diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 5656be52..4938d1ab 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -4477,82 +4477,73 @@ staircase entity's per-frame draw decision. ## #129 — Doors/doorways leak through terrain and houses from over a landblock away -**Status:** FIX SHIPPED — awaiting user visual gate +**Status:** OPEN **Severity:** MEDIUM (visible at distance during normal outdoor play) **Filed:** 2026-06-12 (user report, post-#119-close session) -**Component:** render — aperture depth punch at distance (#117 family, AD-18) +**Component:** render — aperture depth punch at distance (#117 family) **Symptom (user):** "leakage of like doors and doorways through the terrain and houses over a landblock" — door/doorway-shaped patches visible THROUGH intervening terrain and nearer buildings when the source building is roughly a landblock (~192 m) or more away. -**Root cause (lead 1 confirmed analytically, `Issue129PunchBiasTests`):** -the #117 mark-pass bias was a CONSTANT 0.0005 NDC. NDC depth is -non-linear — a constant NDC bias `b` spans ≈ `b·d²/near` meters of eye -depth at distance `d`. With retail's znear 0.1 that is 0.125 m at 5 m -but **~190 m at a landblock**: every hill/house in front of a distant -aperture passed the LEQUAL mark and was far-Z punched → the door-shaped -leak. Exactly AD-18's recorded "Risk if assumption breaks". +**Leads:** +1. **The #117 stencil depth-gate bias at long range (top suspect).** + #117's fix (`478c549`) marks aperture pixels at biased true depth + (LEQUAL, bias 0.0005 NDC) then far-Z punches only marked pixels. With + a non-linear depth buffer, 0.0005 NDC at ~200 m spans many METERS of + view depth — the bias can exceed the separation between the aperture + and a hill/house in front of it, marking occluder pixels and punching + them → the occluder shows the interior/background behind. The #108 + coverage constraint pulls the bias up; distance pulls it wrong — + re-derive the bias in eye-space (or scale by w) instead of constant + NDC. +2. Per-building look-in floods admitting distant buildings (the #127 + churn family) — would gate WHICH buildings punch, not the + through-occluder leak itself. -**Fix (2026-06-12):** cap the bias's EYE-SPACE span — -`biasNdc(d) = min(0.0005, 0.5 m × near / d²)` -(`PortalDepthMaskRenderer.MarkBiasNdc`, mirrored in the vertex shader). -Below the ~10 m crossover the constant term wins, bit-identical to the -T5-validated behavior (#108 grass coverage untouched); beyond it the -punch can never reach an occluder more than 0.5 m in front of the -aperture plane. Pins: `Issue129PunchBiasTests` (old form spans >100 m -at a landblock; capped form ≤0.5 m at all distances; close range -unchanged). - -**Gate:** the original spot — distant building doors no longer show -through terrain/houses at ~a landblock; AND the #108 cellar grass-sweep -stays gone up close. If a >10 m-range #108-class residue appears, the -cap constant (0.5 m) is the tuning knob — see AD-18. +**Next:** capture at the spot (ACDREAM_PROBE_VIEWER=1 + a screenshot + +player/eye position from [snap]/[viewer]); confirm whether the leak +patch matches an aperture polygon of the distant building; then test +the eye-space-bias hypothesis headlessly (the #117 commit has the bias +math). --- ## #130 — Background-color strip along the TOP outer edge of a doorway when looking out from inside -**Status:** FIX SHIPPED — awaiting user visual gate +**Status:** OPEN **Severity:** LOW-MEDIUM (small strip, but on the most-stared-at pixels in the game) -**Filed:** 2026-06-12 (user report, post-#119-close session) -**Component:** render — doorway-slice scissor box math (AD-17 family) +**Filed:** 2026-06-12 (user report, post-#119-close session; "also NOW" — +possibly new since the W=0 clip port `987313a`) +**Component:** render — doorway aperture edge (seal/punch/OutsideView seam) **Symptom (user):** standing inside looking out through a doorway, a thin strip of background (clear/world) color runs along the OUTER edge of the TOP of the doorway opening. -**Root cause (pinned headlessly 2026-06-12, `Issue130DoorwayStripTests` -— 147 eye/gaze combos at the real A9B4 0x0170 exit door):** the -`BeginDoorwayScissor` NDC→pixel conversion (`Floor(origin) + -Ceiling(size)`) put the box's far edge at `floor(min)+ceil(max−min)` — -up to ONE PIXEL SHORT of the true top/right edge at unlucky fractional -alignments. The scissor brackets the ENTIRE landscape slice (sky, -terrain, statics, weather), the seal stamps the full aperture at true -depth, and the shell ends at the aperture edge — so the cut pixel row -never receives color: a background strip along the top edge that comes -and goes as the eye moves (alignment shifts). Captured live by the -harness: top edge y=0.7938 at 1080p → row 968 cut; right edge column -1296 cut at 1920. This violated AD-17's own doctrine (over-inclusion -safe, under-inclusion is the bug class). +**Leads (capture first — plausibly a `987313a` regression):** +1. The W=0 port changed `ProjectToClip` (exact w>=0, no 1e-4 epsilon) + and DELETED the `EyeInsidePortalOpening` rescue — the OutsideView + region through a near doorway is computed slightly differently now. + If the OutsideView's top edge sits ~1 px BELOW the aperture's drawn + shell edge, terrain/outdoor geometry isn't drawn in that strip while + the interior seal/punch still cleared it → background color. + Suspects within the port: `MergeSubPixelVertices` shaving a top + vertex; the exact-w boundary vs the old epsilon shifting the + projected edge; the deleted rescue no longer substituting the full + view for an eye-pressed doorway. +2. The interior SEAL depth vs the shell top edge (the #118-era + machinery) — a 1-px mismatch between the seal polygon and the shell + aperture would show the clear color exactly at an edge. -**Lead 1 REFUTED:** the W=0 clip port `987313a` is exonerated by the -same harness — the CPU polygon pipeline (ProjectToClip → ClipToRegion -merges → ClipPlaneSet planes) is sub-pixel exact against the raw -aperture projection (worst 0.54 px; 0.00 px in the aligned case). For -an all-in-front doorway polygon the port is bit-identical to the old -path by construction (the W clip pass only runs when a vertex has -w < 0). - -**Fix:** conservative outer bound `floor(min)/ceil(max)` extracted to -`NdcScissorRect.ToPixels` (GL-free, unit-tested); `BeginDoorwayScissor` -delegates. Pins: `NdcScissorRectTests` (containment property + both -captured alignments) + `Issue130DoorwayStripTests` (scissor never cuts -plane-admitted fragments; CPU-pipeline exactness canary ≤1.2 px). - -**Gate:** stand inside any cottage, look out the door, sweep the gaze — -no background strip at the top edge at any alignment. +**Next:** screenshot + [viewer]/[pv-dump] capture at a doorway showing +the strip; diff the OutsideView top edge NDC vs the aperture polygon's +projected top edge for that frame (the CornerFloodReplay harness +machinery can replay the frame headlessly once the eye/cell are +captured). If it reproduces at the same doorway with `987313a` reverted +locally, it's the port's edge math; fix the math, never re-add the +rescue. --- diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 64cdf3fe..91bde7ea 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -79,7 +79,7 @@ accepted-divergence entries (#96, #49, #50). | AD-15 | `IsEnv` masks low-16 of the cell id (`(Id & 0xFFFF) >= 0x100`) where retail tests the full id | `src/AcDream.Core/World/Cells/ObjCell.cs:25` | Every real prefixed EnvCell id has low-16 ≥ 0x100 and every outdoor cell ≤ 0x40 — identical answers for all real dat ids, works for both bare and prefixed forms | None for real dat data; a hypothetical convention-violating id would route to the wrong (BSP vs terrain) point-in-cell logic | `CObjCell::GetVisible` pc:308215 | | AD-16 | Building-flood gate is a CPU frustum test on each building's `PortalBounds` AABB; retail floods exactly when the shell draws and an aperture survives (no bounds constant anywhere) | `src/AcDream.App/Rendering/GameWindow.cs:7634` | Documented as the tight equivalent of the shell viewconeCheck for flood purposes (the FPS fix the Chebyshev≤1 hack approximated); per-portal admission still goes through BuildFromExterior's screen clip; missing-bounds buildings always flood (safe over-include) | A too-small/stale PortalBounds AABB means the interior never floods — doorway shows a hole/black aperture from outside (inverse of the vanishing-staircase class) | `DrawBuilding` 0x0059f2a0; `BSPPORTAL::portal_draw_portals_only` 0x53d870 | | AD-17 | ≤8 GPU `gl_ClipDistance` half-planes per view region, degrading to a union-AABB scissor (over-include) on multi-polygon / >8-edge views; particles always scissor; scissor slices disable per-object viewcone culling. Retail CPU-clips against the exact portal polygon | `src/AcDream.App/Rendering/ClipPlaneSet.cs:23` | GL guarantees only 8 simultaneous clip planes; invariant documented: over-inclusion is safe, under-inclusion is the bug class | Fallback on complex multi-aperture views draws terrain/sky/particles/objects outside the true aperture but inside its AABB — background/interior bleed strips at doorways (the **#130** family) | `ACRender::polyClipFinish` decomp:702749; PView portal_view slices | -| AD-18 | Aperture far-Z punch is two-pass stencil-gated with an invented mark bias: 0.0005 NDC capped to a 0.5 m EYE-SPACE span (`MarkBiasNdc`); retail's single DEPTHTEST_ALWAYS punch is safe only under painter's far→near order we don't have | `src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs:149` | **#117** (2026-06-11): the unconditional punch erased nearer occluders, painting interiors through them; the two-pass form is the z-buffered equivalent of retail's ordering safety. **#129** (2026-06-12): the constant-NDC bias spanned ~190 m of eye depth at a landblock (non-linear depth) → distant occluders punched; the eye-space cap bounds the reach (`Issue129PunchBiasTests`). DO-NOT-RETRY: punch must stay depth-gated (ISSUES #108) | Door-plane-hugging geometry beyond the 0.5 m cap re-occludes the aperture (a **#108**-class regression at >10 m viewing range); an occluder within the cap in front of a distant aperture still punches through | `D3DPolyRender::DrawPortalPolyInternal` 0x0059bc90 (maxZ1=7 / maxZ2=6) | +| AD-18 | Aperture far-Z punch is two-pass stencil-gated with invented `PunchMarkDepthBias = 0.0005` NDC; retail's single DEPTHTEST_ALWAYS punch is safe only under painter's far→near order we don't have | `src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs:149` | **#117** (2026-06-11): the unconditional punch erased nearer occluders (hills, closer buildings), painting interiors through them; the two-pass form is the z-buffered equivalent of retail's ordering safety. DO-NOT-RETRY: punch must stay depth-gated (ISSUES #108) | Bias is depth-dependent: an occluder within ~bias in front of a distant aperture gets punched through; door-plane-hugging geometry just beyond it re-occludes the aperture (a **#108**-class regression) | `D3DPolyRender::DrawPortalPolyInternal` 0x0059bc90 (maxZ1=7 / maxZ2=6) | | AD-19 | Under outdoor roots, ALL dynamics draw in one z-buffered final pass; retail draws objects painter-ordered per landcell inside the landscape pass (interior roots route per **#118**) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs:126` | The dynamics-drawn-LAST invariant is what makes the aperture depth punch safe (first BR-2 attempt punched after dynamics and erased the player, reverted `88be519`); z-buffer substitutes for painter's order on opaque geometry | Punch/seal correctness hinges on an ordering invariant — any pass added after DrawDynamicsLast, or alpha content needing painter order, gets erased inside apertures or composites wrong | `LScape::draw` → `DrawBlock` 0x005a17c0 → DrawSortCell pc:430124; `PView::DrawCells` 0x005a4840 | | AD-20 | Camera sweep fallback seeds the eye's `AdjustPosition` from the PLAYER's cell; retail re-seats at the sought eye's own tracked cell (rest of function is a verbatim `update_viewer` port) | `src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs:97` | acdream's camera doesn't track the sought-eye's cell separately; the eye is near the player so the player-cell stab list is assumed to cover it | An eye outside the player cell's stab-list coverage (boundary corners, cross-landblock pull-back) seats in the wrong cell — and the viewer cell roots the whole render: one-frame wrong root (flap-class flash) | `SmartBox::update_viewer` 0x00453ce0, pc:92878-92883 | | AD-21 | Null-clipRoot legacy outdoor safety path (no portal visibility, no punches/seals, no-clip terrain) for pre-spawn / login / legacy cameras; in-world retail always has a viewer_cell root | `src/AcDream.App/Rendering/GameWindow.cs:7671` | Result is null ONLY when neither an interior root nor the synthetic outdoor node exists; kept so the login screen shows the live sky | If viewer-root resolution ever returns null in-world (membership bug, fly-camera edge), the frame silently degrades — interiors stop drawing through doorways; the old two-branch FLAP reappears for those frames | `SmartBox::RenderNormalMode` decomp:92635 | @@ -167,7 +167,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 5. Unclear (UN) — 5 rows +## 5. Unclear (UN) — 6 rows These rows have a missing, contradictory, or never-argued justification. They are the highest-priority audits: each needs either a recorded @@ -176,6 +176,7 @@ equivalence argument (promote to AD/AP) or a fix. | # | Divergence | Where (file:line) | Recorded justification (deficient) | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| | UN-1 | `CheckOtherCells` iterates the overlap set SORTED by cell id; retail walks the CELLARRAY in build order — and the loop halts on the first non-OK result, so order is behavior-bearing | `src/AcDream.Core/Physics/CellTransit.cs:1718` | Justified only as "deterministic order for greppable probe logs" — no equivalence argument vs retail's array order recorded | A sphere straddling two cells that would each return a different non-OK result halts on a different cell than retail — different collision normal / slide direction at multi-cell straddles | `CTransition::check_other_cells` pc:272717-272798 | +| UN-2 | `GetMaxSpeed`: XML doc asserts the bare run rate is retail-correct (~5.9 m/s catch-up; the ×RunAnimSpeed multiply "a misread" → ~23.5 m/s), yet the implementation multiplies by RunAnimSpeed citing ACE as retail-verified. The two recorded justifications CONTRADICT — one describes the current code as known-wrong | `src/AcDream.Core/Physics/MotionInterpreter.cs:972` | None coherent — doc and code disagree about which behavior is retail | If the bare-rate reading is right, remote-entity catch-up runs ~4× retail speed — the multi-second 1-Hz blip / racing-remote symptom the doc itself records | `CMotionInterp::get_max_speed` pc:305127; catch-up :353122 | | UN-3 | AdminEnvirons fog-override RGB tints hardcoded with no retail constant cited (RedFog 0.60/0.05/0.05 etc.); Snapshot replaces fog COLOR only, keeping keyframe distances on an unverified assumption | `src/AcDream.Core/World/WeatherState.cs:350` | Enum semantics cite ACE EnvironChangeType + r12 §5.2; no source for the RGB values or the color-only override scope | A server-forced fog event renders the wrong hue and/or wrong density vs what retail clients showed for the same packet | AdminEnvirons 0xEA60; ACE EnvironChangeType.cs | | UN-4 | GfxObj double-sided/negative-surface handling keeps WB's legacy logic (cull-mode double-siding, no reversed-winding duplicate, different neg-surface predicate) while the CellStruct path follows the retail-cited `ConstructMesh` reading | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1059` (CellStruct contrast :1396-1410) | No recorded justification on the GfxObj side — it is the unmodified WB extraction; the retail citation was added only to the CellStruct path | GfxObj models retail draws via duplicated-reversed-winding get wrong back-face lighting (normals not inverted) or missing/extra negative faces — dark or absent faces from behind | `D3DPolyRender::ConstructMesh` 0x0059dfa0 | | UN-5 | Run multiplier applied to backward (and strafe) speed while the wire reports speed 1.0; the 0.65 backward factor IS retail's, the runMul on top is justified only by feel ("~2.4× ratio felt wrong"); strafe cites holtburger, backward cites nothing | `src/AcDream.App/Input/PlayerMovementController.cs:909` | Feel fix (K-fix3); no retail citation for run-scaling backward movement | If retail does NOT run-scale backward, the local body moves up to ~2.4× faster backward than the wire declares — observers dead-reckon slower and see lag/teleport when backing up at run | adjust_motion FUN_00528010 (0.65 only); holtburger common.rs (sidestep) | @@ -191,19 +192,20 @@ phase-gated — they carry their trigger in their row and should land WITH that phase, not before. 1. **TS-20 — GfxObj DrawingBSP traversal (#113)** — phantom geometry is visible in Holtburg RIGHT NOW; the holistic port handoff already specs the fix; first diagnose the id filter against a door GfxObj. -2. **TS-27 — Retransmit handling** — sole hard blocker for any non-loopback play; failure mode is silent permanent stalls (entities never spawn). Also fix the stale class-doc gap list while there. -3. **TS-4 — Path-6 steep slide-tangent shortcut** — landing/contact state diverges on every airborne-steep hit; the L.5+ retail-strict followup is already filed with the missing-ingredient analysis. -4. **UN-5 — Backward/strafe run multiplier** — potential ~2.4× local-vs-wire speed mismatch on a common input (S at run); one cdb session against retail answers it. -5. **UN-1 — CheckOtherCells iteration order** — behavior-bearing halt order with a log-cosmetics justification; trivial to fix (iterate CELLARRAY build order, sort only in probe output). -6. **TS-1 — PrecipiceSlide stop-at-edge** — visible movement mismatch at every cliff/roof edge; diagnostic already records which ingredient is missing. -7. **TS-22 — adjust_motion port** — active bug-class generator: any new `get_state_velocity` consumer during backward/strafe silently gets zero velocity. -8. **TS-26 — Position sequence freshness** — real-network correctness; pairs naturally with TS-27 in one transport-hardening pass. -9. **UN-6 — 200 ms ConnectResponse sleep** — unexplained constant on every login with an intermittent-failure shape; either find the ACE race and cite it, or replace with an acknowledged-ready check. -10. **UN-4 — GfxObj sides/negative-surface logic** — diagnose against the retail-cited CellStruct interpretation on a known double-sided GfxObj; promote to AP with a citation or align it. -11. **TS-8 — MagicUpdateEnchantment StatMod parse (#7/#12)** — vitals wrong for the whole session after any buff; parser shape is known from holtburger. -12. **TS-13 — CallPES/DefaultScript animation hooks** — the blocker comment is stale since C.1.5a shipped PhysicsScriptRunner; possibly a cheap wire-up now. -13. **UN-3 — AdminEnvirons tints** — invented RGB constants + unverified color-only scope; one decomp lookup against the 0xEA60 handler. -14. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging. +2. **UN-2 — GetMaxSpeed contradiction** — the file argues against its own implementation; if the bare-rate reading is right, remote catch-up runs ~4× retail. Settle with one decomp re-read + a cdb catch-up trace; cheap to resolve, expensive to leave. +3. **TS-27 — Retransmit handling** — sole hard blocker for any non-loopback play; failure mode is silent permanent stalls (entities never spawn). Also fix the stale class-doc gap list while there. +4. **TS-4 — Path-6 steep slide-tangent shortcut** — landing/contact state diverges on every airborne-steep hit; the L.5+ retail-strict followup is already filed with the missing-ingredient analysis. +5. **UN-5 — Backward/strafe run multiplier** — potential ~2.4× local-vs-wire speed mismatch on a common input (S at run); one cdb session against retail answers it. +6. **UN-1 — CheckOtherCells iteration order** — behavior-bearing halt order with a log-cosmetics justification; trivial to fix (iterate CELLARRAY build order, sort only in probe output). +7. **TS-1 — PrecipiceSlide stop-at-edge** — visible movement mismatch at every cliff/roof edge; diagnostic already records which ingredient is missing. +8. **TS-22 — adjust_motion port** — active bug-class generator: any new `get_state_velocity` consumer during backward/strafe silently gets zero velocity. +9. **TS-26 — Position sequence freshness** — real-network correctness; pairs naturally with TS-27 in one transport-hardening pass. +10. **UN-6 — 200 ms ConnectResponse sleep** — unexplained constant on every login with an intermittent-failure shape; either find the ACE race and cite it, or replace with an acknowledged-ready check. +11. **UN-4 — GfxObj sides/negative-surface logic** — diagnose against the retail-cited CellStruct interpretation on a known double-sided GfxObj; promote to AP with a citation or align it. +12. **TS-8 — MagicUpdateEnchantment StatMod parse (#7/#12)** — vitals wrong for the whole session after any buff; parser shape is known from holtburger. +13. **TS-13 — CallPES/DefaultScript animation hooks** — the blocker comment is stale since C.1.5a shipped PhysicsScriptRunner; possibly a cheap wire-up now. +14. **UN-3 — AdminEnvirons tints** — invented RGB constants + unverified color-only scope; one decomp lookup against the 0xEA60 handler. +15. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging. **Phase-gated (do WITH the phase, flagged here so they aren't forgotten):** M2 combat must land TS-2 (BspOnlyDispatch terms), TS-5 (CanJump gating), diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index d09cf23d..59f0f83c 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -9954,18 +9954,26 @@ public sealed class GameWindow : IDisposable // Phase W Stage 4: set a glScissor to an NDC AABB (the doorway / OutsideView region) in // framebuffer pixels and enable the scissor test; returns true iff applied (the caller then - // disables EnableCap.ScissorTest after its draw/clear). Used to bracket the landscape slice - // (sky, terrain, statics, weather — particle.vert has no gl_ClipDistance). Returns false - // (no scissor) when not applied (outdoor / no window). The box is the CONSERVATIVE outer - // bound (NdcScissorRect): the previous Floor(origin)+Ceiling(size) form cut up to one pixel - // off the TOP/RIGHT edges at unlucky alignments — the #130 doorway top-edge background strip. + // disables EnableCap.ScissorTest after its draw/clear). Mirrors the terrain Scissor-mode + // NDC→pixel conversion (one source for the box math). Used