feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default

Adds the GPU mechanism to clip drawing to a per-cell screen-space convex
region via gl_ClipDistance, consumed by the mesh + terrain vertex shaders.
This is the MECHANISM only — every instance defaults to slot 0 (no-clip /
pass-all) and terrain to count 0, so the running game renders IDENTICALLY to
pre-U.3 (verified: offline launch compiles both shaders and reaches steady
state; no GL errors). U.4 populates real clip data from portal visibility.

Binding contract (define once, both sides obey):
- mesh_modern.vert: SSBO binding=2 CellClip[] (shared per-frame regions, slot 0
  reserved no-clip) + SSBO binding=3 uint[] per-instance slot, indexed by the
  IDENTICAL gl_BaseInstanceARB+gl_InstanceID used for binding=0. binding=0/1
  untouched.
- terrain_modern.vert: UBO binding=2 TerrainClip { int count; vec4 planes[8]; }
  for the single OutsideView region (UBO namespace; SceneLighting is UBO
  binding=1, so binding=2 is free and does not collide with the mesh SSBO
  binding=2). count 0 = ungated.
- Both redeclare out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[8]; }
  and set unused planes (i >= count) to +1.0 so they pass everything.

CellClip std430 layout (144 bytes/slot): count@0, 3 pad uints@4/8/12,
planes[8]@16 (vec4 stride 16). Terrain UBO std140: count@0 (padded to 16),
planes[8]@16 → 144 bytes. Verified by ClipFrameLayoutTests (8 new tests).

Pieces:
- ClipFrame: per-frame container + uploader for the SHARED clip data (binding=2
  SSBO + terrain UBO). NoClip() = slot 0 + terrain count 0. AppendSlot /
  SetTerrainClip pack std430/std140 bytes for U.4. UploadShared binds both.
- WbDrawDispatcher + EnvCellRenderer: each owns its binding=3 zero buffer
  (all-zeros sized to its instance count → slot 0), re-binds binding=2 from the
  shared ClipFrame id (or an internal no-clip fallback if unwired) before MDI.
  gl_ClipDistance is per-vertex, so the single glMultiDrawElementsIndirect per
  group is preserved — no draw splitting.
- TerrainModernRenderer: binds the terrain clip UBO (shared or no-clip fallback)
  before its draw.
- GameWindow: glEnable(GL_CLIP_DISTANCE0..7) once at init (unused planes pass-all
  so always-on avoids per-draw thrash); per frame builds ClipFrame.NoClip(),
  UploadShared, and hands the buffer ids to the three renderers (tiny diff; U.4
  swaps NoClip() for the real portal-visibility frame).

Gate: dotnet build green; App suite 134/134; offline launch confirms both
shaders compile + link with no GL errors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-30 17:27:30 +02:00
parent 0b125830fe
commit bf2e559369
8 changed files with 797 additions and 1 deletions

