diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 13e7dab6..50ff2c3a 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -3701,27 +3701,47 @@ Unverified. The likely culprits, ranked by suspected probability: --- -## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [REOPENED 2026-06-11 · narrowed residual] +## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [FIX SHIPPED 2026-06-12 · awaiting cellar visual gate] -**Status:** REOPENED (narrowed) — the broad symptom is GONE (T5 + -re-gate #2: "Yes, but…"), but a residual remains in ONE window: during -the cellar ASCENT, while the eye is still below ground level, the -upstairs exit-door opening is covered with grass — "like the ground -level rose to the top of the door … as soon as my head pops up it falls -back to ground level" (user, re-gate 2026-06-11). The original -BR-2-era diagnosis stands: grass-sweep frames render through the -OUTDOOR root (membership/viewer-cell flips outdoor mid-cellar), and the -#117 depth-gated punch then correctly refuses to punch the aperture -where terrain depth is NEARER than the door fan (eye below grade ⇒ the -visible front-facing terrain can sit between the eye and the door in -depth). The punch must STAY depth-gated (DO-NOT-RETRY) — the fix is on -the membership/viewer side (why is the root outdoor while the eye is in -the cellar stairwell below grade?). Apparatus shape: a vertical -cellar-ascent variant of the #118 exit-walk harness (drive the eye up -the stair path; log root resolution + the punch's mark-pass outcome per -step). Prior history below. +**Status:** FIX SHIPPED (desk-pinned) — root cause found 2026-06-12; the +cellar-ascent visual gate is pending. + +**ROOT CAUSE (2026-06-12): terrain was drawn DOUBLE-SIDED — the grass was +the UNDERSIDE of the grade sheet.** Two steps: +1. The membership/viewer re-diagnosis below is **REFUTED** by the vertical + cellar-ascent harness (`Issue108CellarAscentViewerReplayTests`, dat-backed + A9B4 corner-building cellar 0x0174→0x0175→0x0171, production + FindCellList pick + the camera probe chain mirrored verbatim): 0 + outdoor/null viewer resolutions while the eye is below grade, 0 sweep + failures, 0 fallback branches across boom distance {2.61, 5} × damping + lag {0, 0.3}. The viewer enters 0x0171 at eye z 94.01 — exactly as the + head pops above grade (the stairwell portal sits at grade), matching the + user's wording. The root is INTERIOR the whole window. +2. Retail terrain is SINGLE-SIDED: `ACRender::landPolysDraw` (0x006b7040) + draws each land triangle ONLY when the camera is on the POSITIVE (upper) + side of its plane (`Plane::which_side2` vs `Render::FrameCurrent`). A + below-grade eye gets NO terrain — through the door retail shows sky. + WB renders the world with face culling DISABLED frame-globally (WB + `GameScene.cs:841` — editor heritage), and `TerrainModernRenderer.Draw` + set no cull state of its own → terrain drew double-sided. From a + below-grade eye every aperture sight-ray RISES, so the only "terrain" it + can see is the underside of the z≈94 grade sheet — which painted the + whole exit-door aperture (the landscape slice's 2D NDC clip planes + `(nx,ny,0,dw)` have no depth axis and cannot exclude it) and slid down + off the door exactly as the eye crossed grade. + **Fix: port the landPolysDraw eye-side gate as terrain backface culling** + — `TerrainModernRenderer.Draw` now owns Enable(CullFace) + Cull(Back) + + FrontFace(Ccw) (set→draw→restore; 7th instance of the self-contained-GL- + state rule). Pins: `LandblockMeshTests.Build_AllTriangles_WindCounter- + ClockwiseInWorldXY` (every emitted triangle CCW in world XY — cull-safe + winding) + `TerrainCullOrientationTests` (above-eye ⇒ CCW window winding + kept / below-eye ⇒ CW culled under the production camera convention). +**Gate:** climb out of the corner-building cellar — the grass window over +the exit door must be gone (sky/world through the door instead); plus a +general outdoor sanity glance (terrain intact from above — a wrong +FrontFace would blank it). **Severity:** MEDIUM -**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip) +**Component:** render / terrain (single-sidedness) — membership/viewer EXONERATED During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the diff --git a/src/AcDream.App/Rendering/TerrainModernRenderer.cs b/src/AcDream.App/Rendering/TerrainModernRenderer.cs index d077a3e8..f14c98b1 100644 --- a/src/AcDream.App/Rendering/TerrainModernRenderer.cs +++ b/src/AcDream.App/Rendering/TerrainModernRenderer.cs @@ -283,6 +283,27 @@ public sealed unsafe class TerrainModernRenderer : IDisposable // when wired, else the no-clip fallback (count 0 = ungated terrain). BindClipUboBinding2(); + // #108-residual: retail terrain is SINGLE-SIDED — ACRender::landPolysDraw + // (0x006b7040) draws each land triangle ONLY when the camera is on the + // POSITIVE (upper) side of its plane (Plane::which_side2 vs + // Render::FrameCurrent, zFightTerrainAdjust bias). GL backface culling + // evaluates the same per-triangle eye-side predicate at rasterization. + // LandblockMesh emits every triangle CCW in world XY seen from above + // (LandblockMeshTests winding pin), which the unified camera chain + // (CreateLookAt up=+Z + Numerics perspective) maps to CCW window + // winding from above / CW from below (TerrainCullOrientationTests) — + // so FrontFace(Ccw)+Cull(Back) keeps the top side and culls the + // underside. WB drew the whole world with culling DISABLED + // frame-globally (WB GameScene.cs:841 — an editor camera goes + // underground); inheriting that drew terrain DOUBLE-SIDED, and a + // below-grade eye (cellar ascent) saw the UNDERSIDE of the grade + // sheet through the exit-door aperture — the #108 grass window. + // Self-contained state per feedback_render_self_contained_gl_state; + // the frame-global CW + cull-off baseline is restored after the draw. + _gl.Enable(EnableCap.CullFace); + _gl.CullFace(TriangleFace.Back); + _gl.FrontFace(FrontFaceDirection.Ccw); + _gl.BindVertexArray(_globalVao); _gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit); _gl.MultiDrawElementsIndirect( @@ -292,6 +313,9 @@ public sealed unsafe class TerrainModernRenderer : IDisposable (uint)sizeof(DrawElementsIndirectCommand)); _gl.BindVertexArray(0); _gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0); + + _gl.FrontFace(FrontFaceDirection.CW); + _gl.Disable(EnableCap.CullFace); } public void Dispose() diff --git a/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs b/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs new file mode 100644 index 00000000..3d0d3cd0 --- /dev/null +++ b/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs @@ -0,0 +1,82 @@ +using System; +using System.Numerics; +using Xunit; + +namespace AcDream.App.Tests.Rendering; + +/// +/// #108-residual orientation pin: TerrainModernRenderer culls terrain back +/// faces with FrontFace(Ccw) — the GL port of retail's single-sided terrain +/// (ACRender::landPolysDraw 0x006b7040: a land triangle draws ONLY when the +/// camera is on the POSITIVE side of its plane via Plane::which_side2). +/// +/// The FrontFace choice rests on one mapping fact: under the production +/// camera convention (Matrix4x4.CreateLookAt with up = world +Z, Numerics +/// CreatePerspectiveFieldOfView — RetailChaseCamera.cs:203 / :52), an +/// UP-FACING terrain triangle that LandblockMesh emits CCW in world XY +/// rasterizes +/// · CCW in NDC/window space when the eye is ABOVE its plane (kept), and +/// · CW when the eye is BELOW (culled — retail draws nothing there: from +/// a below-grade cellar eye the door aperture shows sky, never grass). +/// This test pins that mapping in pure CPU math so a projection-convention +/// change (handedness, Y-flip) can't silently invert the cull and either +/// resurrect the #108 grass window or cull terrain from above. +/// +public class TerrainCullOrientationTests +{ + // An up-facing triangle, CCW in world XY viewed from above — the exact + // emission convention pinned by LandblockMeshTests (crossZ > 0). + private static readonly Vector3[] Triangle = + { + new(-1f, 10f, 94f), + new( 1f, 10f, 94f), + new( 1f, 12f, 94f), + }; + + private static float NdcSignedArea2(Vector3 eye, Vector3 forward) + { + // The production camera shape: look-at with world-Z up + // (RetailChaseCamera.cs:203), Numerics perspective with the retail + // znear 0.1 (RetailChaseCamera.cs:52). + var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ); + var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f); + var viewProj = view * proj; + + Span ndc = stackalloc Vector2[3]; + for (int i = 0; i < 3; i++) + { + var c = Vector4.Transform(new Vector4(Triangle[i], 1f), viewProj); + Assert.True(c.W > 1e-3f, "test triangle must be in front of the eye"); + ndc[i] = new Vector2(c.X / c.W, c.Y / c.W); + } + + // Twice the signed area: > 0 = CCW in NDC (GL window space keeps the + // orientation — NDC y up maps to window y up, no flip). + return (ndc[1].X - ndc[0].X) * (ndc[2].Y - ndc[0].Y) + - (ndc[1].Y - ndc[0].Y) * (ndc[2].X - ndc[0].X); + } + + [Fact] + public void EyeAboveTerrainPlane_WindsCcw_FrontFaceKept() + { + // Eye above grade looking forward-down at the triangle (the normal + // outdoor view). Retail: which_side2 = POSITIVE → drawn. + float area = NdcSignedArea2(new Vector3(0f, 5f, 96.5f), new Vector3(0f, 1f, -0.3f)); + Assert.True(area > 0f, + $"above-plane eye must see the terrain triangle CCW (area2={area}) — " + + "FrontFace(Ccw)+Cull(Back) would otherwise cull terrain from above"); + } + + [Fact] + public void EyeBelowTerrainPlane_WindsCw_BackfaceCulled() + { + // Eye below grade (the cellar-stairwell window) looking up-forward at + // the underside. Retail: which_side2 = NEGATIVE → not drawn at all — + // the #108 grass that covered the exit door was exactly this + // underside rasterizing when culling was left disabled. + float area = NdcSignedArea2(new Vector3(0f, 5f, 92.5f), new Vector3(0f, 1f, 0.2f)); + Assert.True(area < 0f, + $"below-plane eye must see the terrain triangle CW (area2={area}) — " + + "it must backface-cull like retail's which_side2 eye-side gate"); + } +} diff --git a/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs b/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs index ee123aee..efdce837 100644 --- a/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs +++ b/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs @@ -169,6 +169,41 @@ public class LandblockMeshTests Assert.True(cache.Count >= 2, $"Expected mix of palette codes, got {cache.Count}"); } + [Fact] + public void Build_AllTriangles_WindCounterClockwiseInWorldXY() + { + // #108-residual winding pin: TerrainModernRenderer enables backface + // culling with FrontFace(Ccw) — the GL port of retail's single-sided + // terrain (ACRender::landPolysDraw 0x006b7040 draws a land triangle + // only when the eye is on the POSITIVE side of its plane). That cull + // is only correct if EVERY emitted triangle winds the same way: + // counter-clockwise in world XY viewed from above (+Z toward the + // viewer), i.e. cross2D(v1-v0, v2-v0) > 0. Varied heights + several + // landblock coords exercise both FSplitNESW split directions across + // the 64 cells. A future emission-order change that flips any + // triangle would silently punch terrain holes under culling. + var block = BuildFlatLandBlock(); + for (int i = 0; i < 81; i++) + block.Height[i] = (byte)((i * 37) % 64); // varied, deterministic slopes + + foreach (var (lbx, lby) in new[] { (0u, 0u), (0xA9u, 0xB4u), (3u, 7u) }) + { + var cache = new Dictionary(); + var mesh = LandblockMesh.Build(block, lbx, lby, IdentityHeightTable, MakeContext(), cache); + + for (int t = 0; t < mesh.Indices.Length; t += 3) + { + var p0 = mesh.Vertices[mesh.Indices[t + 0]].Position; + var p1 = mesh.Vertices[mesh.Indices[t + 1]].Position; + var p2 = mesh.Vertices[mesh.Indices[t + 2]].Position; + float crossZ = (p1.X - p0.X) * (p2.Y - p0.Y) - (p1.Y - p0.Y) * (p2.X - p0.X); + Assert.True(crossZ > 0f, + $"lb=({lbx},{lby}) triangle {t / 3} winds CW in world XY (crossZ={crossZ}) — " + + "backface culling in TerrainModernRenderer would cull its TOP side"); + } + } + } + [Fact] public void Build_HeightmapPackedAsXMajor_NotYMajor() {