fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
The cellar-ascent grass window was the UNDERSIDE of the z~94 grade sheet. 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) - a below-grade eye gets NO terrain, so retail shows sky through the cellar door. We inherited WB's frame-global cull DISABLE (WB GameScene.cs:841 - an editor camera goes underground by design) and TerrainModernRenderer.Draw set no cull state of its own -> terrain rasterized both sides. From a below-grade eye every aperture sight-ray RISES, so the only 'terrain' it can see is the grade sheet's underside - which painted the exit-door aperture (the landscape slice's 2D NDC clip planes (nx,ny,0,dw) have no depth axis and cannot exclude between-eye-and-portal geometry) and slid off the door exactly as the eye crossed grade. Membership/viewer was exonerated by the harness in the previous commit. Fix: TerrainModernRenderer.Draw owns its cull state (the 7th self-contained-GL-state instance): Enable(CullFace) + CullFace(Back) + FrontFace(Ccw), set -> draw -> restore the frame-global CW + cull-off baseline. GL backface culling evaluates retail's per-triangle eye-side predicate at rasterization; no shader change. Pins: - LandblockMeshTests.Build_AllTriangles_WindCounterClockwiseInWorldXY: every emitted triangle CCW in world XY across both FSplitNESW split directions - the winding invariant culling depends on. - TerrainCullOrientationTests: under the production camera convention (LookAt up=+Z, Numerics perspective) an up-facing triangle winds CCW in window space from above (kept) and CW from below (culled) - guards FrontFace inversion, which would blank terrain from above. Oracle note: retail's through-portal clip has NO portal-face near plane (PView::GetClip / Render::set_view install edge planes only); nearer- than-portal exclusion comes from the eye-side cull + cell-level admission. No register row: this PORTS the retail mechanism, retiring an undocumented WB-heritage deviation. Gate pending: cellar climb (grass window gone) + outdoor sanity glance (terrain intact from above). Suites: App 263+1skip / Core 1443+2skip / UI 420 / Net 294. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
007af1391c
commit
96a425a9a5
4 changed files with 180 additions and 19 deletions
|
|
@ -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<uint, SurfaceInfo>();
|
||||
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()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue