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]; // DRAWN space: the shell that rasterizes the aperture (and the seal fan) // draws +ShellDrawLiftZ above the physics transform — the gate must be // compared against the drawn hole, not the physics polygon (#130: the // unlifted gate left a 2 cm background strip under the drawn lintel). var worldPoly = new Vector3[localPoly.Length]; for (int i = 0; i < localPoly.Length; i++) { worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform); worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ; } 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, buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ); 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}")); } /// Sensitivity proof + regression documentation: a gate built in /// PHYSICS space (drawLiftZ 0) against the DRAWN (lifted) aperture shows a /// multi-pixel strip at a close doorway — the user-visible #130 strip /// (f35cb8b split the lift out of the visibility transform; the OutsideView /// kept gating drawn color in unlifted space). If this stops failing-by-gap, /// the lift is gone and the production drawLiftZ plumbing can go too. [Fact] public void UnliftedGate_LeavesTheStripAtTheDrawnTopEdge() { 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; 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); var localPoly = root.PortalPolygons[exitIdx]; var worldPoly = new Vector3[localPoly.Length]; Vector3 centroid = Vector3.Zero; for (int i = 0; i < localPoly.Length; i++) { worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform); worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ; // drawn space centroid += worldPoly[i]; } centroid /= worldPoly.Length; 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); // d=2.4 m, eye low (0.9 m above the opening's base), gaze at the // centroid — the main sweep's clean case, where the aperture top edge // projects ON SCREEN (y≈0.79; a closer/higher eye pushes the lintel // past the screen top and the seam becomes unmeasurable). var eye = centroid + worldNormal * 2.4f; eye.Z = centroid.Z - 1.0f + 0.9f; var viewProj = ViewProjFor(eye, centroid); var clip = new Vector4[worldPoly.Length]; for (int i = 0; i < worldPoly.Length; i++) clip[i] = Vector4.Transform(new Vector4(worldPoly[i], 1f), viewProj); 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 pvUnlifted = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj); // drawLiftZ 0 var asmUnlifted = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pvUnlifted); Assert.True(asmUnlifted.OutsideViewSlices.Length > 0); (float unliftedGapPx, _, _) = MeasureTopEdgeGap(aperture, asmUnlifted.OutsideViewSlices, 1920, 1080); var pvLifted = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj, buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ); var asmLifted = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pvLifted); Assert.True(asmLifted.OutsideViewSlices.Length > 0); (float liftedGapPx, _, _) = MeasureTopEdgeGap(aperture, asmLifted.OutsideViewSlices, 1920, 1080); _out.WriteLine(FormattableString.Invariant( $"top-edge gap vs the DRAWN aperture at d=2.4 m: unliftedGate={unliftedGapPx:F2}px liftedGate={liftedGapPx:F2}px")); var dbg = new System.Text.StringBuilder(" aperture(LIFTED):"); foreach (var v in aperture) dbg.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})")); _out.WriteLine(dbg.ToString()); foreach (var poly in pvUnlifted.OutsideView.Polygons) { var sb = new System.Text.StringBuilder(" unliftedGatePoly:"); foreach (var v in poly.Vertices) sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})")); _out.WriteLine(sb.ToString()); } foreach (var poly in pvLifted.OutsideView.Polygons) { var sb = new System.Text.StringBuilder(" liftedGatePoly:"); foreach (var v in poly.Vertices) sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})")); _out.WriteLine(sb.ToString()); } // The strip the user saw: physics-space gate vs drawn hole, several px. Assert.True(unliftedGapPx > 2.0f, FormattableString.Invariant( $"expected the unlifted gate to show the strip (>2px), got {unliftedGapPx:F2}px")); // The fix: a gate in drawn space covers the drawn hole. Assert.True(liftedGapPx <= 1.2f, FormattableString.Invariant( $"lifted gate still under-covers by {liftedGapPx:F2}px")); } 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; } }