View file

@ -0,0 +1,276 @@
// ClipFrame.cs
//
// Phase U.3: the GPU-side container + uploader for the SHARED per-frame clip
// data consumed by mesh_modern.vert (SSBO binding=2) and terrain_modern.vert
// (UBO binding=2). This is the "shared" half of the U.3 clip mechanism; the
// per-instance slot index buffer (SSBO binding=3) is PER-RENDERER and owned by
// each renderer (WbDrawDispatcher / EnvCellRenderer), parallel to its instance
// buffer — it is NOT here.
//
// === The contract (both shader sides obey) ===================================
// binding=2 mesh SSBO holds an array of CellClip, one per "slot":
// struct CellClip { uint count; uint _p0; uint _p1; uint _p2; vec4 planes[8]; };
// std430 layout: count at byte 0, three pad uints at 4/8/12, planes[8] at 16
// (vec4 stride 16) → 144 bytes per slot. Slot 0 is RESERVED = no-clip (count 0).
// binding=2 terrain UBO holds the single OutsideView region:
// layout(std140) { int uTerrainClipCount; vec4 uTerrainClipPlanes[8]; };
// std140 layout: count at byte 0 (padded to 16), planes[8] at 16 → 144 bytes.
//
// In U.3 a ClipFrame is built via NoClip(): one slot (slot 0, count 0) and a
// terrain count of 0. Everything renders exactly as before. U.4 populates real
// slots from a PortalVisibilityFrame (one CellClip per visible cell) and sets the
// terrain OutsideView planes, then points each renderer's per-instance slot
// buffer at the right slots.
//
// Pure CPU byte-packing + a thin GL upload. NO GL types appear except in
// UploadShared. The byte layout is asserted by ClipFrameLayoutTests so a silent
// std430/std140 drift can't reach the GPU.
using System;
using System.Collections.Generic;
using System.Numerics;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// Per-frame container + uploader for the SHARED clip data: the binding=2 mesh
/// SSBO (one <c>CellClip</c> per slot, slot 0 reserved no-clip) and the binding=2
/// terrain UBO (the single OutsideView region). See the file header for the exact
/// std430 / std140 byte layout. Per-instance slot buffers (binding=3) are owned by
/// each renderer, not here.
/// </summary>
public sealed class ClipFrame : IDisposable
{
// ---- Layout constants (mirror mesh_modern.vert + terrain_modern.vert) ----
/// <summary>Max planes per clip region — matches the shader's <c>planes[8]</c>
/// and GL's guaranteed <c>GL_MAX_CLIP_DISTANCES &gt;= 8</c>.</summary>
public const int MaxPlanes = 8;
/// <summary>std430 stride of one <c>CellClip</c>: 16 (count + 3 pad uints) +
/// 8 × 16 (vec4 planes) = 144 bytes.</summary>
public const int CellClipStrideBytes = 16 + MaxPlanes * 16; // 144
/// <summary>Byte offset of <c>planes[0]</c> within a <c>CellClip</c> (after the
/// count + 3 pad uints).</summary>
public const int CellClipPlanesOffset = 16;
/// <summary>std140 size of the terrain UBO block: int count padded to 16, then
/// 8 × 16 (vec4 planes) = 144 bytes. Same number as the SSBO stride by
/// coincidence of the 16-byte vec4 rule, but a DIFFERENT layout family.</summary>
public const int TerrainUboBytes = 16 + MaxPlanes * 16; // 144
/// <summary>SSBO binding index for the shared per-cell clip regions
/// (mesh_modern.vert binding=2).</summary>
public const uint MeshClipSsboBinding = 2;
/// <summary>UBO binding index for the terrain OutsideView clip region
/// (terrain_modern.vert binding=2). UBO namespace — distinct from the SSBO
/// binding=2 above.</summary>
public const uint TerrainClipUboBinding = 2;
// ---- CPU-side state ------------------------------------------------------
// Packed std430 bytes for clipRegions[]. Always holds at least slot 0.
private byte[] _regionBytes;
private int _slotCount;
// Packed std140 bytes for the terrain UBO (always TerrainUboBytes long).
private readonly byte[] _terrainBytes = new byte[TerrainUboBytes];
// ---- GL-side state (lazily created on first UploadShared) ----------------
private uint _regionSsbo;
private uint _terrainUbo;
private bool _glInitialized;
private bool _disposed;
private ClipFrame(byte[] regionBytes, int slotCount)
{
_regionBytes = regionBytes;
_slotCount = slotCount;
// Terrain defaults to count 0 (ungated). _terrainBytes is already all
// zeros, which encodes count=0 + zeroed (unused) planes.
}
/// <summary>
/// The U.3 default frame: exactly slot 0 (no-clip, count 0) and a terrain
/// count of 0. The whole scene renders ungated — identical to pre-U.3. U.4
/// replaces this with a frame built from real portal visibility.
/// </summary>
public static ClipFrame NoClip()
{
// One slot, all zeros: count=0 ⇒ shader passes every plane.
var bytes = new byte[CellClipStrideBytes];
return new ClipFrame(bytes, slotCount: 1);
}
/// <summary>Number of clip slots currently packed (always &gt;= 1 — slot 0 is
/// the reserved no-clip slot).</summary>
public int SlotCount => _slotCount;
/// <summary>The shared mesh-clip SSBO id, or 0 before the first
/// <see cref="UploadShared"/>. Renderers may bind this directly if they don't
/// receive it via a parameter; <see cref="UploadShared"/> already binds it to
/// <see cref="MeshClipSsboBinding"/>.</summary>
public uint RegionSsbo => _regionSsbo;
/// <summary>The terrain-clip UBO id, or 0 before the first
/// <see cref="UploadShared"/>. Handed to <see cref="TerrainModernRenderer"/>
/// so it can re-bind binding=2 (UBO namespace) before its draw.</summary>
public uint TerrainUbo => _terrainUbo;
/// <summary>
/// Append one clip region (becomes the next slot index) from a
/// <see cref="ClipPlaneSet"/>. Only the convex-plane case is supported in
/// U.3 — <c>Count &gt; 0</c> packs that many planes; <c>Count == 0</c> packs a
/// no-clip region (pass-all). The scissor / nothing-visible fallbacks that
/// <see cref="ClipPlaneSet"/> can carry are deferred to U.4 (which will draw
/// the AABB box or skip the cell on the CPU side, not via this slot). Returns
/// the new slot's index.
/// </summary>
public int AppendSlot(ClipPlaneSet set)
{
int count = Math.Min(set.Count, MaxPlanes);
if (count == 0)
return AppendSlot(ReadOnlySpan<Vector4>.Empty);
Span<Vector4> planes = stackalloc Vector4[count];
for (int i = 0; i < count; i++)
planes[i] = set.Planes[i];
return AppendSlot(planes);
}
/// <summary>
/// Append one clip region from a raw plane list. <paramref name="planes"/>
/// length 0 packs a no-clip (pass-all) region; otherwise up to
/// <see cref="MaxPlanes"/> planes are packed (extras ignored). Each plane is
/// <c>(nx, ny, 0, dw)</c> in clip space; a clip-space vertex is inside iff
/// <c>dot(plane, gl_Position) &gt;= 0</c> for every plane. Returns the new
/// slot index.
/// </summary>
public int AppendSlot(ReadOnlySpan<Vector4> planes)
{
int count = Math.Min(planes.Length, MaxPlanes);
int slot = _slotCount;
int byteOffset = slot * CellClipStrideBytes;
EnsureRegionCapacity(byteOffset + CellClipStrideBytes);
// count (uint) at byteOffset; the 3 pad uints stay zero.
WriteUInt(_regionBytes, byteOffset, (uint)count);
for (int i = 0; i < count; i++)
{
int po = byteOffset + CellClipPlanesOffset + i * 16;
WriteVec4(_regionBytes, po, planes[i]);
}
_slotCount++;
return slot;
}
/// <summary>
/// Set the terrain OutsideView clip region (the single region the terrain
/// shader gates against). <paramref name="planes"/> length 0 ungates terrain
/// (count 0). U.3 callers never touch this — <see cref="NoClip"/> leaves it
/// at count 0. U.4 calls it with the OutsideView planes.
/// </summary>
public void SetTerrainClip(ReadOnlySpan<Vector4> planes)
{
int count = Math.Min(planes.Length, MaxPlanes);
Array.Clear(_terrainBytes);
WriteInt(_terrainBytes, 0, count);
for (int i = 0; i < count; i++)
WriteVec4(_terrainBytes, CellClipPlanesOffset + i * 16, planes[i]);
}
/// <summary>
/// Upload the shared mesh-clip SSBO (binding=2) and the terrain-clip UBO
/// (binding=2, UBO namespace) and bind both to their binding points. Idempotent
/// to call once per frame. Creates the GL buffers lazily on first call.
/// </summary>
public unsafe void UploadShared(GL gl)
{
ArgumentNullException.ThrowIfNull(gl);
ObjectDisposedException.ThrowIf(_disposed, this);
if (!_glInitialized)
{
_regionSsbo = gl.GenBuffer();
_terrainUbo = gl.GenBuffer();
_glInitialized = true;
}
int regionByteCount = _slotCount * CellClipStrideBytes;
gl.BindBuffer(BufferTargetARB.ShaderStorageBuffer, _regionSsbo);
fixed (byte* p = _regionBytes)
{
gl.BufferData(BufferTargetARB.ShaderStorageBuffer,
(nuint)regionByteCount, p, BufferUsageARB.DynamicDraw);
}
gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, MeshClipSsboBinding, _regionSsbo);
gl.BindBuffer(BufferTargetARB.UniformBuffer, _terrainUbo);
fixed (byte* p = _terrainBytes)
{
gl.BufferData(BufferTargetARB.UniformBuffer,
(nuint)TerrainUboBytes, p, BufferUsageARB.DynamicDraw);
}
gl.BindBufferBase(BufferTargetARB.UniformBuffer, TerrainClipUboBinding, _terrainUbo);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
// GL buffers are deleted by the owner's GL context teardown; ClipFrame
// is a per-frame transient in U.3 (NoClip() each frame). We do not hold a
// GL handle to delete here because UploadShared may not have run. If a
// future phase makes ClipFrame long-lived, add buffer deletion guarded by
// _glInitialized + a captured GL reference.
}
// ---- byte helpers (little-endian; matches x86/x64 GPU upload) ------------
private void EnsureRegionCapacity(int requiredBytes)
{
if (_regionBytes.Length >= requiredBytes) return;
int newLen = Math.Max(requiredBytes, _regionBytes.Length * 2);
Array.Resize(ref _regionBytes, newLen);
}
private static void WriteUInt(byte[] dst, int offset, uint value)
{
dst[offset + 0] = (byte)(value & 0xFF);
dst[offset + 1] = (byte)((value >> 8) & 0xFF);
dst[offset + 2] = (byte)((value >> 16) & 0xFF);
dst[offset + 3] = (byte)((value >> 24) & 0xFF);
}
private static void WriteInt(byte[] dst, int offset, int value)
=> WriteUInt(dst, offset, unchecked((uint)value));
private static void WriteVec4(byte[] dst, int offset, Vector4 v)
{
WriteFloat(dst, offset + 0, v.X);
WriteFloat(dst, offset + 4, v.Y);
WriteFloat(dst, offset + 8, v.Z);
WriteFloat(dst, offset + 12, v.W);
}
private static void WriteFloat(byte[] dst, int offset, float value)
{
uint bits = BitConverter.SingleToUInt32Bits(value);
WriteUInt(dst, offset, bits);
}
// ---- Test seams ----------------------------------------------------------
/// <summary>Test seam: the packed std430 region bytes (slot 0..SlotCount-1).
/// Read-only snapshot used by ClipFrameLayoutTests to assert the byte layout.</summary>
internal ReadOnlySpan<byte> RegionBytesForTest => _regionBytes.AsSpan(0, _slotCount * CellClipStrideBytes);
/// <summary>Test seam: the packed std140 terrain UBO bytes.</summary>
internal ReadOnlySpan<byte> TerrainBytesForTest => _terrainBytes;
}

View file

@ -166,6 +166,14 @@ public sealed class GameWindow : IDisposable
private AcDream.App.Rendering.Wb.EnvCellRenderer? _envCellRenderer;
private AcDream.App.Rendering.Wb.WbFrustum? _envCellFrustum;
// Phase U.3: the shared per-frame clip data (binding=2 mesh SSBO + terrain
// UBO). In U.3 this is rebuilt as ClipFrame.NoClip() every frame and uploaded
// once before terrain/entities draw, so the whole scene renders ungated
// (identical to pre-U.3). The buffer ids are handed to the three renderers so
// each re-binds binding=2 immediately before its own draw. U.4 replaces the
// NoClip() frame with one built from the portal-visibility result.
private ClipFrame? _clipFrame;
/// <summary>
/// Phase 6.4: per-entity animation playback state for entities whose
/// MotionTable resolved to a real cycle. The render loop ticks each
@ -1079,6 +1087,17 @@ public sealed class GameWindow : IDisposable
_gl.ClearColor(0.05f, 0.10f, 0.18f, 1.0f);
_gl.Enable(EnableCap.DepthTest);
// Phase U.3: enable all 8 hardware clip planes once at startup. The mesh
// and terrain vertex shaders write gl_ClipDistance[0..7] every frame;
// unused planes are set to +1.0 (pass-all) when a region's plane count is
// below 8, so leaving all 8 enabled permanently is correct and avoids
// per-draw glEnable/glDisable thrash. In U.3 every region is no-clip, so
// nothing is actually clipped — the running game renders identically. U.4
// populates real clip regions; the enables stay as-is.
// (EnableCap.ClipDistance0 == GL_CLIP_DISTANCE0 0x3000; +i selects plane i.)
for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
_gl.Enable(EnableCap.ClipDistance0 + _cp);
string shadersDir = Path.Combine(AppContext.BaseDirectory, "Rendering", "Shaders");
// Phase N.5b: terrain_modern shader pair — bindless texture handles +
@ -7261,6 +7280,21 @@ public sealed class GameWindow : IDisposable
goto SkipWorldGeometry;
}
// Phase U.3: build + upload the SHARED per-frame clip data once,
// ahead of both terrain and entity draws. In U.3 this is the no-clip
// frame (slot 0 only, terrain count 0) so the whole scene renders
// ungated — bit-identical to pre-U.3. UploadShared binds binding=2
// (mesh SSBO) + binding=2 (terrain UBO); each renderer below re-binds
// its binding=2 defensively from the ids we hand it. The single
// _clipFrame instance reuses its GL buffers across frames (NoClip is
// cheap CPU-only state we copy into it). U.4 swaps NoClip() for the
// real portal-visibility frame here.
_clipFrame ??= ClipFrame.NoClip();
_clipFrame.UploadShared(_gl);
_wbDrawDispatcher?.SetClipRegionSsbo(_clipFrame.RegionSsbo);
_envCellRenderer?.SetClipRegionSsbo(_clipFrame.RegionSsbo);
_terrain?.SetClipUbo(_clipFrame.TerrainUbo);
// Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup
// (gated on ACDREAM_WB_DIAG=1, same env var as [WB-DIAG]). Stopwatch
// is cheap; only the periodic Console.WriteLine is gated.
@ -10659,6 +10693,7 @@ public sealed class GameWindow : IDisposable
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
_wbDrawDispatcher?.Dispose();
_envCellRenderer?.Dispose(); // Phase A8
_clipFrame?.Dispose(); // Phase U.3
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_samplerCache?.Dispose();
_textureCache?.Dispose();

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@ -37,6 +37,48 @@ layout(std430, binding = 1) readonly buffer BatchBuffer {
BatchData Batches[];
};
// === Phase U.3: per-cell screen-space clip gate (gl_ClipDistance) =============
// Two SSBOs add the clip mechanism without disturbing binding=0/1 above.
//
// binding=2 — SHARED per-frame clip regions, one CellClip per "slot". Uploaded
// ONCE per frame by ClipFrame.UploadShared (shared across WbDrawDispatcher +
// EnvCellRenderer). Slot 0 is RESERVED = no-clip (count 0 ⇒ every plane passes).
//
// binding=3 — PER-RENDERER per-instance slot index, parallel to the binding=0
// instance buffer and indexed by the IDENTICAL per-instance index
// (gl_BaseInstanceARB + gl_InstanceID). instanceClipSlot[i] selects which
// CellClip region instance i is clipped against. Default all-zeros in U.3 ⇒
// every instance maps to slot 0 ⇒ no clipping ⇒ identical render to pre-U.3.
//
// CellClip std430 layout (144 bytes/slot): a uint count + 3 pad uints (16 bytes)
// then vec4 planes[8] (8 × 16 = 128 bytes). vec4 array stride is 16 under std430.
// ClipFrame on the CPU side lays out the bytes to match exactly (verified by
// ClipFrameLayoutTests). A clip-space vertex is INSIDE iff dot(plane, gl_Position)
// >= 0 for every active plane (see ClipPlaneSet for the plane convention).
struct CellClip {
uint count;
uint _p0;
uint _p1;
uint _p2;
vec4 planes[8];
};
layout(std430, binding = 2) readonly buffer ClipRegionBuf {
CellClip clipRegions[];
};
layout(std430, binding = 3) readonly buffer ClipSlotBuf {
uint instanceClipSlot[];
};
// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal
// alongside gl_Position. The array is sized 8 to match the CellClip plane budget
// and the GL guarantee (GL_MAX_CLIP_DISTANCES >= 8). The host enables
// GL_CLIP_DISTANCE0..7 once at startup; unused planes are set to +1.0 below so
// they pass everything (no clipping) when the slot's count < 8.
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[8];
};
uniform mat4 uViewProjection;
// Phase Post-A.5 (ISSUE #52, 2026-05-10): per-pass offset into Batches[].
@ -67,6 +109,18 @@ void main() {
vec4 worldPos = model * vec4(aPosition, 1.0);
gl_Position = uViewProjection * worldPos;
// Phase U.3: per-instance clip gate. instanceClipSlot is indexed by the
// SAME instanceIndex used for the binding=0 transform above, so the slot
// travels with the instance through the MDI BaseInstance offsets. Slot 0
// (the U.3 default) has count 0 ⇒ the second loop sets all 8 distances to
// +1.0 ⇒ nothing is clipped.
uint _slot = instanceClipSlot[instanceIndex];
CellClip _c = clipRegions[_slot];
for (uint i = 0u; i < _c.count; ++i)
gl_ClipDistance[i] = dot(_c.planes[i], gl_Position);
for (uint i = _c.count; i < 8u; ++i)
gl_ClipDistance[i] = 1.0;
vWorldPos = worldPos.xyz;
vNormal = normalize(mat3(model) * aNormal);
vTexCoord = aTexCoord;

View file

@ -30,6 +30,28 @@ layout(std140, binding = 1) uniform SceneLighting {
vec4 uCameraAndTime;
};
// === Phase U.3: terrain screen-space clip gate (OutsideView region) ===========
// Terrain is a single global region (the OutsideView), so it needs one set of
// clip planes, not a per-instance slot table like the mesh shader. A std140 UBO
// at binding=2 carries it. The UBO binding namespace is distinct from the SSBO
// binding namespace, so this does NOT collide with the mesh shader's SSBO
// binding=2 — and within THIS shader binding=1 (SceneLighting) is the only other
// UBO, leaving binding=2 free. uTerrainClipCount == 0 (the U.3 default) ungates
// terrain entirely (the second loop sets all 8 distances to +1.0). Uploaded by
// ClipFrame.UploadShared each frame; TerrainModernRenderer binds it before draw.
layout(std140, binding = 2) uniform TerrainClip {
int uTerrainClipCount;
vec4 uTerrainClipPlanes[8];
};
// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal.
// Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8. Host enables GL_CLIP_DISTANCE0..7
// once at startup; unused planes are set to +1.0 below so they pass everything.
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[8];
};
out vec2 vBaseUV;
out vec3 vWorldNormal;
out vec3 vWorldPos;
@ -144,4 +166,12 @@ void main() {
// Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack.
vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01);
gl_Position = uProjection * uView * vec4(terrainPos, 1.0);
// Phase U.3: terrain clip gate against the single OutsideView region. With
// uTerrainClipCount == 0 (U.3 default) the first loop is skipped and the
// second sets all 8 distances to +1.0 ⇒ no clipping ⇒ identical terrain.
for (int i = 0; i < uTerrainClipCount; ++i)
gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
for (int i = uTerrainClipCount; i < 8; ++i)
gl_ClipDistance[i] = 1.0;
}

