acdream/tests/AcDream.App.Tests/Rendering/RetailDetailTextureContractTests.cs
Erik 059703066f fix(render): #226 detail overlay uses retail's single-pass combine; drop the dead distance fade (Campaign VM VM1)
VM2's live cdb read against the PDB-paired retail client (GUID
9e847e2f-777c-4bd9-886c-22256bb87f32) proved
m_caps.bCanDoSinglePassDetailing = 1 and trysinglepass = 1 on real hardware,
so D3DPolyRender::RenderMeshSubset (0x0059ca10) never falls back to the
two-pass framebuffer blend the earlier #226 port reproduced. Every loaded
CGfxObj sets use_built_mesh = 1 (CGfxObj::InitLoad 0x005346b0), so buildings
and EnvCells always take the single-pass texture-stage combine set up in
D3DPolyRender::SetSurface (0x0059c4d0):

    result = lerp(base * diffuse, detail.rgb, detail.a * diffuse.a)

RenderMeshSubset lights opaque built-mesh subsets with
tmpmaterial.Diffuse.a = 1, so on the live Dereth category texture
0x06006D58 (mean rgb 0.165, mean alpha 0.132) the combine works out to
~0.868 * base + 0.022 — a mild darkening, the opposite sign of the fallback
DstColor blend's brightening.

Also removes the invented 10 m / 50 m distance fade. Retail's
ACRender::get_alpha_for_z (0x006b6230) is only evaluated in
D3DPolyRender::DrawPolyInternal (0x0059d7c0, the immediate-polygon path)
and only when the static noFadeDetail (0x00820e38, initialised to 1) is 0 —
unreachable for built meshes. Attenuation is the sampler's linear mip chain
converging to the texture mean, not a scripted ramp.

Changes:
- mesh_detail.vert/.frag: drop vDetailFade and its distance term; add
  vDetailOpacity mirroring mesh_modern.vert's InstanceAlphaBuf (binding 7)
  read, and output detail.rgb with alpha = detail.a * vDetailOpacity under
  the corrected pipeline blend.
- VulkanViewportMapping.BlendFactorsOf / GpuEnums.GpuBlendMode.RetailDetail:
  SrcAlpha + OneMinusSrcAlpha instead of DstColor + OneMinusSrcAlpha.
- RetailDetailTextureContract: replaced the distance-fade constants and
  FramebufferFactor with Expected(base, detail, opacity) and IsNeutral,
  matching the lerp; contract tests cover zero-alpha/zero-opacity no-ops,
  the measured darkening on the live category texture, and full-alpha
  replacement.
- Regenerated mesh_detail's committed SPIR-V and the shader manifest
  (tools/compile-shaders.ps1); no other shader pair changed.
- Docs: #226's pseudocode note, the docs/ISSUES.md #226 entry, and the
  retired TS-52 divergence-register row corrected from the two-pass
  DESTCOLOR description to the single-pass path and the darkening
  expectation, each citing the VM2 cdb note.

Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors);
dotnet test on AcDream.App.Tests and AcDream.Core.Tests (Release, hermetic
lanes) both green.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-22 21:58:48 +02:00

