feat(render): Phase A8.F — PortalProjection with GL near-plane clip (z>=-w)
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tests/AcDream.App.Tests/Rendering/PortalProjectionTests.cs
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tests/AcDream.App.Tests/Rendering/PortalProjectionTests.cs
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using System.Numerics;
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using AcDream.App.Rendering;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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public class PortalProjectionTests
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{
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// A simple GL-style perspective looking down -Z, camera at origin.
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private static Matrix4x4 ViewProj()
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{
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var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.0f, 1.0f, 0.1f, 1000f);
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return view * proj;
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}
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[Fact]
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public void Project_QuadInFront_ProducesNdcInsideViewport()
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{
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// A 2x2 quad at z=-5 (in front), cell-local == world (identity transform).
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var poly = new[]
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{
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new Vector3(-1, -1, -5), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, -5),
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};
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var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
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Assert.True(r.Length >= 3);
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foreach (var v in r)
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{
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Assert.InRange(v.X, -1.001f, 1.001f);
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Assert.InRange(v.Y, -1.001f, 1.001f);
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}
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}
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[Fact]
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public void Project_QuadFullyBehind_ReturnsEmpty()
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{
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var poly = new[]
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{
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new Vector3(-1, -1, 5), new Vector3(1, -1, 5), new Vector3(1, 1, 5), new Vector3(-1, 1, 5),
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};
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var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
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Assert.True(r.Length < 3);
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}
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[Fact]
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public void Project_QuadStraddlingCamera_ClipsWithoutInversion()
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{
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// Spans from behind (z=+2) to in front (z=-5). Must clip to the in-front part,
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// never produce a wildly out-of-range inverted vertex.
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var poly = new[]
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{
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new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2),
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};
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var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
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Assert.True(r.Length >= 3);
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foreach (var v in r)
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{
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// A corner a few cm in front of the eye and ~1 m to the side genuinely
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// projects large (~±37 NDC) but finite. ±50 still catches the ±7852
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// perspective-inversion blow-up the old w-clip produced.
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Assert.InRange(v.X, -50f, 50f); // bounded — no inversion blow-up
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Assert.InRange(v.Y, -50f, 50f);
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}
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}
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[Fact]
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public void Project_QuadStraddlingCamera_DownstreamIntersectionIsValidOnScreen()
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{
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var poly = new[]
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{
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new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2),
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};
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var projected = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj());
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Assert.True(projected.Length >= 3);
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// The viewport region (NDC [-1,1]^2), same as CellView.FullScreen()'s single polygon.
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var viewport = CellView.FullScreen().Polygons[0].Vertices;
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var onScreen = ScreenPolygonClip.Intersect(projected, viewport);
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Assert.True(onScreen.Length >= 3); // a non-empty visible region survives
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foreach (var v in onScreen)
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{
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Assert.InRange(v.X, -1.001f, 1.001f);
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Assert.InRange(v.Y, -1.001f, 1.001f);
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}
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}
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}
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