View file

@ -54,6 +54,13 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
private uint _indirectBuffer;
private int _indirectCapacity;
// Phase U.3: terrain clip UBO (binding=2, terrain_modern.vert TerrainClip).
// The shared one is created + uploaded by the GameWindow-level ClipFrame and
// handed in via SetClipUbo. When 0, we bind a lazily-created no-clip fallback
// (count 0 = ungated) so the shader never reads an unbound UBO at binding=2.
private uint _sharedClipUbo;
private uint _fallbackClipUbo;
// Cached uvec2-handle uniform locations (matrix uniforms are set by name via Shader.SetMatrix4).
private int _uTerrainHandleLoc;
private int _uAlphaHandleLoc;
@ -93,6 +100,14 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
_indirectBuffer = _gl.GenBuffer();
}
/// <summary>
/// Phase U.3: hand the renderer the SHARED terrain-clip UBO (binding=2)
/// created by <see cref="ClipFrame.UploadShared"/>. The renderer binds it to
/// binding=2 before its draw. Pass 0 to fall back to the internal no-clip UBO
/// (count 0 = ungated terrain).
/// </summary>
public void SetClipUbo(uint sharedClipUbo) => _sharedClipUbo = sharedClipUbo;
/// <summary>
/// Two-tier streaming entry point. Accepts a prebuilt mesh from
/// <see cref="LandblockStreamResult.Loaded.MeshData"/> built on the worker
@ -258,6 +273,10 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
_gl.ProgramUniform2(_shader.Program, _uAlphaHandleLoc,
(uint)(alphaHandle & 0xFFFFFFFFu), (uint)(alphaHandle >> 32));
// Phase U.3: bind the terrain clip UBO (binding=2). Shared ClipFrame UBO
// when wired, else the no-clip fallback (count 0 = ungated terrain).
BindClipUboBinding2();
_gl.BindVertexArray(_globalVao);
_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
_gl.MultiDrawElementsIndirect(
@ -275,12 +294,42 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
_gl.DeleteBuffer(_globalVbo);
_gl.DeleteBuffer(_globalEbo);
_gl.DeleteBuffer(_indirectBuffer);
if (_fallbackClipUbo != 0) { _gl.DeleteBuffer(_fallbackClipUbo); _fallbackClipUbo = 0; } // Phase U.3
}
// ----------------------------------------------------------------
// Private helpers
// ----------------------------------------------------------------
/// <summary>
/// Phase U.3: bind the terrain clip UBO to binding=2. Prefers the shared
/// <see cref="ClipFrame"/> UBO (<see cref="SetClipUbo"/>); otherwise lazily
/// creates + binds a no-clip fallback (count 0 = ungated) so the shader never
/// reads an unbound UBO. The fallback is std140-sized to
/// <see cref="ClipFrame.TerrainUboBytes"/> and zero-filled (count 0).
/// </summary>
private void BindClipUboBinding2()
{
if (_sharedClipUbo != 0)
{
_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
ClipFrame.TerrainClipUboBinding, _sharedClipUbo);
return;
}
if (_fallbackClipUbo == 0)
{
_fallbackClipUbo = _gl.GenBuffer();
var zero = stackalloc byte[ClipFrame.TerrainUboBytes];
for (int i = 0; i < ClipFrame.TerrainUboBytes; i++) zero[i] = 0;
_gl.BindBuffer(BufferTargetARB.UniformBuffer, _fallbackClipUbo);
_gl.BufferData(BufferTargetARB.UniformBuffer,
(nuint)ClipFrame.TerrainUboBytes, zero, BufferUsageARB.DynamicDraw);
}
_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
ClipFrame.TerrainClipUboBinding, _fallbackClipUbo);
}
private void AllocateGpuBuffers(int capacitySlots)
{
nuint vboBytes = (nuint)(capacitySlots * VertsPerLandblock * VertexSize);

