feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight
cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) + the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame, stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell. - LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet. Objects keep SelectForObject (minimize_object_lighting). Pins: SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap. - Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies 0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump (corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb. #176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence): NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable 100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY: docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
92bb27c03b
commit
8cb3176daa
8 changed files with 366 additions and 11 deletions
|
|
@ -149,13 +149,19 @@ the connecting opening, and stays rendered through the full descent.
|
|||
|
||||
## #176 — Purple flashing on dungeon floors at cell seams, camera-angle dependent
|
||||
|
||||
**⚠️ UPDATE 2026-07-06 (visual gate) — the light-set/camera-cap theory is REFUTED.** The
|
||||
A7 scoping fix shipped + was probe-validated (~285 through-floor lights dropped/frame),
|
||||
yet the purple flash was UNCHANGED. `[light-detail]` names the real cause: a single
|
||||
over-bright purple POINT light — `kind=Point range=9 intensity=100 color=(0.784,0,0.784)`
|
||||
(200/255,0,200/255) — washing the floor. NEXT: identify its owning entity/Setup; decide
|
||||
whether `intensity=100` is a dat mis-parse or a portal/effect light we render wrong. Not
|
||||
set-composition, not through-floor. See the render digest banner.
|
||||
**⚠️ UPDATE 2026-07-06 (final — cdb-confirmed, RenderDoc handoff) — it's a RUNTIME draw
|
||||
z-fight, NOT lighting.** Full elimination table + plan:
|
||||
`docs/research/2026-07-06-176-seam-floor-zfight-handoff.md`. The purple WEDGE SHAPE is
|
||||
retail-FAITHFUL — cdb (`tools/cdb/issue176-floor-light.cdb`) proved retail applies the same
|
||||
4 intensity-100 magenta portal lights + the viewer fill to EVERY Hub cell via D3D hardware,
|
||||
so the faceted per-vertex purple is exactly what retail shows. The only defect is the
|
||||
FLICKER, eliminated as: NOT lighting (per-light cap + all-dynamic-per-cell both no-change),
|
||||
NOT membership (render cell `0x8A020164` stable on 100% of 188k frames / 526 angles), NOT dat
|
||||
geometry (coplanar sweep empty at the z=−6 corridor floor, incl. cell `0164`). → a RUNTIME
|
||||
double-draw of the seam floor. Suspects: the `+0.02 m` shell lift (AP-32/#130), the #178
|
||||
double-sided cell-shell stopgap, a portal depth-mask. **NEXT: RenderDoc pixel-history** on a
|
||||
flickering floor pixel to name the two fighting draws. Shipped this arc (retail-faithful, NOT
|
||||
the fix): scoping `c500912b` + `SelectForCell` (all-dynamic-lights-per-cell).
|
||||
|
||||
**Status:** OPEN
|
||||
**Severity:** MEDIUM (visible artifact along every corridor seam in the M1.5 dungeon)
|
||||
|
|
|
|||
133
docs/research/2026-07-06-176-seam-floor-zfight-handoff.md
Normal file
133
docs/research/2026-07-06-176-seam-floor-zfight-handoff.md
Normal file
|
|
@ -0,0 +1,133 @@
|
|||
# Pickup handoff — #176 seam-floor lighting flicker = a RUNTIME draw z-fight (RenderDoc next)
|
||||
|
||||
**Paste the companion prompt below into a fresh session.** Read this file, then
|
||||
`claude-memory/project_render_pipeline_digest.md` (top banner), then **ISSUES #176**.
|
||||
|
||||
## TL;DR — what #176 actually is now
|
||||
|
||||
The Facility Hub corridor floor shows **hard-edged purple triangular facets that
|
||||
flicker as the camera turns**, at cell seams. After a long investigation (11
|
||||
hypotheses), the domain is **pinned by evidence**:
|
||||
|
||||
> **#176's residual is a RUNTIME draw-level depth-fight (z-fight) in the seam
|
||||
> FLOOR geometry — two draws the renderer emits at ~the same depth, one carrying
|
||||
> the purple portal light and one not, whose winner flips as the camera moves.
|
||||
> It is NOT lighting, NOT membership, NOT dat geometry.**
|
||||
|
||||
The **wedge SHAPE itself is retail-faithful** (retail shows the same faceted
|
||||
purple — cdb-proven, below). The only defect is the **flicker**, and it is a
|
||||
render/draw problem. **The next step is a RenderDoc pixel-history capture** — do
|
||||
NOT throw more lighting fixes at it (two already did nothing).