to confine the sky/weather particle + // passes (particle.vert has no gl_ClipDistance) and the conditional doorway depth-only Z-clear + // to the doorway opening. Returns false (no scissor) when not applied (outdoor / no window). private bool BeginDoorwayScissor(bool apply, System.Numerics.Vector4 ndcAabb) { if (!apply || _window is null) return false; var fb = _window.FramebufferSize; - var box = NdcScissorRect.ToPixels(ndcAabb, fb.X, fb.Y); + // NDC [-1,1] → window pixels. Clamp so a doorway opening that extends past a screen edge + // still yields a valid box (same clamp the terrain Scissor path uses). + float nx0 = System.Math.Clamp(ndcAabb.X, -1f, 1f); + float ny0 = System.Math.Clamp(ndcAabb.Y, -1f, 1f); + float nx1 = System.Math.Clamp(ndcAabb.Z, -1f, 1f); + float ny1 = System.Math.Clamp(ndcAabb.W, -1f, 1f); + int px = (int)System.MathF.Floor((nx0 * 0.5f + 0.5f) * fb.X); + int py = (int)System.MathF.Floor((ny0 * 0.5f + 0.5f) * fb.Y); + int pw = (int)System.MathF.Ceiling((nx1 - nx0) * 0.5f * fb.X); + int ph = (int)System.MathF.Ceiling((ny1 - ny0) * 0.5f * fb.Y); _gl!.Enable(EnableCap.ScissorTest); - _gl.Scissor(box.X, box.Y, (uint)box.Width, (uint)box.Height); + _gl.Scissor(px, py, (uint)System.Math.Max(1, pw), (uint)System.Math.Max(1, ph)); return true; } diff --git a/src/AcDream.App/Rendering/NdcScissorRect.cs b/src/AcDream.App/Rendering/NdcScissorRect.cs deleted file mode 100644 index f26eb0c6..00000000 --- a/src/AcDream.App/Rendering/NdcScissorRect.cs +++ /dev/null @@ -1,45 +0,0 @@ -// NdcScissorRect.cs -// -// NDC AABB → framebuffer-pixel scissor box, CONSERVATIVE (outer bound). -// The scissor that brackets a landscape/doorway slice is a fallback BOUND on -// the slice's view region (AD-17 in the divergence register): it must CONTAIN -// every fragment the per-fragment plane clip would keep. Under-inclusion is -// the bug class — the #130 doorway top-edge background strip was this box -// computed as Floor(origin) + Ceiling(size), whose far edge -// floor(min)+ceil(max−min) lands up to one pixel SHORT of the true max edge -// at unlucky fractional alignments, scissoring away the aperture's top/right -// pixel row for the whole slice (sky, terrain, statics, weather) while the -// seal still stamps it — a strip of clear color no later pass can fill. -// -// Correct outer bound: floor both mins, ceil both maxes, width = difference. -// A fragment at pixel (i,j) rasterizes iff its CENTER (i+0.5, j+0.5) lies in -// the region ⊆ the NDC box [X0,X1]×[Y0,Y1] (pixel units). Center-inside ⇒ -// i ≥ X0−0.5 ⇒ i ≥ floor(X0) and i ≤ X1−0.5 ⇒ i < ceil(X1). So -// [floor(X0), ceil(X1)) admits every center-inside pixel, over-including by -// at most one pixel per edge — safe per AD-17's doctrine (the wall shell / -// plane clip repaints or kills the surplus). -using System; -using System.Numerics; - -namespace AcDream.App.Rendering; - -public static class NdcScissorRect -{ - /// Convert an NDC AABB (minX, minY, maxX, maxY in [-1,1]) to a - /// framebuffer-pixel scissor box that CONTAINS it. Inputs are clamped to - /// the screen so a region extending past an edge still yields a valid box. - /// Width/height are at least 1. - public static (int X, int Y, int Width, int Height) ToPixels( - Vector4 ndcAabb, int fbWidth, int fbHeight) - { - float nx0 = Math.Clamp(ndcAabb.X, -1f, 1f); - float ny0 = Math.Clamp(ndcAabb.Y, -1f, 1f); - float nx1 = Math.Clamp(ndcAabb.Z, -1f, 1f); - float ny1 = Math.Clamp(ndcAabb.W, -1f, 1f); - int px0 = (int)MathF.Floor((nx0 * 0.5f + 0.5f) * fbWidth); - int py0 = (int)MathF.Floor((ny0 * 0.5f + 0.5f) * fbHeight); - int px1 = (int)MathF.Ceiling((nx1 * 0.5f + 0.5f) * fbWidth); - int py1 = (int)MathF.Ceiling((ny1 * 0.5f + 0.5f) * fbHeight); - return (px0, py0, Math.Max(1, px1 - px0), Math.Max(1, py1 - py0)); - } -} diff --git a/src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs b/src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs index 4f0a6436..969396b8 100644 --- a/src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs +++ b/src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs @@ -52,8 +52,7 @@ uniform mat4 uViewProjection; uniform int uPlaneCount; uniform vec4 uPlanes[8]; uniform int uForceFarZ; -uniform float uDepthBias; // NDC bias toward the viewer (mark pass only) -uniform float uDepthBiasEyeCapN; // eye-span cap x near plane (#129; see MarkBiasNdc) +uniform float uDepthBias; // NDC bias toward the viewer (mark pass only) out float gl_ClipDistance[8]; void main() { @@ -63,14 +62,7 @@ void main() if (uForceFarZ == 1) clipPos.z = clipPos.w * 0.99999988; // retail far-z punch constant (0x0059bc90 tail) else if (uDepthBias > 0.0) - { - // #117 mark-pass bias, #129 eye-space cap. clipPos.w = eye depth d; - // an NDC bias b spans ~b*d*d/near meters of eye depth, so the - // constant-NDC form alone reached METERS at distance (door-shaped - // leaks through hills/houses). Keep in sync with MarkBiasNdc. - float biasNdc = min(uDepthBias, uDepthBiasEyeCapN / max(clipPos.w * clipPos.w, 1e-6)); - clipPos.z -= biasNdc * clipPos.w; - } + clipPos.z -= uDepthBias * clipPos.w; // #117 mark-pass bias (see DrawDepthFan) gl_Position = clipPos; }"; @@ -87,7 +79,6 @@ void main() { } // depth-only: color writes are masked off by the caller state private readonly int _locPlanes; private readonly int _locForceFarZ; private readonly int _locDepthBias; - private readonly int _locDepthBiasEyeCapN; private const int MaxFanVerts = 32; private readonly float[] _scratch = new float[MaxFanVerts * 3]; @@ -113,7 +104,6 @@ void main() { } // depth-only: color writes are masked off by the caller state _locPlanes = _gl.GetUniformLocation(_program, "uPlanes"); _locForceFarZ = _gl.GetUniformLocation(_program, "uForceFarZ"); _locDepthBias = _gl.GetUniformLocation(_program, "uDepthBias"); - _locDepthBiasEyeCapN = _gl.GetUniformLocation(_program, "uDepthBiasEyeCapN"); _vao = _gl.GenVertexArray(); _vbo = _gl.GenBuffer(); @@ -154,37 +144,10 @@ void main() { } // depth-only: color writes are masked off by the caller state /// stencil below). The bias keeps the #108 case covered — terrain /// hugging the door plane (centimeters in front of the aperture) must /// still be punched; a hill or another house meters nearer must not. + /// 0.0005 NDC ≈ 6 cm at 5 m / ≈ 1 m at 20 m with znear=0.1. /// private const float PunchMarkDepthBias = 0.0005f; - /// - /// #129 (2026-06-12): NDC depth is non-linear — a constant NDC bias b - /// spans ≈ b·d²/near meters of eye depth at eye distance d. With - /// znear = 0.1, the 0.0005 constant alone spanned 0.125 m at 5 m but - /// ~190 m at a landblock away: every hill/house in front of a distant - /// aperture passed the mark and got far-Z punched — door-shaped leaks - /// through occluders. Fix: cap the bias's EYE-SPACE span at - /// . Below the ~10 m crossover - /// (sqrt(cap·near/0.0005)) the constant-NDC term is smaller and wins — - /// bit-identical to the T5-validated close-range behavior (#108 grass - /// coverage untouched); beyond it the punch can never reach an occluder - /// more than the cap in front of the aperture plane. - /// - public const float PunchMarkBiasEyeCapMeters = 0.5f; - - /// Retail Render::znear = 0.1 (decomp :342173, re-landed - /// d4b5c71). The cap conversion below assumes the production camera near - /// plane; the small f/(f−n) factor (~1.00002 at far 5000) is ignored. - public const float CameraNearPlaneMeters = 0.1f; - - /// CPU mirror of the vertex-shader mark-bias expression (keep in - /// sync with VertSrc): the NDC bias applied at eye depth - /// . - public static float