View file

@ -74,6 +74,19 @@ public sealed unsafe class EnvCellRenderer : IDisposable
// packed transform array instead of the 80-byte CPU struct.
private Matrix4x4[] _gpuInstanceTransforms = Array.Empty<Matrix4x4>();
// Phase U.3: per-instance clip-slot SSBO (binding=3), parallel to
// _modernInstanceBuffer. One uint per instance selecting its CellClip slot,
// indexed by the same BaseInstance + gl_InstanceID the shader uses for
// binding=0. ALL ZEROS in U.3 ⇒ slot 0 ⇒ no-clip. U.4 populates real slots.
private uint _clipSlotBuffer;
private uint[] _clipSlotData = Array.Empty<uint>();
// Phase U.3: SHARED per-cell clip-region SSBO (binding=2) handed in via
// SetClipRegionSsbo (the GameWindow-level ClipFrame buffer). When 0, we bind
// our own one-slot no-clip fallback so the shader never reads an unbound SSBO.
private uint _sharedClipRegionSsbo;
private uint _fallbackClipRegionSsbo;
// Reusable scratch arrays — avoid per-frame allocation.
// WB BaseObjectRenderManager.cs:58-59: private DrawElementsIndirectCommand[] _commands = Array.Empty<...>()
private DrawElementsIndirectCommand[] _commands = Array.Empty<DrawElementsIndirectCommand>();
@ -204,10 +217,26 @@ public sealed unsafe class EnvCellRenderer : IDisposable
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernBatchCapacity * sizeof(ModernBatchData)), null, GLEnum.DynamicDraw);
// Phase U.3: per-instance clip-slot SSBO (binding=3), sized to the
// instance capacity. Uploaded all-zeros each frame in RenderModernMDIInternal.
_gl.GenBuffers(1, out _clipSlotBuffer);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _clipSlotBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * sizeof(uint)), null, GLEnum.DynamicDraw);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, 0);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
}
/// <summary>
/// Phase U.3: hand the renderer the SHARED per-cell clip-region SSBO
/// (binding=2) created by <see cref="ClipFrame.UploadShared"/>. The renderer
/// re-binds it to binding=2 immediately before its MDI. Pass 0 to fall back to
/// the internal one-slot no-clip region buffer.
/// </summary>
public void SetClipRegionSsbo(uint sharedClipRegionSsbo)
=> _sharedClipRegionSsbo = sharedClipRegionSsbo;
// ---------------------------------------------------------------------------
// GetEnvCellGeomId
// Verbatim copy of WB EnvCellRenderManager.cs:94-103.
@ -947,6 +976,13 @@ public sealed unsafe class EnvCellRenderer : IDisposable
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _modernInstanceBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * sizeof(Matrix4x4)), null, GLEnum.DynamicDraw);
// Phase U.3: keep the clip-slot buffer (binding=3) sized to the
// instance buffer so instanceClipSlot[BaseInstance + gl_InstanceID]
// is always in range.
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _clipSlotBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(_modernInstanceCapacity * sizeof(uint)), null, GLEnum.DynamicDraw);
}
// WB BaseObjectRenderManager.cs:761-762: grow scratch arrays.
@ -1011,6 +1047,23 @@ public sealed unsafe class EnvCellRenderer : IDisposable
(nuint)(totalDraws * sizeof(ModernBatchData)), ptr);
}
// Phase U.3: upload the per-instance clip-slot buffer (binding=3), all
// zeros ⇒ every instance maps to slot 0 ⇒ no-clip. Re-zero the reused head
// each frame so stale U.4 slot indices can't leak. Sized to
// uniqueInstanceCount; the buffer was already grown above with the
// instance buffer when capacity increased.
if (_clipSlotData.Length < uniqueInstanceCount)
_clipSlotData = new uint[Math.Max(_clipSlotData.Length * 2, uniqueInstanceCount)];
Array.Clear(_clipSlotData, 0, uniqueInstanceCount);
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _clipSlotBuffer);
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)(uniqueInstanceCount * sizeof(uint)), null, GLEnum.DynamicDraw);
fixed (uint* ptr = _clipSlotData)
{
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
(nuint)(uniqueInstanceCount * sizeof(uint)), ptr);
}
// WB BaseObjectRenderManager.cs:807-818: bind VAO + SSBOs + barrier.
var globalVao = _meshManager.GlobalBuffer?.VAO ?? 0u;
if (globalVao == 0) return;
@ -1022,6 +1075,10 @@ public sealed unsafe class EnvCellRenderer : IDisposable
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 0, _modernInstanceBuffer);
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 1, _modernBatchBuffer);
// Phase U.3: per-instance clip slots (binding=3) + shared clip regions
// (binding=2, via the GameWindow ClipFrame or our no-clip fallback).
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 3, _clipSlotBuffer);
BindClipRegionBinding2();
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _mdiCommandBuffer);
_gl.MemoryBarrier(MemoryBarrierMask.ShaderStorageBarrierBit | MemoryBarrierMask.CommandBarrierBit);
@ -1095,6 +1152,41 @@ public sealed unsafe class EnvCellRenderer : IDisposable
}
}
// ---------------------------------------------------------------------------
// BindClipRegionBinding2 (Phase U.3)
// ---------------------------------------------------------------------------
/// <summary>
/// Bind the per-cell clip-region SSBO to binding=2. Prefers the shared
/// <see cref="ClipFrame"/> buffer (<see cref="SetClipRegionSsbo"/>); otherwise
/// lazily creates + binds a one-slot no-clip fallback (count 0 = pass-all) so
/// the shader never reads an unbound SSBO.
/// </summary>
private void BindClipRegionBinding2()
{
if (_sharedClipRegionSsbo != 0)
{
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer,
AcDream.App.Rendering.ClipFrame.MeshClipSsboBinding, _sharedClipRegionSsbo);
return;
}
if (_fallbackClipRegionSsbo == 0)
{
_gl.GenBuffers(1, out _fallbackClipRegionSsbo);
// One CellClip slot, all zeros: count 0 ⇒ shader passes every plane.
var zero = new byte[AcDream.App.Rendering.ClipFrame.CellClipStrideBytes];
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _fallbackClipRegionSsbo);
fixed (byte* p = zero)
{
_gl.BufferData(GLEnum.ShaderStorageBuffer,
(nuint)AcDream.App.Rendering.ClipFrame.CellClipStrideBytes, p, GLEnum.DynamicDraw);
}
}
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer,
AcDream.App.Rendering.ClipFrame.MeshClipSsboBinding, _fallbackClipRegionSsbo);
}
// ---------------------------------------------------------------------------
// List pool (GetPooledList)
// Copied from WB ObjectRenderManagerBase (pattern).
@ -1194,5 +1286,7 @@ public sealed unsafe class EnvCellRenderer : IDisposable
if (_mdiCommandBuffer != 0) { _gl.DeleteBuffer(_mdiCommandBuffer); _mdiCommandBuffer = 0; }
if (_modernInstanceBuffer != 0){ _gl.DeleteBuffer(_modernInstanceBuffer); _modernInstanceBuffer = 0; }
if (_modernBatchBuffer != 0) { _gl.DeleteBuffer(_modernBatchBuffer); _modernBatchBuffer = 0; }
if (_clipSlotBuffer != 0) { _gl.DeleteBuffer(_clipSlotBuffer); _clipSlotBuffer = 0; } // Phase U.3
if (_fallbackClipRegionSsbo != 0) { _gl.DeleteBuffer(_fallbackClipRegionSsbo); _fallbackClipRegionSsbo = 0; } // Phase U.3
}
}

