false, true, true)] // ordinary object, solid subset — retail draws it (#426's own bug)
|
||||
[InlineData(true, true, false)] // building shell, solid subset — retail's DrawBuilding skips it
|
||||
[InlineData(false, false, true)] // ordinary object, textured subset — always drawn
|
||||
[InlineData(true, false, true)] // building shell, textured subset — the shell gate only touches untextured subsets
|
||||
public void Draws_MatchesRetailBuildingShellGate(
|
||||
bool isBuildingShell,
|
||||
bool isUntextured,
|
||||
bool expectedDraws)
|
||||
{
|
||||
Assert.Equal(
|
||||
expectedDraws,
|
||||
RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured));
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue