Commit graph

3 commits

Author SHA1 Message Date
Erik
1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.

- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
  near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
  MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
  restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
  (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
  only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
  IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
  loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).

Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.

Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 10:14:43 +02:00
Erik
a8b831c23b test(render): Phase W Stage 4/5 — assembler OutsideView AABB + PView BFS + entity-clip tests
ClipFrameAssemblerTests (3 new):
- Assemble_OutsideViewWithExitPortal_HasOutsideViewTrue_AabbMatchesBounds
- Assemble_OutsideViewMultiPolygon_ScissorMode_HasOutsideViewTrue_AabbValid
- Assemble_EmptyOutsideView_HasOutsideViewFalse_AabbZero

PortalVisibilityBuilderTests (3 new):
- Build_ExitPortalVisible_OutsideViewNonEmpty
- Build_NoExitPortal_OutsideViewEmpty
- Build_RootCellAlwaysFirstInOrderedVisibleCells

EntityClipTests (new file, 5 tests):
- EntityClip_ParentInVisibleSet_Included
- EntityClip_ParentNotInVisibleSet_Excluded
- EntityClip_NullVisibleSet_IncludesAll
- EntityClip_NullParentCell_NullVisibleSet_Included
- EntityClip_NullParentCell_NonNullVisibleSet_Included

WbDrawDispatcher.EntityPassesVisibleCellGate changed private → internal static
(AcDream.App already has InternalsVisibleTo AcDream.App.Tests; no new seam needed).

160 → 171 tests, all green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:21:08 +02:00
Erik
7993e064a0 feat(render): Phase U.4 — unified gated draw pass (indoor root)
Wire the portal-visibility result through the clip pipeline: build a per-frame
ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) +
cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant)
EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance
clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to
their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/
skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 17:59:21 +02:00