View file

@ -125,6 +125,21 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
private uint _batchSsbo;
private uint _indirectBuffer;
// Phase U.3: per-instance clip-slot SSBO (binding=3), parallel to
// _instanceSsbo. One uint per instance selecting its CellClip slot. In U.3
// this is ALL ZEROS (every instance → slot 0 → no-clip), so the render is
// identical to pre-U.3. U.4 populates real slot indices.
private uint _clipSlotSsbo;
private uint[] _clipSlotData = new uint[256];
// Phase U.3: the SHARED per-cell clip-region SSBO (binding=2), owned by the
// GameWindow-level ClipFrame and handed to us via SetClipRegionSsbo. When 0
// (not yet wired), we bind our OWN fallback no-clip region buffer below so the
// shader never reads an unbound SSBO. The fallback holds exactly slot 0
// (count 0 = pass-all), matching ClipFrame.NoClip's slot 0.
private uint _sharedClipRegionSsbo;
private uint _fallbackClipRegionSsbo;
// Per-frame scratch arrays — Tasks 9-10 fully wire these.
private float[] _instanceData = new float[256 * 16]; // mat4 floats per instance
private BatchData[] _batchData = new BatchData[256];
@ -255,8 +270,19 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
_instanceSsbo = _gl.GenBuffer();
_batchSsbo = _gl.GenBuffer();
_indirectBuffer = _gl.GenBuffer();
_clipSlotSsbo = _gl.GenBuffer(); // Phase U.3 binding=3
}
/// <summary>
/// Phase U.3: hand the dispatcher the SHARED per-cell clip-region SSBO
/// (binding=2) that <see cref="ClipFrame.UploadShared"/> created. The
/// dispatcher re-binds it to binding=2 immediately before each MDI so a
/// consumer that touched binding=2 in between can't leave it pointing
/// elsewhere. Pass 0 to fall back to the internal no-clip region buffer.
/// </summary>
public void SetClipRegionSsbo(uint sharedClipRegionSsbo)
=> _sharedClipRegionSsbo = sharedClipRegionSsbo;
public static Matrix4x4 ComposePartWorldMatrix(
Matrix4x4 entityWorld,
Matrix4x4 animOverride,
@ -975,13 +1001,25 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
_transparentDrawCount,
totalTriangles);
// ── Phase 5: upload three buffers ───────────────────────────────────
// ── Phase 5: upload four buffers ────────────────────────────────────
fixed (float* ip = _instanceData)
UploadSsbo(_instanceSsbo, 0, ip, totalInstances * 16 * sizeof(float));
fixed (BatchData* bp = _batchData)
UploadSsbo(_batchSsbo, 1, bp, totalDraws * sizeof(BatchData));
// Phase U.3: per-instance clip-slot buffer (binding=3), one uint per
// instance, laid out parallel to _instanceData so the shader's
// instanceClipSlot[instanceIndex] tracks the same instance as
// Instances[instanceIndex]. ALL ZEROS in U.3 ⇒ slot 0 ⇒ no-clip. Grow +
// zero the scratch as needed (Array.Resize zero-fills the new tail; the
// reused head is re-zeroed below so stale U.4 slot indices can't leak).
if (_clipSlotData.Length < totalInstances)
_clipSlotData = new uint[totalInstances + 256];
Array.Clear(_clipSlotData, 0, totalInstances);
fixed (uint* sp = _clipSlotData)
UploadSsbo(_clipSlotSsbo, 3, sp, totalInstances * sizeof(uint));
fixed (DrawElementsIndirectCommand* cp = _indirectCommands)
{
_gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer);
@ -989,6 +1027,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
(nuint)(totalDraws * sizeof(DrawElementsIndirectCommand)), cp, BufferUsageARB.DynamicDraw);
}
// Phase U.3: bind the SHARED per-cell clip-region SSBO (binding=2). The
// GameWindow-level ClipFrame already uploaded + bound it this frame; we
// re-bind defensively in case another consumer touched binding=2 since.
// When no shared id is set (0), bind our own no-clip fallback so the
// shader never reads an unbound SSBO at binding=2.
BindClipRegionBinding2();
// ── Phase 6: bind global VAO once ───────────────────────────────────
_gl.BindVertexArray(anyVao);
@ -1228,6 +1273,36 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, binding, ssbo);
}
/// <summary>
/// Phase U.3: bind the per-cell clip-region SSBO to binding=2. Prefers the
/// shared <see cref="ClipFrame"/> buffer (set via <see cref="SetClipRegionSsbo"/>);
/// otherwise lazily creates + binds a one-slot no-clip fallback so the shader
/// never reads an unbound SSBO. The fallback's single slot has count 0
/// (pass-all), matching <see cref="ClipFrame.NoClip"/>'s slot 0.
/// </summary>
private unsafe void BindClipRegionBinding2()
{
if (_sharedClipRegionSsbo != 0)
{
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer,
ClipFrame.MeshClipSsboBinding, _sharedClipRegionSsbo);
return;
}
if (_fallbackClipRegionSsbo == 0)
{
_fallbackClipRegionSsbo = _gl.GenBuffer();
// One CellClip slot, all zeros: count 0 ⇒ shader passes every plane.
var zero = stackalloc byte[ClipFrame.CellClipStrideBytes];
for (int i = 0; i < ClipFrame.CellClipStrideBytes; i++) zero[i] = 0;
_gl.BindBuffer(BufferTargetARB.ShaderStorageBuffer, _fallbackClipRegionSsbo);
_gl.BufferData(BufferTargetARB.ShaderStorageBuffer,
(nuint)ClipFrame.CellClipStrideBytes, zero, BufferUsageARB.DynamicDraw);
}
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer,
ClipFrame.MeshClipSsboBinding, _fallbackClipRegionSsbo);
}
private void MaybeFlushDiag()
{
long now = Environment.TickCount64;
@ -1517,6 +1592,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
_gl.DeleteBuffer(_instanceSsbo);
_gl.DeleteBuffer(_batchSsbo);
_gl.DeleteBuffer(_indirectBuffer);
if (_clipSlotSsbo != 0) _gl.DeleteBuffer(_clipSlotSsbo); // Phase U.3
if (_fallbackClipRegionSsbo != 0) _gl.DeleteBuffer(_fallbackClipRegionSsbo); // Phase U.3
if (_gpuQueriesInitialized)
{
for (int i = 0; i < GpuQueryRingDepth; i++)