|
||||
|
||||
## The elimination table (evidence — this is the DO-NOT-RETRY list)
|
||||
|
||||
| Ruled OUT | How (hard evidence) |
|
||||
|---|---|
|
||||
| Lighting **brightness** | per-light cap on the dynamic branch (`mesh_modern.vert`) → **no visual change**, reverted |
|
||||
| Lighting **selection** | `SelectForCell` (all dynamic lights per cell, retail-exact) → **no visual change** |
|
||||
| Light-set **camera-cap churn** (the OLD "confirmed" #176 theory) | visible-cell scoping shipped (`c500912b`); probe-proven ~285 through-floor lights dropped/frame — symptom unchanged. **REFUTED.** |
|
||||
| **Membership / the "flap"** | `ACDREAM_PROBE_FLAP`: render cell = `0x8A020164` on **100%** of 188,732 frames across **526 distinct camera angles**, `res=None` always; `ACDREAM_PROBE_PVINPUT` flood is stable-per-angle (17/10/8…), never oscillates at a fixed view; 1 `[cell-transit]` (the spawn teleport) total |
|
||||
| **Dat-geometry z-fight** | `Issue176177DungeonSeamInspectionTests.CorridorNeighborhood_CoplanarOverlappingDrawnPolyPairs` seeded on the ACTUAL cell `0x8A020164` + neighbors → **zero** coplanar drawn pairs at the z=−6 corridor floor (only the benign same-cell z=−12 under-hall floor tiling in `0x011E`) |
|
||||
| A2C / alpha-hole see-through | corridor floor surface `0x08000377` is **fully opaque** (`alpha0Texels=0`, `transl=0.00`) |
|
||||
| Translucent under-surface blend | the one translucent colored surface `0x08000034` is `NoPos` (not drawn) |
|
||||
| Flat (per-face) normals | corridor floor uses **smooth per-vertex dat normals** (center `(0,0,1)`, corners tilted ~27° — retail-style edge smoothing), NOT flat (`CellVertexNormals_SmoothOrFaceted_Dump`) |
|
||||
|
||||
## What retail actually does (cdb-proven — the wedge is faithful)
|
||||
|
||||
`tools/cdb/issue176-floor-light.cdb` traced live retail's `config_hardware_light`
|
||||
standing in the Hub (binary↔PDB MATCH, GUID `9e847e2f…`):
|
||||
|
||||
- Retail applies **4 intensity-100 magenta portal lights** (`d3dIdx 3–6`,
|
||||
`color=(0.784,0,0.784)`, `falloff=6`) **+ the viewer fill** (`d3dIdx 1`,
|
||||
`intensity=2.25 falloff=10`) as **D3D hardware lights to EVERY Hub cell**
|
||||
(`0102,0103,0109,0111,0112,0115,0118,0119,011a,011e,011f,0121,0122,0123…`),
|
||||
every frame, stable.
|
||||
- So retail's cell floors ARE lit by the portals via per-vertex hardware T&L over
|
||||
the same smoothed fan-corner normals → **the same faceted purple wedges**.
|
||||
→ the wedge SHAPE is retail-faithful; only the flicker is ours.
|
||||
|
||||
The intensity-100 magenta light is the **portal** (2 portal weenies
|
||||
`0x000F4247`/`0x000F4248` in cells `0x8A020118`/`0x8A020119`, `dyn=1`). Confirmed
|
||||
via the `[light-detail] owner=/cell=/dyn=` probe fields.
|
||||
|
||||
## The residual bug — a runtime double-draw of the seam floor
|
||||
|
||||
Since it's not dat geometry, the renderer is emitting the corridor floor (or a
|
||||
coincident surface) **twice at ~the same depth**. Prime suspects to check in
|
||||
RenderDoc (do NOT assume — capture and read):
|
||||
|
||||
1. **The `+0.02 m` shell render lift** (`PortalVisibilityBuilder.ShellDrawLiftZ`,
|
||||
register **AP-32**, the #130 saga). If the shell floor draws lifted while some
|
||||
other pass draws the same floor unlifted, 0.02 m z-fights at grazing angles.