106 lines
4.2 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
namespace AcDream.App.Tests.Rendering;
public sealed class RetailDetailTextureContractTests
{
private static readonly TerrainAtlas.RetailDetailTextureBinding Available = new(
new GpuTextureSlot(7),
Tiling: 4f,
SurfaceTextureId: 0x05001787,
RenderSurfaceId: 0x06006D58,
Width: 256,
Height: 256);
[Fact]
public void ExistingBuildingDetailSettingIsTheLivePassGate()
{
Assert.False(RetailDetailTextureContract.ShouldRender(false, Available));
Assert.True(RetailDetailTextureContract.ShouldRender(true, Available));
Assert.False(RetailDetailTextureContract.ShouldRender(true, default));
}
[Fact]
public void OpaqueDetailUsesDepthEqualityWhileTransparentDetailDoesNot()
{
Assert.Equal(
GpuCompareOp.Equal,
RetailDetailTextureContract.DetailDepthCompare(transparent: false));
Assert.Equal(
GpuCompareOp.LessOrEqual,
RetailDetailTextureContract.DetailDepthCompare(transparent: true));
}
[Theory]
[InlineData(0.1f, 0.2f, 0.3f)]
[InlineData(0.0f, 0.0f, 0.0f)]
[InlineData(1.0f, 1.0f, 1.0f)]
[InlineData(0.5f, 0.9f, 0.05f)]
public void ZeroDetailAlphaIsExactNoOp(float r, float g, float b)
{
var baseColour = new Vector3(r, g, b);
var transparentDetail = new Vector4(0.9f, 0.1f, 0.7f, 0f);
Assert.Equal(
baseColour,
RetailDetailTextureContract.Expected(baseColour, transparentDetail, opacity: 1f));
Assert.True(RetailDetailTextureContract.IsNeutral(transparentDetail, opacity: 1f));
}
[Fact]
public void ZeroOpacityIsExactNoOp()
{
var baseColour = new Vector3(0.5f, 0.5f, 0.5f);
var derethCategory = new Vector4(0.165f, 0.165f, 0.165f, 0.132f);
// opacity 0 models a translucency fade that has finished disappearing:
// even a fully-opaque detail texel contributes nothing.
Assert.Equal(
baseColour,
RetailDetailTextureContract.Expected(baseColour, derethCategory, opacity: 0f));
Assert.True(RetailDetailTextureContract.IsNeutral(derethCategory, opacity: 0f));
}
[Fact]
public void LiveDerethCategoryTextureDarkensMidtones()
{
// Live category texture 0x06006D58 (VM2), opaque diffuse (opacity 1).
var detail = new Vector4(0.165f, 0.165f, 0.161f, 0.132f);
var baseColour = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 result = RetailDetailTextureContract.Expected(baseColour, detail, opacity: 1f);
Assert.True(result.X < baseColour.X);
Assert.True(result.Y < baseColour.Y);
Assert.True(result.Z < baseColour.Z);
// lerp(base, detail.rgb, 0.132) ~= 0.868 * base + 0.0218 per channel —
// the mild darkening VM2 measured, not the two-pass fallback's
// brightening. Compared as an absolute difference (not xunit's
// decimal-rounding `precision` parameter, which would flip a channel
// sitting on a rounding boundary) against the stated 1e-3 tolerance.
float approx = 0.868f * baseColour.X + 0.0218f; // same for every channel: baseColour is uniform
Assert.True(MathF.Abs(result.X - approx) < 1e-3f, $"R off by {result.X - approx}");
Assert.True(MathF.Abs(result.Y - approx) < 1e-3f, $"G off by {result.Y - approx}");
Assert.True(MathF.Abs(result.Z - approx) < 1e-3f, $"B off by {result.Z - approx}");
Assert.False(RetailDetailTextureContract.IsNeutral(detail, opacity: 1f));
}
[Fact]
public void FullAlphaReplacesBaseWithDetailColour()
{
var baseColour = new Vector3(0.9f, 0.1f, 0.4f);
var detail = new Vector4(0.2f, 0.3f, 0.4f, 1f);
Vector3 result = RetailDetailTextureContract.Expected(baseColour, detail, opacity: 1f);
// Tolerance rather than bit-exact equality: Lerp's `a + (b - a) * t`
// form is not guaranteed to cancel `a` perfectly at t=1 in floating
// point for arbitrary inputs.
Assert.True(MathF.Abs(result.X - detail.X) < 1e-6f);
Assert.True(MathF.Abs(result.Y - detail.Y) < 1e-6f);
Assert.True(MathF.Abs(result.Z - detail.Z) < 1e-6f);
}
}