docs(render): Phase A8.F — correct PortalProjection near-clip comments
The clip predicate (w+z>=0) is convention-agnostic, not GL-specific: Matrix4x4.CreatePerspectiveFieldOfView (which all acdream cameras use) is NDC z in [0,1], not [-1,1]. Comment said "GL near plane / z_ndc>=-1" which is misleading though the code is correct (eye w=0 always excluded; divide safe under both conventions). Also soften the ProjectToNdc CCW claim: it preserves projected winding; the caller must feed camera-facing portals. No behavior change. (Opus code-review I-1/M-1.) Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
parent
a28a176ad6
commit
9ec83307fc
1 changed files with 14 additions and 7 deletions
|
|
@ -1,9 +1,13 @@
|
||||||
// PortalProjection.cs
|
// PortalProjection.cs
|
||||||
//
|
//
|
||||||
// Phase A8.F: project a cell-local portal polygon to NDC screen space, clipping
|
// Phase A8.F: project a cell-local portal polygon to NDC screen space, clipping
|
||||||
// against the GL near plane (w + z >= 0, i.e. z_ndc >= -1) so a portal straddling
|
// against the in-front-of-camera half-space (keep where w + z >= 0) so a portal
|
||||||
// the camera does not invert under the perspective divide. At the near plane w is
|
// straddling the camera does not invert under the perspective divide. This crossing
|
||||||
// bounded away from zero, so the divide is safe — no eye-singularity blow-up.
|
// excludes the eye (w = 0) and lands just in front of the near plane, so every kept
|
||||||
|
// vertex has w bounded away from zero and the divide is safe — no eye-singularity
|
||||||
|
// blow-up. The predicate is convention-agnostic: acdream's cameras build projection
|
||||||
|
// with Matrix4x4.CreatePerspectiveFieldOfView (NDC z in [0,1]); under a true GL
|
||||||
|
// [-1,1] matrix w + z = 0 is exactly the near plane. Either way the eye is excluded.
|
||||||
// Homogeneous form of the near-plane sidedness in retail PView::GetClip /
|
// Homogeneous form of the near-plane sidedness in retail PView::GetClip /
|
||||||
// ConstructView(CBldPortal) (decomp:432344 / 433832).
|
// ConstructView(CBldPortal) (decomp:432344 / 433832).
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
@ -13,8 +17,11 @@ namespace AcDream.App.Rendering;
|
||||||
|
|
||||||
public static class PortalProjection
|
public static class PortalProjection
|
||||||
{
|
{
|
||||||
/// <summary>Project a cell-local polygon to NDC. Returns CCW NDC xy verts, or
|
/// <summary>Project a cell-local polygon to NDC, preserving the projected winding of
|
||||||
/// fewer than 3 verts when the polygon is entirely behind the camera / degenerate.</summary>
|
/// the input (NOT normalized to CCW). The caller (PortalVisibilityBuilder) is responsible
|
||||||
|
/// for feeding camera-facing portal polygons (via the portal-side test) so the result is
|
||||||
|
/// CCW for the CCW-only <see cref="ScreenPolygonClip"/>. Returns fewer than 3 verts when
|
||||||
|
/// the polygon is entirely behind the camera / degenerate.</summary>
|
||||||
public static Vector2[] ProjectToNdc(IReadOnlyList<Vector3> localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj)
|
public static Vector2[] ProjectToNdc(IReadOnlyList<Vector3> localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj)
|
||||||
{
|
{
|
||||||
if (localPoly == null || localPoly.Count < 3) return System.Array.Empty<Vector2>();
|
if (localPoly == null || localPoly.Count < 3) return System.Array.Empty<Vector2>();
|
||||||
|
|
@ -26,7 +33,7 @@ public static class PortalProjection
|
||||||
foreach (var lp in localPoly)
|
foreach (var lp in localPoly)
|
||||||
clip.Add(Vector4.Transform(new Vector4(lp, 1f), m));
|
clip.Add(Vector4.Transform(new Vector4(lp, 1f), m));
|
||||||
|
|
||||||
// Clip against the GL near plane (keep where w + z >= 0).
|
// Clip against the in-front-of-camera half-space (keep where w + z >= 0).
|
||||||
clip = ClipAgainstNearPlane(clip);
|
clip = ClipAgainstNearPlane(clip);
|
||||||
if (clip.Count < 3) return System.Array.Empty<Vector2>();
|
if (clip.Count < 3) return System.Array.Empty<Vector2>();
|
||||||
|
|
||||||
|
|
@ -40,7 +47,7 @@ public static class PortalProjection
|
||||||
return ndc;
|
return ndc;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Sutherland-Hodgman against the GL near plane: keep where (w + z) >= 0 (z >= -w, i.e. z_ndc >= -1).
|
// Sutherland-Hodgman against the in-front-of-camera half-space: keep where (w + z) >= 0.
|
||||||
private static List<Vector4> ClipAgainstNearPlane(List<Vector4> poly)
|
private static List<Vector4> ClipAgainstNearPlane(List<Vector4> poly)
|
||||||
{
|
{
|
||||||
var result = new List<Vector4>(poly.Count + 1);
|
var result = new List<Vector4>(poly.Count + 1);
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue