feat(render): Phase A8.F — PortalProjection with GL near-plane clip (z>=-w)

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Erik 2026-05-29 11:48:49 +02:00
parent 7f46c278e5
commit a28a176ad6
2 changed files with 161 additions and 0 deletions

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