|
||||
2. **The A8 double-sided cell-shell stopgap** (**#178**, LIVE):
|
||||
`EnvCellRenderer.RenderModernMDIInternal` `if (cullMode == CullMode.Landblock)
|
||||
cullMode = CullMode.None;` — every cell shell draws two-sided. Retiring this is
|
||||
already an open issue; test whether it's implicated.
|
||||
3. **Portal depth-writes** — `RetailPViewRenderer.DrawExitPortalMasks` /
|
||||
the interior-root depth-clear+seal path. Seals are supposed to fire only for
|
||||
`OtherCellId==0xFFFF` (a sealed dungeon draws zero), but VERIFY in the capture
|
||||
that no depth-mask lands on the floor-portal plane (the corridor floor IS a
|
||||
floor-portal poly to the under-room, surf `0x08000377`, z=−6).
|
||||
|
||||
## RenderDoc plan (the definitive next step)
|
||||
|
||||
1. Launch acdream under RenderDoc (`renderdoc` → capture `AcDream.App`, or inject).
|
||||
Standard `ACDREAM_LIVE` env from CLAUDE.md.
|
||||
2. Stand in cell `0x8A020164` corridor, at an angle where the floor flickers.
|
||||
Capture a frame (F12).
|
||||
3. In RenderDoc: **right-click a flickering floor pixel → "History"** (pixel
|
||||
history). It lists every draw that touched that pixel + its depth + pass/fail.
|
||||
4. **Two draws at ~equal depth writing that pixel = the z-fight.** Identify which
|
||||
two passes they are (shell vs shell-lift vs portal-mask). Report the draw
|
||||
names + depths back — that names the fix.
|
||||
5. Fix at the source (make the two draws not coincide: drop the redundant draw,
|
||||
or reconcile the lift), then re-gate. No band-aid depth-bias (that's a
|
||||
workaround — see CLAUDE.md).
|
||||
|
||||
## What's committed / the state
|
||||
|
||||
- **`c500912b`** (in `main`): visible-cell light **scoping** — `LightSource.CellId`
|
||||
+ `BuildPointLightSnapshot(camPos, visibleCells)` (retail `add_*_lights over
|
||||
visible_cell_table`) + the `[indoor-light]` probe. Retail-faithful; fixed the
|
||||
camera-eviction latent bug. Register **AP-85** corrected. Corrected the old
|
||||
handoff's imprecise "insert_light = per-cell" framing — the real model is
|
||||
visible-cell-scoped collection into a small player-nearest pool; see
|
||||
`docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md`.
|
||||
- **This commit**: `LightManager.SelectForCell` (all dynamic lights per EnvCell,
|
||||
retail `minimize_envcell_lighting`) wired into `EnvCellRenderer.GetCellLightSet`;
|
||||
the `[light-detail]` owner/cell/dyn probe; `CellVertexNormals_*` dump;
|
||||
`tools/cdb/issue176-floor-light.cdb`. **Retail-faithful, NOT the flicker fix.**
|
||||
- Suites green: Core 2599 + 2 skip. All on `main`.
|
||||
|
||||
## Apparatus (reuse, don't rebuild)
|
||||
|
||||
- `ACDREAM_PROBE_FLAP=1` — per-frame `[flap-cam]` render cell + `[flap]` portal
|
||||
decisions (proved membership stable).
|
||||
- `ACDREAM_PROBE_PVINPUT=1` — per-frame `[pv-input] flood=N eye= yaw=`.
|
||||
- `ACDREAM_PROBE_LIGHT=1` — `[light]` + `[light-detail]` (now with owner/cell/dyn).
|
||||
- `ACDREAM_PROBE_INDOOR_LIGHT=1` — `[indoor-light]` scoped-pool SET composition.
|
||||
- `tools/cdb/issue176-floor-light.cdb` — retail light-setup trace.
|
||||
- `Issue176177DungeonSeamInspectionTests` — dat truth (coplanar sweep, floor
|
||||
surfaces, vertex normals); `CorridorNeighborhood_CoplanarOverlappingDrawnPolyPairs`
|
||||
seed = `{0164,0165,016E,017A}`+neighbors.
|
||||
|
||||
## Repro + launch protocol
|
||||
|
||||
`dotnet build` green FIRST (close any running client — a client may still be up;
|
||||
the user manages lifecycle, do NOT kill it, ASK). Standard `ACDREAM_LIVE`
|
||||
PowerShell launch. Test char spawns in the Facility Hub; the flickering corridor
|
||||
is cell **`0x8A020164`** (player z≈−5.9). Turn back-and-forth across a seam to
|
||||
reproduce. Strip `\000` before grep (PowerShell Tee = UTF-16).
|
||||
|
||||
## Process lesson (paid for in full this session)
|
||||
|
||||
**Get a screenshot AND a retail cdb trace EARLY for a render bug — before
|
||||
theorizing.** This session chased 11 inference-based hypotheses over many
|
||||
launches; the screenshot (faceted triangles) + the cdb trace (retail applies the
|
||||
same lights → faithful shape) would each have redirected the whole thing in one
|
||||
step. The project's own rules already say this; follow them.
|
||||
|
||||
## Also open
|
||||
|
||||
- **#177** — dungeon stairs pop in/out (`0178/0182/0183`) — a SEPARATE
|
||||
portal-visibility miss, not lighting. Untouched this arc.
|
||||
|
|
@ -1085,7 +1085,10 @@ public sealed unsafe class EnvCellRenderer : IDisposable
|
|||
{
|
||||
Vector3 center = (b.Min + b.Max) * 0.5f;
|
||||
float radius = (b.Max - b.Min).Length() * 0.5f;
|
||||
AcDream.Core.Lighting.LightManager.SelectForObject(snap, center, radius, set);
|
||||
// #176 flap fix: cells use SelectForCell (retail minimize_envcell_lighting) — ALL
|
||||
// dynamic lights on every cell (stable), not the per-object sphere-overlap cull that
|
||||
// let the portal set flip as the flood shifted → floor-lighting flap.
|
||||
AcDream.Core.Lighting.LightManager.SelectForCell(snap, center, radius, set);
|
||||
}
|
||||
_cellLightSetCache[cellId] = set;
|
||||
return set;
|
||||
|
|
|
|||
|
|
@ -379,4 +379,75 @@ public sealed class LightManager
|
|||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-CELL light selection — retail <c>minimize_envcell_lighting</c> (0x0054c170).
|
||||
/// Unlike <see cref="SelectForObject"/> (per-object sphere-overlap cull), retail enables
|
||||
/// the ENTIRE dynamic subset for EVERY EnvCell it draws (verified by a live cdb trace of
|
||||
/// <c>config_hardware_light</c>: the same 4 intensity-100 portal lights are applied to
|
||||
/// every Facility Hub cell, every frame). So here: ALL dynamic lights are added
|
||||
/// unconditionally (the shader's per-light range cutoff zeroes ones that don't reach —
|
||||
/// same as D3D's hardware range), THEN remaining slots fill with the nearest STATIC lights
|
||||
/// that reach the cell sphere. This is what makes a cell's floor lighting STABLE as the
|
||||
/// portal flood shifts — a per-cell sphere-overlap cull of the dynamics is what made the
|
||||
/// floor lighting FLAP (#176). Objects keep <see cref="SelectForObject"/>
|
||||
/// (retail minimize_object_lighting).
|
||||
/// </summary>
|
||||
public static int SelectForCell(
|
||||
IReadOnlyList<LightSource> snapshot,
|
||||
Vector3 center,
|
||||
float radius,
|
||||
Span<int> outIndices)
|
||||
{
|
||||
int cap = Math.Min(outIndices.Length, MaxLightsPerObject);
|
||||
if (cap <= 0) return 0;
|
||||
|
||||
int count = 0;
|
||||
|
||||
// 1) ALL dynamic lights, unconditionally (retail applies the whole dynamic subset to
|
||||
// every cell — stable regardless of the cell's relation to each light).
|
||||
for (int li = 0; li < snapshot.Count && count < cap; li++)
|
||||
if (snapshot[li].IsDynamic)
|
||||
outIndices[count++] = li;
|
||||
|
||||
// 2) Fill remaining slots with the nearest STATIC lights that reach the cell sphere,
|
||||
// insertion-sorted among the static slots only (dynamic slots [0..staticStart) are fixed).