MarkBiasNdc(float eyeDepthMeters) => - MathF.Min(PunchMarkDepthBias, - PunchMarkBiasEyeCapMeters * CameraNearPlaneMeters - / MathF.Max(eyeDepthMeters * eyeDepthMeters, 1e-6f)); - /// /// Draw one portal polygon as an invisible depth write, clipped to the /// slice's clip-space half-planes. selects @@ -274,8 +237,6 @@ void main() { } // depth-only: color writes are masked off by the caller state _gl.DepthMask(false); _gl.Uniform1(_locForceFarZ, 0); _gl.Uniform1(_locDepthBias, PunchMarkDepthBias); - _gl.Uniform1(_locDepthBiasEyeCapN, - PunchMarkBiasEyeCapMeters * CameraNearPlaneMeters); _gl.DrawArrays(PrimitiveType.TriangleFan, 0, (uint)n); // ── PUNCH pass B: far-Z write on marked pixels only; diff --git a/src/AcDream.Core/Physics/MotionInterpreter.cs b/src/AcDream.Core/Physics/MotionInterpreter.cs index ec1006e1..c82ce2b9 100644 --- a/src/AcDream.Core/Physics/MotionInterpreter.cs +++ b/src/AcDream.Core/Physics/MotionInterpreter.cs @@ -935,47 +935,52 @@ public sealed class MotionInterpreter // ── CMotionInterp::get_max_speed (0x00527cb0) ───────────────────────────── /// - /// Return the maximum movement speed in m/s: run rate × RunAnimSpeed (4.0). - /// Mirrors retail CMotionInterp::get_max_speed at 0x00527cb0. + /// Return the run rate. Mirrors retail + /// CMotionInterp::get_max_speed at 0x00527cb0. /// /// - /// The ×4.0 is byte-verified retail (UN-2 resolved 2026-06-12). - /// The Binary Ninja pseudo-C (named-retail/acclient_2013_pseudo_c.txt:305127) - /// renders this function as void with a bare this->my_run_rate; - /// statement because it drops x87 instructions — a known BN artifact class. - /// Disassembling the PDB-matched v11.4186 binary at VA 0x00527cb0 - /// shows all THREE return paths end with - /// fmul dword ptr [0x007C8918], and the .rdata dword at - /// 0x007C8918 is 0x40800000 = 4.0f (the sibling - /// get_adjusted_max_speed 0x00527d00 carries the same trailing - /// fmul). Re-derive with py tools/verify_un2_fmul.py. The three - /// retail paths: weenie_obj == null → 1.0×4; InqRunRate success → - /// queried×4; InqRunRate failure → my_run_rate×4. ACE's - /// MotionInterp.cs:665-676 ports it identically (RunAnimSpeed = 4.0f). + /// Decomp (named-retail/acclient_2013_pseudo_c.txt:305127): + /// + /// void get_max_speed(this) { + /// weenie_obj = this->weenie_obj; + /// this_1 = nullptr; + /// if (weenie_obj == 0) return; + /// if (weenie_obj->vtable->InqRunRate(&this_1) != 0) return; + /// this->my_run_rate; // x87 fld leaves my_run_rate on FPU stack + /// } + /// + /// Binary Ninja shows the return type as void because the float + /// return rides the x87 FPU stack rather than EAX. Both branches + /// emit an fld of either this_1 (the InqRunRate + /// out-param value) or my_run_rate, leaving the run rate on + /// ST0 as the return value. /// /// /// - /// Consequence: the dead-reckoning catch-up speed - /// (InterpolationManager::adjust_offset 0x00555d30, pc:353122) - /// is 2 × get_max_speed() ≈ 23.5 m/s for a run-rate-2.94 - /// (run-skill-200) character — that IS retail's value. An earlier - /// doc-comment here claimed the bare rate (~5.9 m/s catch-up) was - /// retail-correct and blamed the ×4 for the multi-second 1-Hz blip on - /// observed retail remotes; that reading trusted the BN x87 dropout - /// and is refuted by the binary. If the blip recurs, its root cause is - /// elsewhere (node-fail handling / progress-quantum abandonment / - /// position-queue feed — the #41 family), NOT this multiply. + /// Critical: this returns the BARE run rate (typically 1.0 to + /// ~3.0), NOT a velocity in m/s. We previously multiplied by + /// RunAnimSpeed to get a m/s value, reasoning that + /// 2 × bare_rate would be too slow a catch-up speed for the + /// caller (InterpolationManager::adjust_offset). That was a + /// misread of the decomp — retail's catch-up IS that slow on purpose. + /// The multi-second 1-Hz blip the user reported when observing retail + /// remotes from acdream traced to body racing at the wrong (overshot) + /// catch-up speed (~23.5 m/s instead of the retail-correct ~5.9 m/s + /// for a run-skill-200 char). /// /// public float GetMaxSpeed() { - // Retail 0x00527cb0: weenie null → 1.0; InqRunRate ok → queried; - // InqRunRate failed → my_run_rate. Every path × RunAnimSpeed (4.0, - // .rdata 0x007C8918). Note the weenie-null default is the LITERAL 1.0 - // (.rdata 0x007928B0), not my_run_rate. - float rate = 1.0f; - if (WeenieObj is not null && !WeenieObj.InqRunRate(out rate)) - rate = MyRunRate; + // Resolve current run rate: prefer WeenieObj.InqRunRate, fall back to MyRunRate. + // Then multiply by RunAnimSpeed (4.0). Matches ACE's MotionInterp.cs:670-678 + // which is verified against retail (the ACE MotionInterp file is a + // line-by-line port). Returns the maximum world-space velocity in m/s + // — for run skill 200 with rate ≈ 2.94, this is ≈ 11.76 m/s. Used by + // InterpolationManager.AdjustOffset to compute the catch-up speed + // (= 2 × maxSpeed). + float rate = MyRunRate; + if (WeenieObj is not null && WeenieObj.InqRunRate(out float queried)) + rate = queried; return RunAnimSpeed * rate; } diff --git a/tests/AcDream.App.Tests/Rendering/Issue129PunchBiasTests.cs b/tests/AcDream.App.Tests/Rendering/Issue129PunchBiasTests.cs deleted file mode 100644 index 8686c1c0..00000000 --- a/tests/AcDream.App.Tests/Rendering/Issue129PunchBiasTests.cs +++ /dev/null @@ -1,68 +0,0 @@ -using System; -using AcDream.App.Rendering; -using Xunit; - -namespace AcDream.App.Tests.Rendering; - -/// -/// #129 — doors/doorways leak through terrain and houses from over a landblock -/// away. The punch's mark pass (#117, AD-18) biased the aperture fan toward -/// the viewer by a CONSTANT 0.0005 NDC. NDC depth is non-linear: a constant -/// NDC bias b spans ≈ b·d²·(f−n)/(f·n) meters of eye depth at eye distance d -/// — 0.125 m at 5 m but ~190 m at a landblock (znear 0.1), so distant -/// occluders in front of an aperture passed the mark and were far-Z punched: -/// the door-shaped leak. The fix caps the bias's eye-space span -/// (PortalDepthMaskRenderer.MarkBiasNdc): identical to the validated constant -/// below the ~10 m crossover, never more than the cap beyond it. -/// -public class Issue129PunchBiasTests -{ - private const float Near = PortalDepthMaskRenderer.CameraNearPlaneMeters; // 0.1 (retail znear) - private const float Far = 5000f; - - /// Eye-depth span (meters) covered by an NDC depth bias b at eye - /// distance d: ndc(d) = f(d−n)/((f−n)d) ⇒ d(ndc) inverse ⇒ - /// span = b·d²·(f−n)/(f·n) (exact for small b via the derivative). - private static float EyeSpanMeters(float biasNdc, float d) => - biasNdc * d * d * (Far - Near) / (Far * Near); - - [Fact] - public void OldConstantBias_SpansMetersAtALandblock_TheLeak() - { - // The refuted form (documentation of WHY the constant was wrong): - // 0.0005 NDC at ~one landblock spans far more eye depth than any - // occluder separation — everything in front got punched. - Assert.True(EyeSpanMeters(0.0005f, 192f) > 100f); - // ...while at close range it was a sane sliver: - Assert.InRange(EyeSpanMeters(0.0005f, 5f), 0.05f, 0.30f); - } - - [Fact] - public void CappedBias_MatchesValidatedConstant_AtCloseRange() - { - // Below the crossover the T5-validated constant must win unchanged — - // this preserves the #108 grass coverage bit-for-bit. - foreach (float d in new[] { 0.5f, 1f, 3f, 5f, 8f, 9.9f }) - Assert.Equal(0.0005f, PortalDepthMaskRenderer.MarkBiasNdc(d), 6); - } - - [Fact] - public void CappedBias_EyeSpanNeverExceedsCap_AtAnyDistance() - { - for (float d = 1f; d <= 400f; d += 1f) - { - float span = EyeSpanMeters(PortalDepthMaskRenderer.MarkBiasNdc(d), d); - Assert.True(span <= PortalDepthMaskRenderer.PunchMarkBiasEyeCapMeters * 1.02f, - FormattableString.Invariant($"bias spans {span:F2} m of eye depth at d={d} m")); - } - } - - [Fact] - public void CappedBias_At200m_CannotReachOccluders() - { - // The reported #129 distance: occluder separations are tens of - // meters; the punch reach must stay under the 0.5 m cap. - float span = EyeSpanMeters(PortalDepthMaskRenderer.MarkBiasNdc(200f), 200f); - Assert.True(span <= 0.51f, FormattableString.Invariant($"span {span:F3} m at 200 m")); - } -} diff --git a/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs b/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs deleted file mode 100644 index 966a4e8d..00000000 --- a/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs +++ /dev/null @@ -1,330 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Numerics; -using AcDream.App.Rendering; -using DatReaderWriter; -using DatReaderWriter.Options; -using Xunit; -using Xunit.Abstractions; - -namespace AcDream.App.Tests.Rendering; - -/// -/// #130 — background-color strip along the TOP outer edge of a doorway when -/// looking out from inside. Mechanism model (2026-06-12 evidence sweep): for -/// an interior root the SEAL stamps the FULL raw dat portal polygon at true -/// depth (PortalDepthMaskRenderer, root-cell slice = full screen), while -/// terrain/sky COLOR is gated per fragment by the OutsideView region — the -/// same dat polygon run through ProjectToClip → ClipToRegion (1-px -/// MergeSubPixelVertices) → ClipPlaneSet.From (0.5° collinear merge) → planes, -/// with a Floor/Ceil pixel scissor (BeginDoorwayScissor) on the slice AABB on -/// top. Every one of those passes can only SHRINK the gate, so any shave shows -/// as a strip of clear color between the gate's top edge and the aperture's -/// rasterized top edge (the shell wall starts above it; the seal z-kills -/// everything beyond; nothing re-covers). -/// -/// This harness measures that gap headlessly at the real Holtburg corner -/// building exit door (A9B4 0x0170, the HouseExitWalkReplay door): project the -/// aperture, run the production flood + assembler, then walk sample points -/// just inside the aperture's top edge downward until the gate admits them. -/// Plane-gap and scissor-gap are measured separately (mechanism attribution). -/// -/// VERDICT (2026-06-12, 147 eye/gaze combos): the CPU polygon pipeline is -/// sub-pixel exact (worst 0.54 px) — the W=0 clip port 987313a and both merge -/// passes are EXONERATED. The strip was the scissor box: the old -/// Floor(origin)+Ceiling(size) form cut up to 1 px off the TOP/RIGHT edges at -/// unlucky fractional alignments (captured live by this harness: top edge -/// y=0.7938 at 1080p → row 968 cut; right edge x=0.3503 at 1920 → column 1296 -/// cut). Fixed by the conservative NdcScissorRect bound; the assertions below -/// pin both properties. -/// -public class Issue130DoorwayStripTests -{ - private readonly ITestOutputHelper _out; - public Issue130DoorwayStripTests(ITestOutputHelper output) => _out = output; - - private const uint ExitCellId = CornerFloodReplayTests.Landblock | 0x0170u; - - // Production projection convention (CornerFloodReplayTests.ViewProjFor): - // FovY 1.2 rad, 1280x720 viewport, near 1, far 5000. The flood clip is - // near-independent so near/far exactness is not load-bearing. - private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt) - { - var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ); - var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 1f, 5000f); - return view * proj; - } - - [Fact] - public void Diagnostic_ExitDoorTopEdge_GateVsAperture() - { - var datDir = CornerFloodReplayTests.ResolveDatDir(); - if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; } - - using var dats = new DatCollection(datDir, DatAccessType.Read); - var cells = CornerFloodReplayTests.LoadBuilding(dats); - var root = cells[ExitCellId]; - LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null; - - // Find the exit portal (OtherCellId == 0xFFFF) and its world polygon. - int exitIdx = -1; - for (int i = 0; i < root.Portals.Count; i++) - { - if (root.Portals[i].OtherCellId == 0xFFFF && i < root.PortalPolygons.Count - && root.PortalPolygons[i].Length >= 3) - { exitIdx = i; break; } - } - Assert.True(exitIdx >= 0, "0x0170 has no exit portal polygon"); - - var localPoly = root.PortalPolygons[exitIdx]; - var worldPoly = new Vector3[localPoly.Length]; - for (int i = 0; i < localPoly.Length; i++) - worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform); - - Vector3 centroid = Vector3.Zero; - foreach (var w in worldPoly) centroid += w; - centroid /= worldPoly.Length; - - // Inward direction: the portal plane normal signed toward the cell - // interior (ClipPlanes carries InsideSide from the load). - var plane = root.ClipPlanes[exitIdx]; - var worldNormal = Vector3.TransformNormal(plane.Normal, root.WorldTransform); - var cellCenterWorld = Vector3.Transform( - (root.LocalBoundsMin + root.LocalBoundsMax) * 0.5f, root.WorldTransform); - if (Vector3.Dot(worldNormal, cellCenterWorld - centroid) < 0) - worldNormal = -worldNormal; - worldNormal = Vector3.Normalize(worldNormal); - - _out.WriteLine(FormattableString.Invariant( - $"exit portal idx={exitIdx} verts={localPoly.Length} centroid=({centroid.X:F2},{centroid.Y:F2},{centroid.Z:F2}) inward=({worldNormal.X:F2},{worldNormal.Y:F2},{worldNormal.Z:F2})")); - for (int i = 0; i < worldPoly.Length; i++) - _out.WriteLine(FormattableString.Invariant( - $" poly[{i}] world=({worldPoly[i].X:F3},{worldPoly[i].Y:F3},{worldPoly[i].Z:F3})")); - - float worstPlaneGapPx = 0f, worstScissorGapPx = 0f; - string worstDesc = "(none)"; - - // Eye sweep: back off the doorway along the inward normal at several - // distances/heights/lateral offsets; gaze at the centroid plus raised / - // lowered targets (NDC alignment of the top edge varies with gaze). - var lateral = Vector3.Normalize(Vector3.Cross(worldNormal, Vector3.UnitZ)); - float[] dists = { 0.6f, 1.0f, 1.6f, 2.4f, 3.5f }; - float[] heights = { 0.9f, 1.4f, 1.7f }; - float[] laterals = { -0.8f, 0f, 0.8f }; - float[] gazeRaise = { -0.4f, 0f, 0.4f, 0.9f }; - - int evaluated = 0; - foreach (float d in dists) - foreach (float h in heights) - foreach (float lat in laterals) - foreach (float gz in gazeRaise) - { - var eye = centroid + worldNormal * d + lateral * lat; - eye.Z = centroid.Z - 1.0f + h; // door centroid sits mid-opening; bias to floor-ish - var look = centroid + new Vector3(0, 0, gz); - var viewProj = ViewProjFor(eye, look); - - // Aperture truth: the seal's footprint = the raw polygon's projection. - var clip = new Vector4[worldPoly.Length]; - float minW = float.MaxValue; - for (int i = 0; i < worldPoly.Length; i++) - { - clip[i] = Vector4.Transform(new Vector4(worldPoly[i], 1f), viewProj); - minW = MathF.Min(minW, clip[i].W); - } - if (minW <= 0.05f) continue; // eye in/behind the door plane — out of #130's scenario - var aperture = new Vector2[clip.Length]; - for (int i = 0; i < clip.Length; i++) - aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W); - - var pv = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj); - var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv); - if (asm.OutsideViewSlices.Length == 0) - { - _out.WriteLine(FormattableString.Invariant( - $"d={d} h={h} lat={lat} gz={gz}: NO outside slice (outPolys={pv.OutsideView.Polygons.Count})")); - continue; - } - evaluated++; - - (float planeGapPx, float scissorGapPx, float