fix(render): clip portal projection against frustum side planes (clip-space)

ProjectToNdc clipped only the eye half-space (w>MinW, a 2026-06-03 workaround) and left the 4 frustum side planes to the 2D ScreenPolygonClip. When the eye is within a portal's near plane, small-w verts explode under the perspective divide (probe saw NDC (10.2,-67.4)); the 2D clip then collapses to empty -> OutsideView empty -> terrain Skip -> the bluish doorway void. Clip the eye plane + 4 side planes (homogeneous Sutherland-Hodgman) before the divide so NDC is bounded to the screen by construction, matching retail GetClip -> polyClipFinish (clip in clip-space before the divide; pc:432344).

Partial: NOT the full flicker fix. The dominant cause (camera boom drift + viewer-cell flip at boundaries + missing w=0 near-plane clip) is identified and deferred to the next session per the handoff. 2 RED->GREEN tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-05 15:27:24 +02:00
parent 02837ad5dc
commit 5f596f2d25
2 changed files with 85 additions and 12 deletions

View file

@ -86,6 +86,59 @@ public class PortalProjectionTests
}
}
[Fact]
public void Project_QuadStraddlingCamera_NdcStaysWithinScreen()
{
// R1 void-flap fix (2026-06-05): the eye-plane-only clip (w>MinW) let small-w verts
// explode under the perspective divide (~±37 NDC). Those off-screen NDC then corrupted
// the downstream 2D ScreenPolygonClip, which at glancing/close angles collapsed to EMPTY
// -> OutsideView empty -> terrain Skip -> the bluish "void" at the cottage doorway.
// Clipping the 4 frustum SIDE planes in clip space (homogeneous, before the divide)
// bounds every projected vertex to the screen [-1,1] by construction. RED before the fix.
var poly = new[]
{
new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2),
};
var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
Assert.True(r.Length >= 3);
foreach (var v in r)
{
Assert.InRange(v.X, -1.001f, 1.001f); // bounded to the screen — no off-screen explosion
Assert.InRange(v.Y, -1.001f, 1.001f);
}
}
[Fact]
public void Project_CloseDoorway_NdcStaysWithinScreen_AndCoversScreen()
{
// The probe-confirmed void frame (2026-06-05): the chase eye is ~0.28 m from the front-door
// EXIT portal — well inside RetailChaseCamera's 1.0 m near plane — and looking through it.
// The door subtends the whole screen, but the old clip produced NDC like (10.2,-67.4) and
// ScreenPolygonClip reduced it to clip=0 (the void). After the homogeneous side-plane clip
// the NDC stays on-screen AND the door still covers the viewport (non-empty), not the void.
var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 1.0f, 5000f); // RetailChaseCamera
var viewProj = view * proj;
// A 2 m x 2 m doorway 0.28 m in front of the eye, facing it.
var doorway = new[]
{
new Vector3(-1f, -1f, -0.28f), new Vector3(1f, -1f, -0.28f),
new Vector3(1f, 1f, -0.28f), new Vector3(-1f, 1f, -0.28f),
};
var projected = PortalProjection.ProjectToNdc(doorway, Matrix4x4.Identity, viewProj);
Assert.True(projected.Length >= 3);
foreach (var v in projected)
{
Assert.InRange(v.X, -1.001f, 1.001f);
Assert.InRange(v.Y, -1.001f, 1.001f);
}
var viewport = CellView.FullScreen().Polygons[0].Vertices;
var onScreen = ScreenPolygonClip.Intersect(projected, viewport);
Assert.True(onScreen.Length >= 3, "a doorway the eye looks through must cover the screen, not collapse to the void");
}
[Fact]
public void Project_PortalEyeIsAlmostTouching_StaysVisibleOnScreen()
{