|
||||
int staticStart = count;
|
||||
Span<float> keptDistSq = stackalloc float[MaxLightsPerObject];
|
||||
for (int li = 0; li < snapshot.Count; li++)
|
||||
{
|
||||
var light = snapshot[li];
|
||||
if (light.IsDynamic) continue; // dynamics already added
|
||||
float reach = light.Range + radius;
|
||||
float dsq = (light.WorldPosition - center).LengthSquared();
|
||||
if (dsq >= reach * reach) continue;
|
||||
|
||||
if (count < cap)
|
||||
{
|
||||
int j = count;
|
||||
while (j > staticStart && keptDistSq[j - 1] > dsq)
|
||||
{
|
||||
keptDistSq[j] = keptDistSq[j - 1];
|
||||
outIndices[j] = outIndices[j - 1];
|
||||
j--;
|
||||
}
|
||||
keptDistSq[j] = dsq;
|
||||
outIndices[j] = li;
|
||||
count++;
|
||||
}
|
||||
else if (staticStart < cap && dsq < keptDistSq[cap - 1])
|
||||
{
|
||||
int j = cap - 1;
|
||||
while (j > staticStart && keptDistSq[j - 1] > dsq)
|
||||
{
|
||||
keptDistSq[j] = keptDistSq[j - 1];
|
||||
outIndices[j] = outIndices[j - 1];
|
||||
j--;
|
||||
}
|
||||
keptDistSq[j] = dsq;
|
||||
outIndices[j] = li;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -471,9 +471,10 @@ public static class RenderingDiagnostics
|
|||
|
||||
float dist = ls.DistSq >= 0f ? MathF.Sqrt(ls.DistSq) : 0f;
|
||||
Console.WriteLine(string.Format(ci,
|
||||
"[light-detail] kind={0} range={1:0.###} intensity={2:0.###} cone={3:0.####} color=({4:0.###},{5:0.###},{6:0.###}) distToViewer={7:0.###}",
|
||||
"[light-detail] kind={0} range={1:0.###} intensity={2:0.###} cone={3:0.####} color=({4:0.###},{5:0.###},{6:0.###}) distToViewer={7:0.###} owner=0x{8:X8} cell=0x{9:X8} dyn={10}",
|
||||
ls.Kind, ls.Range, ls.Intensity, ls.ConeAngle,
|
||||
ls.ColorLinear.X, ls.ColorLinear.Y, ls.ColorLinear.Z, dist));
|
||||
ls.ColorLinear.X, ls.ColorLinear.Y, ls.ColorLinear.Z, dist,
|
||||
ls.OwnerId, ls.CellId, ls.IsDynamic ? 1 : 0));
|
||||
shown++;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -17,6 +17,17 @@ public sealed class LightManagerTests
|
|||
CellId = cellId,
|
||||
};
|
||||
|
||||
private static LightSource MakeDynamic(Vector3 pos, float range, uint cellId = 0)
|
||||
=> new LightSource
|
||||
{
|
||||
Kind = LightKind.Point,
|
||||
WorldPosition = pos,
|
||||
Range = range,
|
||||
IsLit = true,
|
||||
IsDynamic = true,
|
||||
CellId = cellId,
|
||||
};
|
||||
|
||||
[Fact]
|
||||
public void Register_Unregister_TracksList()
|
||||
{
|
||||
|
|
@ -307,6 +318,58 @@ public sealed class LightManagerTests
|
|||
Assert.Equal(a[0], b[0]);
|
||||
}
|
||||
|
||||
// ── SelectForCell — retail minimize_envcell_lighting (all dynamics on every cell) ──
|
||||
|
||||
[Fact]
|
||||
public void SelectForCell_AppliesAllDynamicLights_EvenOutOfReach()
|
||||
{
|
||||
// Retail enables the WHOLE dynamic subset for every cell (cdb-verified: the same
|
||||
// portal lights on every Facility Hub cell) — including ones that don't reach it,
|
||||
// since the shader's range cutoff zeroes those. Static lights still cull by reach.
