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:
Erik 2026-08-23 11:20:24 +02:00
parent 51a5fe99ef
commit 517d17b4b3
18 changed files with 755 additions and 40 deletions

View file

@ -18,6 +18,23 @@ namespace AcDream.Core.Tests.Rendering.Wb;
/// If this test fails, either our port has drifted or the WB code has
/// changed upstream — investigate which, do not "fix" the test.
/// </para>
///
/// <para>
/// ONE DOCUMENTED EXCEPTION (#426, 2026-08-23):
/// <see cref="Build_NoPosFlag_EmitsBothPosAndNegSide"/> below intentionally
/// diverges from WorldBuilder's own upstream
/// <c>ObjectMeshManager.cs:959</c> (<c>if
/// (!poly.Stippling.HasFlag(StipplingType.NoPos))</c>), which has the exact
/// same bug our port faithfully carried over: gating the polygon's positive
/// side on <c>!NoPos</c>, silently dropping every solid-colour polygon.
/// Named-retail decomp (<c>D3DPolyRender::DrawMesh</c> @0x0059d4a0) proves
/// <c>NoPos</c> ("this side has no texture coordinates",
/// acclient.h:7380-7388) does not gate whether retail draws the positive
/// side at all — see #426 in docs/ISSUES.md for the full citation. This is
/// the one case in this file where the retail decomp — not WB — is the
/// oracle; see the acdream-wide rule in CLAUDE.md ("the decompiled code is
/// ground truth ... if they disagree, the decompiled code wins").
/// </para>
/// </summary>
public sealed class MeshExtractionConformanceTests
{
@ -66,8 +83,18 @@ public sealed class MeshExtractionConformanceTests
Assert.Equal(2, ours.Count);
}
/// <summary>
/// #426 (2026-08-23): renamed from <c>Build_NoPosFlag_OnlyEmitsNegSide</c>,
/// which asserted <c>Assert.Single(ours)</c> — the OLD bug's own
/// behavior (NoPos silently dropped the positive side). NoPos means "no
/// positive UVs" (acclient.h:7386), not "no positive face"; retail draws
/// an ordinary object's untextured positive side same as a textured one
/// (D3DPolyRender::DrawMesh @0x0059d4a0). See the class doc's "ONE
/// DOCUMENTED EXCEPTION" note for why this test intentionally diverges
/// from WorldBuilder's own (equally buggy) upstream algorithm.
/// </summary>
[Fact]
public void Build_NoPosFlag_OnlyEmitsNegSide()
public void Build_NoPosFlag_EmitsBothPosAndNegSide()
{
var gfxObj = MakeUnitQuadGfxObj();
var poly = gfxObj.Polygons[0];
@ -77,7 +104,7 @@ public sealed class MeshExtractionConformanceTests
var ours = GfxObjMesh.Build(gfxObj, dats: null);
Assert.Single(ours);
Assert.Equal(2, ours.Count);
}
/// <summary>