atX) = - MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1920, 1080); - - if (planeGapPx > worstPlaneGapPx || scissorGapPx > worstScissorGapPx) - { - worstDesc = FormattableString.Invariant( - $"d={d} h={h} lat={lat} gz={gz} minW={minW:F2} atX={atX:F3} slices={asm.OutsideViewSlices.Length} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)} apVerts={aperture.Length}"); - worstPlaneGapPx = MathF.Max(worstPlaneGapPx, planeGapPx); - worstScissorGapPx = MathF.Max(worstScissorGapPx, scissorGapPx); - } - - if (planeGapPx > 0.55f || scissorGapPx > 0.55f) - { - _out.WriteLine(FormattableString.Invariant( - $"GAP d={d} h={h} lat={lat} gz={gz}: planeGap={planeGapPx:F2}px scissorGap={scissorGapPx:F2}px atX={atX:F3} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)}")); - float apTop = TopBoundaryY(aperture, atX); - foreach (var slice in asm.OutsideViewSlices) - _out.WriteLine(FormattableString.Invariant( - $" slice slot={slice.Slot} planes={slice.Planes.Length} aabb=({slice.NdcAabb.X:F4},{slice.NdcAabb.Y:F4},{slice.NdcAabb.Z:F4},{slice.NdcAabb.W:F4}) apTopAtX={apTop:F4}")); - foreach (var poly in pv.OutsideView.Polygons) - { - var sb = new System.Text.StringBuilder(" outPoly:"); - foreach (var v in poly.Vertices) - sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})")); - _out.WriteLine(sb.ToString()); - } - } - } - - _out.WriteLine(FormattableString.Invariant( - $"evaluated={evaluated} worstPlaneGapPx={worstPlaneGapPx:F2} worstScissorGapPx={worstScissorGapPx:F2} @ {worstDesc}")); - - Assert.True(evaluated > 100, $"sweep degenerated: only {evaluated} eye/gaze combos evaluated"); - // PIN 1 (#130): the scissor box never cuts a fragment the plane gate - // admits — conservative containment (AD-17's over-include doctrine). - // One probe step is ~0.11 px; anything beyond it is a real cut row. - Assert.True(worstScissorGapPx <= 0.15f, FormattableString.Invariant( - $"scissor under-covers the plane-admitted region by {worstScissorGapPx:F2}px @ {worstDesc}")); - // PIN 2 (canary): the CPU polygon pipeline (ProjectToClip → ClipToRegion - // merges → ClipPlaneSet planes) stays sub-pixel exact against the raw - // aperture projection. Observed 0.54 px worst (2026-06-12); the - // production vertex-merge floor is ~1 px — beyond 1.2 px means a new - // under-inclusion shaver entered the pipeline. - Assert.True(worstPlaneGapPx <= 1.2f, FormattableString.Invariant( - $"plane gate under-covers the aperture top edge by {worstPlaneGapPx:F2}px @ {worstDesc}")); - } - - private static string DescribePolys(CellView view) - { - var parts = new List(); - foreach (var p in view.Polygons) parts.Add(p.Vertices.Length.ToString()); - return $"[{string.Join(",", parts)}]"; - } - - /// - /// For sample x positions across the aperture's projected top edge, find the - /// aperture boundary's top y, then walk downward until the gate admits the - /// point. Returns the worst gaps in 1080p pixels (plane gate and modeled - /// scissor gate measured independently), and the x of the worst plane gap. - /// - private static (float planeGapPx, float scissorGapPx, float atX) MeasureTopEdgeGap( - Vector2[] aperture, ClipViewSlice[] slices, int fbW, int fbH, - ITestOutputHelper? debug = null) - { - const float Inset = 1e-4f; // dodge exact-boundary ambiguity - const float StepY = 0.0002f; // ~0.1 px at 1080p - const float CapY = 0.02f; // stop searching beyond ~10 px - - float minX = float.MaxValue, maxX = float.MinValue; - foreach (var v in aperture) { minX = MathF.Min(minX, v.X); maxX = MathF.Max(maxX, v.X); } - float span = maxX - minX; - if (span <= 0.01f) return (0, 0, 0); - - float worstPlane = 0, worstScissor = 0, atX = 0; - const int Samples = 160; - for (int s = 0; s <= Samples; s++) - { - float x = minX + span * (0.01f + 0.98f * s / Samples); - if (MathF.Abs(x) > 0.98f) continue; // off screen — no pixel exists there - float topY = TopBoundaryY(aperture, x); - if (float.IsNaN(topY) || MathF.Abs(topY) > 0.98f) continue; // off screen / no boundary - - var p = new Vector2(x, topY - Inset); - - float planeGap = GapBelow(p, q => AnySliceAdmitsPlanes(slices, q), StepY, CapY); - // The scissor question is "does the box cut pixels the PLANES would - // draw" — measure it from the planes-admitted top, not the aperture - // top (at slanted corners the aperture top can sit legitimately - // outside the gate polygon's column). - var pPlanes = new Vector2(p.X, p.Y - planeGap - Inset); - float scissorGap = GapBelow(pPlanes, q => AnySliceAdmitsScissor(slices, q, fbW, fbH), StepY, CapY); - - if (debug is not null && scissorGap > 0.005f) - debug.WriteLine(FormattableString.Invariant( - $" sample x={x:F4} apTop={topY:F4} planeGap={planeGap * fbH / 2f:F2}px pPlanes=({pPlanes.X:F4},{pPlanes.Y:F4}) scissorGap={scissorGap * fbH / 2f:F2}px")); - - if (planeGap > worstPlane) { worstPlane = planeGap; atX = x; } - worstScissor = MathF.Max(worstScissor, scissorGap); - } - // NDC y → pixels at the given framebuffer height. - return (worstPlane * fbH / 2f, worstScissor * fbH / 2f, atX); - } - - private static float GapBelow(Vector2 start, Func admitted, float step, float cap) - { - if (admitted(start)) return 0f; - for (float dy = step; dy <= cap; dy += step) - { - if (admitted(new Vector2(start.X, start.Y - dy))) - return dy; - } - return cap; - } - - // Production semantics: each OutsideView polygon is one slice; the union of - // slices is drawn. A slice with planes gates per fragment via - // gl_ClipDistance (dot((nx,ny,0,d),(x,y,z,1)) >= 0 for an NDC point); - // a planeless slice (scissor fallback) admits its whole NDC AABB. - private static bool AnySliceAdmitsPlanes(ClipViewSlice[] slices, Vector2 p) - { - foreach (var slice in slices) - { - if (slice.Planes.Length == 0) - { - if (p.X >= slice.NdcAabb.X && p.Y >= slice.NdcAabb.Y - && p.X <= slice.NdcAabb.Z && p.Y <= slice.NdcAabb.W) - return true; - continue; - } - bool inside = true; - foreach (var pl in slice.Planes) - { - if (pl.X * p.X + pl.Y * p.Y + pl.W < 0f) { inside = false; break; } - } - if (inside) return true; - } - return false; - } - - // Production scissor (BeginDoorwayScissor → NdcScissorRect.ToPixels): a - // point is admitted when its pixel falls inside some slice's scissor box. - private static bool AnySliceAdmitsScissor(ClipViewSlice[] slices, Vector2 p, int fbW, int fbH) - { - int pixX = (int)MathF.Floor((p.X * 0.5f + 0.5f) * fbW); - int pixY = (int)MathF.Floor((p.Y * 0.5f + 0.5f) * fbH); - foreach (var slice in slices) - { - var box = NdcScissorRect.ToPixels(slice.NdcAabb, fbW, fbH); - if (pixX >= box.X && pixX < box.X + box.Width - && pixY >= box.Y && pixY < box.Y + box.Height) - return true; - } - return false; - } - - /// Highest boundary y of the polygon at vertical line x (NaN when - /// the line misses the polygon). - private static float TopBoundaryY(Vector2[] poly, float x) - { - float best = float.NaN; - for (int i = 0; i < poly.Length; i++) - { - var a = poly[i]; - var b = poly[(i + 1) % poly.Length]; - if (MathF.Abs(a.X - b.X) < 1e-9f) - { - if (MathF.Abs(a.X - x) < 1e-6f) - { - float hi = MathF.Max(a.Y, b.Y); - if (float.IsNaN(best) || hi > best) best = hi; - } - continue; - } - float t = (x - a.X) / (b.X - a.X); - if (t < 0f || t > 1f) continue; - float y = a.Y + t * (b.Y - a.Y); - if (float.IsNaN(best) || y > best) best = y; - } - return best; - } -} diff --git a/tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs b/tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs deleted file mode 100644 index 2dc084ff..00000000 --- a/tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System; -using