|
||||
var snapshot = new[]
|
||||
{
|
||||
MakePoint(new Vector3(1, 0, 0), range: 5f), // 0: static, reaches
|
||||
MakeDynamic(new Vector3(100, 0, 0), range: 5f), // 1: dynamic, FAR (out of reach)
|
||||
MakeDynamic(new Vector3(2, 0, 0), range: 5f), // 2: dynamic, near
|
||||
MakePoint(new Vector3(50, 0, 0), range: 5f), // 3: static, far (out of reach)
|
||||
};
|
||||
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
|
||||
int n = LightManager.SelectForCell(snapshot, Vector3.Zero, radius: 1f, sel);
|
||||
|
||||
bool d1 = false, d2 = false, s0 = false, s3 = false;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
if (sel[i] == 1) d1 = true;
|
||||
if (sel[i] == 2) d2 = true;
|
||||
if (sel[i] == 0) s0 = true;
|
||||
if (sel[i] == 3) s3 = true;
|
||||
}
|
||||
Assert.True(d1, "the FAR dynamic light must still be applied — retail enables all dynamics");
|
||||
Assert.True(d2, "the near dynamic light is applied");
|
||||
Assert.True(s0, "the near static light reaches the cell → selected");
|
||||
Assert.False(s3, "the far static light doesn't reach → not selected");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectForCell_SameDynamicSet_ForCellsFarApart_NoFlap()
|
||||
{
|
||||
// The stability retail has and we lacked: two cells far apart get the SAME dynamic
|
||||
// set. A per-cell sphere-overlap cull of dynamics (the old SelectForObject path) let
|
||||
// that set differ/flip as the flood shifted → the floor lighting FLAPPED (#176).
|
||||
var snapshot = new[]
|
||||
{
|
||||
MakeDynamic(new Vector3(0, 0, 0), range: 5f),
|
||||
MakeDynamic(new Vector3(100, 0, 0), range: 5f),
|
||||
};
|
||||
Span<int> a = stackalloc int[8];
|
||||
Span<int> b = stackalloc int[8];
|
||||
int na = LightManager.SelectForCell(snapshot, new Vector3(0, 0, 0), 1f, a);
|
||||
int nb = LightManager.SelectForCell(snapshot, new Vector3(500, 0, 0), 1f, b);
|
||||
|
||||
Assert.Equal(2, na); // both dynamics on the near cell
|
||||
Assert.Equal(2, nb); // both dynamics on the far cell too — identical, no flap
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #176/#177 (2026-07-06) — the end-state pin, via the SHIPPED fix (visible-cell
|
||||
/// scoping, not "uncap"). Before: <c>BuildPointLightSnapshot</c> kept only the
|
||||
|
|
|
|||
|
|
@ -252,7 +252,7 @@ public class Issue176177DungeonSeamInspectionTests
|
|||
|
||||
// Seed cells around the screenshot location (the 016E/017A seam) +
|
||||
// one portal ring.
|
||||
var cellIds = new HashSet<uint> { 0x8A020165u, 0x8A02016Eu, 0x8A02017Au };
|
||||
var cellIds = new HashSet<uint> { 0x8A020164u, 0x8A020165u, 0x8A02016Eu, 0x8A02017Au };
|
||||
foreach (var seed in new List<uint>(cellIds))
|
||||
{
|
||||
var seedCell = dats.Get<EnvCell>(seed);
|
||||
|
|
@ -621,4 +621,56 @@ public class Issue176177DungeonSeamInspectionTests
|
|||
$"n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{min.Z:F2},{max.Z:F2}]");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #176 THE TRIANGLES (user screenshot, 2026-07-06): floor tiles show hard
|
||||
/// per-triangle purple facets — smooth Gouraud can't produce a hard diagonal
|
||||
/// across a flat tile, so the CELL VERTEX NORMALS are the suspect. CellMesh.cs:80
|
||||
/// uses sw.Normal (dat vertex normal), falling back to UnitZ when zero. Dump the
|
||||
/// per-vertex dat normals for every DRAWN poly: are they smooth (vary per vertex),
|
||||
/// per-FACE (constant per poly = flat shading = facets), or ZERO (fallback → all
|
||||
/// up → floor unlit)? Compares the dat vertex normal to the poly's geometric
|
||||
/// face normal to flag flat-shaded polys.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(0x8A02015Eu)] // #176 repro corridor
|
||||
[InlineData(0x8A02016Eu)] // corridor with floor-portals
|
||||
public void CellVertexNormals_SmoothOrFaceted_Dump(uint cellId)
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var loaded = LoadCell(dats, cellId);
|
||||
if (loaded is null) { _out.WriteLine($"0x{cellId:X8} NOT FOUND"); return; }
|
||||
var (cell, cs) = loaded.Value;
|
||||
|
||||
int zero = 0, faceMatch = 0, smooth = 0, total = 0;
|
||||
_out.WriteLine($"=== 0x{cellId:X8} per-vertex dat normals (local space), DRAWN polys ===");
|
||||
foreach (var (id, poly) in cs.Polygons)
|
||||
{
|
||||
if (!WouldDraw(poly, cell)) continue;
|
||||
// Geometric face normal from the first 3 LOCAL verts.