View file

@ -0,0 +1,181 @@
using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// Phase U.3: CPU-side proof that <see cref="ClipFrame"/> packs the shared clip
/// data in the EXACT std430 (mesh SSBO) / std140 (terrain UBO) byte layout the
/// shaders read. A silent layout drift here would mis-clip at U.4 with no build
/// error — these tests are the gate that catches it.
///
/// Layout under test (mesh CellClip, std430):
/// offset 0 : uint count
/// offset 4 : uint _p0 (pad)
/// offset 8 : uint _p1 (pad)
/// offset 12 : uint _p2 (pad)
/// offset 16 : vec4 planes[0] (16-byte vec4 stride)
/// ...
/// offset 16 + i*16 : vec4 planes[i]
/// stride 144 bytes per slot.
/// Terrain UBO (std140): int count at 0 (padded to 16), vec4 planes[8] at 16.
/// </summary>
public class ClipFrameLayoutTests
{
private static float ReadFloat(System.ReadOnlySpan<byte> b, int offset)
=> System.BitConverter.ToSingle(b.Slice(offset, 4));
private static uint ReadUInt(System.ReadOnlySpan<byte> b, int offset)
=> System.BitConverter.ToUInt32(b.Slice(offset, 4));
private static int ReadInt(System.ReadOnlySpan<byte> b, int offset)
=> System.BitConverter.ToInt32(b.Slice(offset, 4));
[Fact]
public void LayoutConstants_MatchShaderStruct()
{
// CellClip: 16 (count + 3 pad uints) + 8*16 (vec4 planes) = 144.
Assert.Equal(144, ClipFrame.CellClipStrideBytes);
Assert.Equal(16, ClipFrame.CellClipPlanesOffset);
Assert.Equal(8, ClipFrame.MaxPlanes);
Assert.Equal(144, ClipFrame.TerrainUboBytes);
// Binding contract: mesh clip regions on SSBO binding=2, terrain on UBO binding=2.
Assert.Equal(2u, ClipFrame.MeshClipSsboBinding);
Assert.Equal(2u, ClipFrame.TerrainClipUboBinding);
}
[Fact]
public void NoClip_HasExactlyOneSlot_AllZeros_Count0()
{
var frame = ClipFrame.NoClip();
Assert.Equal(1, frame.SlotCount);
var bytes = frame.RegionBytesForTest;
Assert.Equal(ClipFrame.CellClipStrideBytes, bytes.Length); // 144 — exactly one slot
// count == 0 ⇒ shader passes every plane (no-clip).
Assert.Equal(0u, ReadUInt(bytes, 0));
// Every byte of the reserved no-clip slot is zero.
foreach (var b in bytes)
Assert.Equal(0, b);
}
[Fact]
public void NoClip_TerrainBytes_Count0_AllZeros()
{
var frame = ClipFrame.NoClip();
var t = frame.TerrainBytesForTest;
Assert.Equal(ClipFrame.TerrainUboBytes, t.Length);
Assert.Equal(0, ReadInt(t, 0)); // count 0 ⇒ terrain ungated
foreach (var b in t)
Assert.Equal(0, b);
}
[Fact]
public void AppendSlot_WritesCountAndPlanes_AtStd430Offsets()
{
var frame = ClipFrame.NoClip();
// Three distinct planes so each lands at a verifiable offset.
var p0 = new Vector4(1f, 0f, 0f, 0.5f);
var p1 = new Vector4(0f, 1f, 0f, 0.25f);
var p2 = new Vector4(-1f, 0f, 0f, -0.75f);
int slot = frame.AppendSlot(new[] { p0, p1, p2 });
Assert.Equal(1, slot); // slot 0 is the reserved no-clip; this is slot 1
Assert.Equal(2, frame.SlotCount);
var bytes = frame.RegionBytesForTest;
Assert.Equal(2 * ClipFrame.CellClipStrideBytes, bytes.Length); // two slots now
int baseOff = slot * ClipFrame.CellClipStrideBytes; // 144
// count == 3 at offset 0 of the slot; the 3 pad uints stay zero.
Assert.Equal(3u, ReadUInt(bytes, baseOff + 0));
Assert.Equal(0u, ReadUInt(bytes, baseOff + 4));
Assert.Equal(0u, ReadUInt(bytes, baseOff + 8));
Assert.Equal(0u, ReadUInt(bytes, baseOff + 12));
// planes[0..2] at offset 16, 32, 48 (vec4 stride 16).
AssertPlaneAt(bytes, baseOff + 16, p0);
AssertPlaneAt(bytes, baseOff + 32, p1);
AssertPlaneAt(bytes, baseOff + 48, p2);
// Slot 0 (the reserved no-clip) is untouched: still count 0.
Assert.Equal(0u, ReadUInt(bytes, 0));
}
[Fact]
public void AppendSlot_EmptyPlaneList_PacksNoClipSlot_Count0()
{
var frame = ClipFrame.NoClip();
int slot = frame.AppendSlot(System.ReadOnlySpan<Vector4>.Empty);
Assert.Equal(1, slot);
var bytes = frame.RegionBytesForTest;
Assert.Equal(0u, ReadUInt(bytes, slot * ClipFrame.CellClipStrideBytes)); // count 0
}
[Fact]
public void AppendSlot_ClampsToEightPlanes()
{
var frame = ClipFrame.NoClip();
var planes = new Vector4[12];
for (int i = 0; i < planes.Length; i++)
planes[i] = new Vector4(i, 0f, 0f, 0f);
int slot = frame.AppendSlot(planes);
var bytes = frame.RegionBytesForTest;
// Only MaxPlanes (8) are recorded in the count.
Assert.Equal((uint)ClipFrame.MaxPlanes, ReadUInt(bytes, slot * ClipFrame.CellClipStrideBytes));
}
[Fact]
public void AppendSlot_FromClipPlaneSet_AxisAlignedSquare_PacksFourPlanes()
{
// A unit square in NDC → ClipPlaneSet with 4 convex planes.
var cv = new CellView();
cv.Add(new ViewPolygon(new[]
{
new Vector2(-0.5f, -0.5f), new Vector2(0.5f, -0.5f),
new Vector2(0.5f, 0.5f), new Vector2(-0.5f, 0.5f),
}));
var cps = ClipPlaneSet.From(cv);
Assert.Equal(4, cps.Count);
var frame = ClipFrame.NoClip();
int slot = frame.AppendSlot(cps);
var bytes = frame.RegionBytesForTest;
int baseOff = slot * ClipFrame.CellClipStrideBytes;
Assert.Equal(4u, ReadUInt(bytes, baseOff + 0));
// Each packed plane must match the ClipPlaneSet's plane bit-for-bit.
for (int i = 0; i < 4; i++)
AssertPlaneAt(bytes, baseOff + ClipFrame.CellClipPlanesOffset + i * 16, cps.Planes[i]);
}
[Fact]
public void SetTerrainClip_WritesCountAndPlanes_AtStd140Offsets()
{
var frame = ClipFrame.NoClip();
var p0 = new Vector4(0.3f, -0.4f, 0f, 0.1f);
var p1 = new Vector4(-0.6f, 0.8f, 0f, -0.2f);
frame.SetTerrainClip(new[] { p0, p1 });
var t = frame.TerrainBytesForTest;
Assert.Equal(2, ReadInt(t, 0)); // int count at offset 0
AssertPlaneAt(t, ClipFrame.CellClipPlanesOffset + 0, p0); // planes start at 16 under std140 too
AssertPlaneAt(t, ClipFrame.CellClipPlanesOffset + 16, p1);
}
private static void AssertPlaneAt(System.ReadOnlySpan<byte> bytes, int offset, Vector4 expected)
{
Assert.Equal(expected.X, ReadFloat(bytes, offset + 0), 6);
Assert.Equal(expected.Y, ReadFloat(bytes, offset + 4), 6);
Assert.Equal(expected.Z, ReadFloat(bytes, offset + 8), 6);
Assert.Equal(expected.W, ReadFloat(bytes, offset + 12), 6);
}
}