using System; using System.Numerics; using AcDream.App.Rendering; using Xunit; namespace AcDream.App.Tests.Rendering; public class PortalProjectionTests { // A simple GL-style perspective looking down -Z, camera at origin. private static Matrix4x4 ViewProj() { var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY); var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.0f, 1.0f, 0.1f, 1000f); return view * proj; } [Fact] public void Project_QuadInFront_ProducesNdcInsideViewport() { // A 2x2 quad at z=-5 (in front), cell-local == world (identity transform). var poly = new[] { new Vector3(-1, -1, -5), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, -5), }; var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj()); Assert.True(r.Length >= 3); foreach (var v in r) { Assert.InRange(v.X, -1.001f, 1.001f); Assert.InRange(v.Y, -1.001f, 1.001f); } } [Fact] public void Project_QuadFullyBehind_ReturnsEmpty() { var poly = new[] { new Vector3(-1, -1, 5), new Vector3(1, -1, 5), new Vector3(1, 1, 5), new Vector3(-1, 1, 5), }; var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj()); Assert.True(r.Length < 3); } [Fact] public void Project_QuadStraddlingCamera_ClipsWithoutInversion() { // Spans from behind (z=+2) to in front (z=-5). Must clip to the in-front part, // never produce a wildly out-of-range inverted vertex. var poly = new[] { new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2), }; var r = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj()); Assert.True(r.Length >= 3); foreach (var v in r) { // A corner a few cm in front of the eye and ~1 m to the side genuinely // projects large (~±37 NDC) but finite. ±50 still catches the ±7852 // perspective-inversion blow-up the old w-clip produced. Assert.InRange(v.X, -50f, 50f); // bounded — no inversion blow-up Assert.InRange(v.Y, -50f, 50f); } } [Fact] public void Project_QuadStraddlingCamera_DownstreamIntersectionIsValidOnScreen() { var poly = new[] { new Vector3(-1, -1, 2), new Vector3(1, -1, -5), new Vector3(1, 1, -5), new Vector3(-1, 1, 2), }; var projected = PortalProjection.ProjectToNdc(poly, Matrix4x4.Identity, ViewProj()); Assert.True(projected.Length >= 3); // The viewport region (NDC [-1,1]^2), same as CellView.FullScreen()'s single polygon. var viewport = CellView.FullScreen().Polygons[0].Vertices; var onScreen = ScreenPolygonClip.Intersect(projected, viewport); Assert.True(onScreen.Length >= 3); // a non-empty visible region survives foreach (var v in onScreen) { Assert.InRange(v.X, -1.001f, 1.001f); Assert.InRange(v.Y, -1.001f, 1.001f); } } [Fact] public void Project_PortalEyeIsAlmostTouching_StaysVisibleOnScreen() { // Regression (2026-06-03 doorway "void"): the chase camera orbits to ~0.1 m from a // doorway portal. With RetailChaseCamera's 1.0 m near plane and the old w+z>=0 GL // near-clip — which, for a D3D CreatePerspectiveFieldOfView matrix, discards everything // within ~0.5 m of the eye — the whole doorway was clipped to empty, so the room behind // it was culled and rendered as a dark void (camera-orientation dependent; rotating away // fixed it). The eye-clip must be near-INDEPENDENT: a portal you're standing in must // still project (covering the screen) so the cell behind stays visible. var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY); var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 1.0f, 5000f); // RetailChaseCamera var viewProj = view * proj; // A 2 m x 2 m doorway 0.1 m in front of the eye, facing it. var doorway = new[] { new Vector3(-1f, -1f, -0.1f), new Vector3(1f, -1f, -0.1f), new Vector3(1f, 1f, -0.1f), new Vector3(-1f, 1f, -0.1f), }; var projected = PortalProjection.ProjectToNdc(doorway, Matrix4x4.Identity, viewProj); Assert.True(projected.Length >= 3, "a doorway 0.1 m from the eye must still project (was clipped to empty -> void)"); var viewport = CellView.FullScreen().Polygons[0].Vertices; var onScreen = ScreenPolygonClip.Intersect(projected, viewport); Assert.True(onScreen.Length >= 3, "the cell behind a doorway you're standing in must stay visible (the void bug)"); } }