|
||||
var lv = new List<Vector3>();
|
||||
var vn = new List<Vector3>();
|
||||
foreach (var vid in poly.VertexIds)
|
||||
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v)) { lv.Add(v.Origin); vn.Add(v.Normal); }
|
||||
if (lv.Count < 3) continue;
|
||||
total++;
|
||||
var face = Vector3.Normalize(Vector3.Cross(lv[1] - lv[0], lv[2] - lv[0]));
|
||||
|
||||
// Classify: all-zero (fallback), all-equal-to-face (flat), or varying (smooth).
|
||||
bool allZero = vn.TrueForAll(x => x == Vector3.Zero);
|
||||
bool allEqualFace = vn.TrueForAll(x => x != Vector3.Zero && Vector3.Dot(Vector3.Normalize(x), face) > 0.999f);
|
||||
bool varying = false;
|
||||
for (int i = 1; i < vn.Count; i++)
|
||||
if (vn[i] != Vector3.Zero && Vector3.Dot(Vector3.Normalize(vn[i]), Vector3.Normalize(vn[0])) < 0.999f) varying = true;
|
||||
if (allZero) zero++; else if (allEqualFace) faceMatch++; else if (varying) smooth++;
|
||||
|
||||
string tag = allZero ? "ZERO(→UnitZ)" : allEqualFace ? "FLAT(=face)" : varying ? "SMOOTH(varies)" : "uniform(≠face)";
|
||||
_out.WriteLine($" poly {id} face=({face.X:F2},{face.Y:F2},{face.Z:F2}) {tag} datN=[" +
|
||||
string.Join(" ", vn.ConvertAll(x => $"({x.X:F2},{x.Y:F2},{x.Z:F2})")) + "]");
|
||||
}
|
||||
_out.WriteLine($"SUMMARY 0x{cellId:X8}: drawnPolys={total} zero={zero} flatFace={faceMatch} smooth={smooth}");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
26
tools/cdb/issue176-floor-light.cdb
Normal file
26
tools/cdb/issue176-floor-light.cdb
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
$$
|
||||
$$ #176 floor triangles - retail light-setup trace (2026-07-06)
|
||||
$$ Q: does retail set up the DYNAMIC magenta portal light (intensity=100,
|
||||
$$ color 0.784,0,0.784) as a HARDWARE light applied to the corridor CELL?
|
||||
$$ If yes -> retail's cell floor IS lit by the portal via D3D hardware T&L,
|
||||
$$ so the per-vertex wedge pattern is retail-FAITHFUL, not an acdream bug.
|
||||
$$
|
||||
$$ config_hardware_light(d3dIndex@[esp+4], _D3DLIGHT9* out@[esp+8],
|
||||
$$ ulong cellID@[esp+0xc], LIGHTINFO* info@[esp+0x10])
|
||||
$$ d3dIdx 1-10 = DYNAMIC (viewer / teleport PORTAL); 11+ = STATIC (wall torch, baked)
|
||||
$$ Dumping the cellID lets us see WHICH cell the magenta portal is configured for.
|
||||
$$
|
||||
|
||||
.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\vigorous-joliot-f0c3ad\retail-floor-light.log
|
||||
.sympath C:\Users\erikn\source\repos\acdream\refs
|
||||
.symopt+ 0x40
|
||||
.reload /f acclient.exe
|
||||
|
||||
r $t0 = 0
|
||||
r $t1 = 0
|
||||
|
||||
$$ config_hardware_light - every hardware light setup, with its cell id + LIGHTINFO.
|
||||
bp acclient!PrimD3DRender::config_hardware_light "r $t0=@$t0+1; r $t1=@$t1+1; .printf /D \"[CHL] hit#%d d3dIdx=%d cell=%08x\\n\", @$t1, dwo(@esp+4), dwo(@esp+0xc); dt acclient!LIGHTINFO dwo(@esp+0x10) type intensity falloff color; .if (@$t0 >= 500) { qd } .else { gc }"
|
||||
|
||||
.printf \"issue176-floor-light armed: config_hardware_light with cell id + LIGHTINFO. Stand in the corridor looking at the purple floor+walls. qd (auto-detach) after 500 hits.\\n\"
|
||||
g
|
||||
Loading…
Add table
Add a link
Reference in a new issue