WalkScreenClip ports PrimD3DRender::xformStart @0x0059b990 (homogeneous viewport coords, y-flip, no divide) and ACRender::polyClipFinish @0x006b6d00 (w>=cdstW plane then last-to-first edge passes, inside = side<=0 homogeneous 2D cross, reverse-scan passes with original-winding restore, <3 early-outs). WalkViews ports the view_type/portal_view_type data model and Render::copy_view @0x0054dfc0 exactly: in-place divide, the keep/last/stl/second pruning bookkeeping with all three closing wrap checks, <3 reject leaving dest untouched, cap 31, pool-base reset at view_count==0, retail fabs on copy, and edge planes N=normalize(cross(ray[k+1],ray[k])), d=-dot(N,eye) behind an IWalkRayCaster seam. Thirteen new tests; Walk namespace 85/85. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
94 lines
3.2 KiB
C#
94 lines
3.2 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Walk;
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namespace AcDream.App.Tests.Rendering.Walk;
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public sealed class WalkScreenClipTests
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{
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private const float W = 640f, H = 480f;
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// The root full-viewport quad in retail's vertex order (0,H)(W,H)(W,0)(0,0).
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private static readonly Vector2[] RootQuad =
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[
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new(0, H), new(W, H), new(W, 0), new(0, 0),
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];
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private static WalkScreenPoint Pt(float x, float y, float w = 1f)
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=> new(x * w, y * w, 0f, w); // homogeneous: screen * w
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[Fact]
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public void Transform_maps_clip_center_to_screen_center_with_y_flip()
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{
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Matrix4x4 identity = Matrix4x4.Identity;
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WalkScreenPoint center = WalkScreenClip.TransformToScreen(
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Vector3.Zero, identity, W, H);
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Assert.Equal(W / 2, center.X);
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Assert.Equal(H / 2, center.Y);
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Assert.Equal(1f, center.W);
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// Clip y = +1 (top of clip space) lands at screen y = 0 (top-left origin).
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WalkScreenPoint top = WalkScreenClip.TransformToScreen(
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new Vector3(0, 1, 0), identity, W, H);
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Assert.Equal(0f, top.Y);
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}
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[Fact]
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public void Fully_inside_polygon_survives_unchanged_with_original_winding()
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{
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Span<WalkScreenPoint> tri = [Pt(100, 100), Pt(300, 120), Pt(200, 300)];
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Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
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int n = WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts);
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Assert.Equal(3, n);
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Assert.Equal(100f, outPts[0].X);
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Assert.Equal(300f, outPts[1].X);
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Assert.Equal(200f, outPts[2].X);
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}
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[Fact]
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public void Polygon_straddling_the_left_edge_is_clipped_at_x_zero()
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{
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Span<WalkScreenPoint> tri = [Pt(-100, 100), Pt(100, 100), Pt(100, 300)];
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Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
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int n = WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts);
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Assert.True(n >= 3);
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for (int i = 0; i < n; i++)
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Assert.True(outPts[i].X / outPts[i].W >= -0.001f, $"vertex {i} left of x=0");
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// Something was actually cut (an intersection vertex exists at x≈0).
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bool touchesEdge = false;
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for (int i = 0; i < n; i++)
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if (MathF.Abs(outPts[i].X / outPts[i].W) < 0.001f) touchesEdge = true;
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Assert.True(touchesEdge);
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}
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[Fact]
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public void Polygon_fully_outside_one_edge_returns_zero()
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{
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Span<WalkScreenPoint> tri = [Pt(-300, 100), Pt(-100, 100), Pt(-200, 300)];
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Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
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Assert.Equal(0, WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts));
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}
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[Fact]
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public void W_plane_clips_points_behind_the_eye()
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{
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// One vertex behind the eye (w < cdstW); survivors get intersections
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// at w == cdstW rather than dropping the polygon.
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Span<WalkScreenPoint> tri =
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[
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Pt(100, 100), Pt(300, 100), new WalkScreenPoint(200, 200, 0, -0.5f),
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];
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Span<WalkScreenPoint> outPts = stackalloc WalkScreenPoint[16];
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int n = WalkScreenClip.ClipAgainstView(tri, RootQuad, outPts);
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Assert.True(n >= 3);
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for (int i = 0; i < n; i++)
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Assert.True(outPts[i].W >= WalkScreenClip.MinW - 1e-6f);
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}
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}
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