The cottage doorway 'void' (dark cell + floating entities while the chase camera looks through the opening): PortalProjection.ProjectToNdc clipped portals on w+z>=0 — the GL [-1,1] near-plane test — but acdream's camera builds its projection with D3D-convention Matrix4x4.CreatePerspectiveFieldOfView and a 1.0 m near plane (RetailChaseCamera). Against that matrix w+z>=0 discards everything within ~0.5 m of the eye, so when the camera orbits to ~0.1 m from a doorway portal the near edge is clipped, the far edge projects off-screen ([flap] showed p->0171 D=0.10 proj=4 clip=0 ndc Y=-3.5..-6.6), the room behind is culled (vis=1) and only the tiny vestibule shell draws -> dark void. Rotating away moved the eye off the portal -> vis=5 -> room rendered. Fix: clip against the EYE (w > MinW, MinW=0.05 m), near-INDEPENDENT — a portal you're standing in still projects (covers the screen) so the cell behind stays visible. We only use the projected x/y for the visibility clip region, so keeping vertices in front of the near plane is correct. Matches retail PView::GetClip near-clipping the portal before project. RED->GREEN regression test (doorway 0.1 m from a near=1.0 eye); 177 App tests green; the existing straddling ±50 bound still holds. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
119 lines
4.9 KiB
C#
119 lines
4.9 KiB
C#
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)");
|
|
}
|
|
}
|