fix(render): Phase A8.F — empty OutsideView draws no outdoor terrain (cellar flood fix)
First-fix from the visual-gate-failure handoff: an empty OutsideView means
"no outdoors visible from here," not "all outdoors." When inside a building
with an empty clipped mask, Step 4 now draws NO terrain/scenery instead of
disabling the stencil and flooding ungated terrain over the cell interior
(the Step-3 walls already occupy the framebuffer). Visual-confirmed: Holtburg
cottage cellar walls are solid now, no terrain bleed-through.
Also adds portal diagnostics that root-caused so-called "Bug B":
- PortalVisibilityBuilder: per-camera-cell CAMPORTAL census (polyLen +
side-test result) emitted BEFORE the BFS guards, so an empty OUTSIDEVIEW
can be traced to the exact gate.
- A8CellAudit `portals`: replicate BuildLoadedCell's polygon-vertex
resolution so PortalPolygons[i] validity is checkable offline.
Finding: the builder is largely CORRECT — it produces narrowed clipped
OutsideView regions for most cells (0172/0173/0162/015E/0165/016F). The
empty cases are mostly legitimate (windowless cellar can't see out; the
3rd-person camera eye on the outdoor side of a front-door plane culls that
exit). The handoff's Finding 2 ("under-produces, never narrows") is
substantially not real. Remaining wall-missing regressions in OTHER
buildings live in the cross-building Step-5 enforcement, escalated separately.
All gated behind ACDREAM_A8_INDOOR_BRANCH=1; default play unaffected.
App tests 108/108.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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3 changed files with 104 additions and 31 deletions
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@ -79,7 +79,25 @@ public static class PortalVisibilityBuilder
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if (dc < 2) { s_pvDumpCount[cameraCell.CellId] = dc + 1; pvDump = true; }
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}
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if (pvDump)
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{
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Console.WriteLine($"[pv-dump] camCell=0x{cameraCell.CellId:X8} portals={cameraCell.Portals.Count} polyLists={cameraCell.PortalPolygons.Count} vp[M11={viewProj.M11:F3} M22={viewProj.M22:F3} M33={viewProj.M33:F3} M34={viewProj.M34:F3} M43={viewProj.M43:F3} M44={viewProj.M44:F3}]");
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// Camera-cell portal census (A8.F triage 2026-05-29): report, for EVERY
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// portal, the exact inputs the BFS guards read — BEFORE the guards run, so
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// a portal the loop silently `continue`s past is still visible here. An
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// empty OUTSIDEVIEW can then be traced to the precise gate: polyLen<3 (empty
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// polygon from BuildLoadedCell), interiorSide=false (camera back-facing the
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// portal — a legitimately-empty result, not a bug), or (if both OK) a
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// downstream projection/clip failure shown by the EXIT-PROJ/EXIT-CLIP lines.
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for (int ci = 0; ci < cameraCell.Portals.Count; ci++)
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{
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int plen = ci < cameraCell.PortalPolygons.Count
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? (cameraCell.PortalPolygons[ci]?.Length ?? -1) : -2;
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bool hasPlane = ci < cameraCell.ClipPlanes.Count;
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bool interiorSide = !hasPlane || CameraOnInteriorSide(cameraCell, ci, cameraPos);
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var n = hasPlane ? cameraCell.ClipPlanes[ci].Normal : Vector3.Zero;
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Console.WriteLine($"[pv-dump] CAMPORTAL[{ci}] other=0x{cameraCell.Portals[ci].OtherCellId:X4} polyLen={plen} hasPlane={hasPlane} interiorSide={interiorSide} planeN=({n.X:F3},{n.Y:F3},{n.Z:F3})");
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}
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}
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}
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while (queue.Count > 0)
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