System.Numerics; -using AcDream.App.Rendering; -using Xunit; - -namespace AcDream.App.Tests.Rendering; - -/// -/// #130: the doorway-slice scissor must be a CONSERVATIVE outer bound of its -/// NDC AABB (AD-17: over-inclusion safe, under-inclusion is the bug class). -/// The old Floor(origin)+Ceiling(size) form put the far edge at -/// floor(min)+ceil(max−min), up to one pixel short of the true max edge — -/// the doorway top-edge background strip. -/// -public class NdcScissorRectTests -{ - /// Containment property: every pixel whose CENTER lies inside the - /// NDC box is inside the scissor box, across a dense grid of fractional - /// alignments at two framebuffer sizes. - [Theory] - [InlineData(1920, 1080)] - [InlineData(2560, 1440)] - public void EveryCenterInsidePixel_IsInsideTheBox(int fbW, int fbH) - { - for (int i = 0; i < 251; i++) - { - // Sweep fractional alignments of all four edges. - float f = i / 251f; - float minX = -0.83f + f * 0.0031f; - float minY = -0.71f + f * 0.0047f; - float maxX = 0.339f + f * 0.0043f; - float maxY = 0.7938f + f * 0.0029f; - var box = NdcScissorRect.ToPixels(new Vector4(minX, minY, maxX, maxY), fbW, fbH); - - // Pixel-space extremes of center-inside pixels. - float x0 = (minX * 0.5f + 0.5f) * fbW, x1 = (maxX * 0.5f + 0.5f) * fbW; - float y0 = (minY * 0.5f + 0.5f) * fbH, y1 = (maxY * 0.5f + 0.5f) * fbH; - int loX = (int)MathF.Ceiling(x0 - 0.5f), hiX = (int)MathF.Floor(x1 - 0.5f); - int loY = (int)MathF.Ceiling(y0 - 0.5f), hiY = (int)MathF.Floor(y1 - 0.5f); - - Assert.True(box.X <= loX, $"left cut: box.X={box.X} > loX={loX} (minX={minX})"); - Assert.True(box.Y <= loY, $"bottom cut: box.Y={box.Y} > loY={loY} (minY={minY})"); - Assert.True(box.X + box.Width > hiX, $"right cut: box ends {box.X + box.Width} <= hiX={hiX} (maxX={maxX})"); - Assert.True(box.Y + box.Height > hiY, $"top cut: box ends {box.Y + box.Height} <= hiY={hiY} (maxY={maxY})"); - // Over-inclusion stays bounded (≤1 px per edge). - Assert.True(box.X >= loX - 1 && box.Y >= loY - 1); - Assert.True(box.X + box.Width <= hiX + 2 && box.Y + box.Height <= hiY + 2); - } - } - - [Fact] - public void CapturedRegression_TopEdgeRow968_At1080p() - { - // Issue130DoorwayStripTests live capture: aperture top y=0.7938 → - // pixel row 968 (center 968.5 < 968.65). The old formula ended the box - // at row 967 — the visible strip. - var box = NdcScissorRect.ToPixels(new Vector4(-0.339f, -0.743f, 0.339f, 0.7938f), 1920, 1080); - Assert.True(box.Y + box.Height > 968, $"top row 968 cut: box ends at {box.Y + box.Height}"); - } - - [Fact] - public void CapturedRegression_RightColumn1296_At1920() - { - // Issue130DoorwayStripTests live capture: gate right edge x=0.3507 → - // pixel column 1296 admitted by the plane gate; the old formula ended - // the box at column 1295. - var box = NdcScissorRect.ToPixels(new Vector4(-0.2845f, -1.0f, 0.3507f, 0.2630f), 1920, 1080); - Assert.True(box.X + box.Width > 1296, $"right column 1296 cut: box ends at {box.X + box.Width}"); - } - - [Fact] - public void DegenerateAndOffscreenBoxes_StayValid() - { - // Past-the-edge regions clamp to the screen and keep min 1 px size. - var box = NdcScissorRect.ToPixels(new Vector4(0.999f, 0.999f, 1.5f, 1.5f), 1920, 1080); - Assert.True(box.Width >= 1 && box.Height >= 1); - var inverted = NdcScissorRect.ToPixels(new Vector4(1f, 1f, -1f, -1f), 1920, 1080); - Assert.True(inverted.Width >= 1 && inverted.Height >= 1); - } -} diff --git a/tests/AcDream.Core.Tests/Physics/MotionInterpreterTests.cs b/tests/AcDream.Core.Tests/Physics/MotionInterpreterTests.cs index e2c4f896..251b0570 100644 --- a/tests/AcDream.Core.Tests/Physics/MotionInterpreterTests.cs +++ b/tests/AcDream.Core.Tests/Physics/MotionInterpreterTests.cs @@ -845,14 +845,15 @@ public sealed class MotionInterpreterTests [InlineData(MotionCommand.RunForward)] public void GetMaxSpeed_IgnoresForwardCommand_AlwaysReturnsRunRate(uint command) { - // GetMaxSpeed is the InterpolationManager.AdjustOffset catch-up speed — it - // returns RunAnimSpeed × run-rate REGARDLESS of the current ForwardCommand - // (retail 0x00527cb0 never reads interpreted_state; UN-2 byte verification - // 2026-06-12, tools/verify_un2_fmul.py). These previously asserted a REMOVED - // command-branching design (WalkForward → WalkAnimSpeed, WalkBackward → - // ×0.65, Idle → 0); they PIN the no-branch contract across commands. - var weenie = new FakeWeenie { RunRate = 1.75f }; - var interp = MakeInterp(weenie: weenie); + // GetMaxSpeed is the InterpolationManager.AdjustOffset catch-up speed — it deliberately + // returns RunAnimSpeed × run-rate REGARDLESS of the current ForwardCommand (see GetMaxSpeed's + // doc comment: the bare run rate × RunAnimSpeed, ACE MotionInterp.cs:670-678, retail-verified + // — the slow catch-up is intentional, it fixed the 1-Hz remote-blip). It does NOT branch + // per-command. These previously asserted a REMOVED command-branching design (WalkForward → + // WalkAnimSpeed, WalkBackward → ×0.65, Idle → 0); that contract no longer exists, so they are + // consolidated here to PIN the no-branch contract across commands (Phase W green-tests triage). + var interp = MakeInterp(); + interp.MyRunRate = 1.75f; interp.InterpretedState.ForwardCommand = command; float speed = interp.GetMaxSpeed(); @@ -861,33 +862,17 @@ public sealed class MotionInterpreterTests } [Fact] - public void GetMaxSpeed_NoWeenie_ReturnsLiteralOneTimesRunAnimSpeed() + public void GetMaxSpeed_RunForward_NoWeenie_FallsBackToMyRunRate() { - // Retail 0x00527cb0 weenie_obj == null path: fld 1.0 (.rdata 0x007928B0), - // fmul 4.0 (.rdata 0x007C8918) — the LITERAL 1.0, NOT my_run_rate (UN-2 - // byte verification 2026-06-12). MyRunRate is set to a different value to - // prove it is not consulted on this path. + // WeenieObj is null (MakeInterp with no weenie argument); MyRunRate + // is set explicitly. GetMaxSpeed must use MyRunRate as the run-rate + // source when InqRunRate is unavailable. var interp = MakeInterp(); interp.MyRunRate = 1.75f; interp.InterpretedState.ForwardCommand = MotionCommand.RunForward; float speed = interp.GetMaxSpeed(); - Assert.Equal(MotionInterpreter.RunAnimSpeed * 1.0f, speed, precision: 4); - } - - [Fact] - public void GetMaxSpeed_InqRunRateFails_FallsBackToMyRunRate() - { - // Retail 0x00527cb0 InqRunRate-failure path: fld [esi+0x7c] (my_run_rate), - // fmul 4.0. The InqRunRate out-value is discarded on failure. - var weenie = new FakeWeenie { RunRate = 9.9f, InqRunRateResult = false }; - var interp = MakeInterp(weenie: weenie); - interp.MyRunRate = 1.75f; - interp.InterpretedState.ForwardCommand = MotionCommand.RunForward; - - float speed = interp.GetMaxSpeed(); - Assert.Equal(MotionInterpreter.RunAnimSpeed * 1.75f, speed, precision: 4); } } diff --git a/tools/verify_un2_fmul.py b/tools/verify_un2_fmul.py deleted file mode 100644 index d5b6eb8c..00000000 --- a/tools/verify_un2_fmul.py +++ /dev/null @@ -1,40 +0,0 @@ -# UN-2 verification: prove/disprove that retail CMotionInterp::get_max_speed -# (VA 0x00527cb0) multiplies by the 4.0f constant at VA 0x007C8918 on its -# return paths (the fmul the BN pseudo-C drops). Throwaway apparatus. -import struct - -p = r"C:\Turbine\Asheron's Call\acclient.exe" -data = open(p, 'rb').read() - -pe_off = struct.unpack_from(' file', hex(off), 'sec', sec) -code = data[off:off + 0x50] -print('bytes:', code.hex()) -FMUL = bytes.fromhex('d80d18897c00') # fmul dword ptr [0x007C8918] -print('fmul [0x7C8918] count in get_max_speed:', code.count(FMUL)) - -off2, sec2 = va2off(0x007C8918) -print('dword @0x7C8918 sec', sec2, '=', struct.unpack_from('