acdream/tests/AcDream.Core.Tests/Meshing/RetailUntexturedSurfacePolicyTests.cs
Erik 517d17b4b3 fix #426: extract solid-colour (NO_POS_UVS) faces; skip untextured subsets only on building shells and cells like retail
The Holtburg windmill axle (GfxObj 0x010010CE, 8 polygons, all
Stippling.NoPos + SurfaceType.Base1Solid) extracted to a 0-vertex mesh.
NoPos ("NO_POS_UVS", acclient.h:7380-7388) means "this side has no
texture coordinates" — true of every solid-colour polygon, since
nothing samples them — not "there is no positive face". Extraction read
it as the latter and dropped the polygon entirely, client-wide, for
every untextured polygon on every object.

Retail's D3DPolyRender::DrawMesh (@0x0059d4a0, named-retail decomp
~line 426048) draws an untextured subset on an ordinary object exactly
like a textured one; the only retail cases that skip an untextured
subset are a building shell (RenderDeviceD3D::DrawBuilding @0x0059f2a0
sets ObjBuildingOrBuildingPart=1) or an EnvCell interior
(RenderDeviceD3D::DrawEnvCell @0x0059f170, arg4=1). The #119
investigation's "retail's skipNoTexture never draws them either"
conclusion was itself wrong as a general rule.

- MeshExtractor.PrepareGfxObjMeshData / GfxObjMesh.Build: emit the
  positive side whenever PosSurface is a valid index, regardless of
  NoPos; the existing UV-index-0 fallback already produces zero
  texcoords for a NoPos polygon with no UVs on the wire.
- RetailUntexturedSurfacePolicy.IsUntextured(SurfaceType): the one
  place that answers "is this surface textured"
  ((type & (Base1Image|Base1ClipMap)) == 0), replacing the old
  `isSolid = NoPos || Base1Solid` (which also mis-classified a NEG-side
  batch by the POS-side's NoPos flag).
- RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured):
  the shared draw-time gate wired into WbDrawDispatcher.ClassifyBatches,
  .PackedOracle.ClassifyPackedBatches, and
  .DirectionalShadows.AddDirectionalShadowBatches — one predicate so the
  three walks cannot drift (Campaign VM VM6 lesson).
- CellMesh.cs / MeshExtractor.PrepareCellStructMeshData deliberately
  KEEP their NoPos-gated skip for cell-wall geometry — retail's
  DrawEnvCell really does skip untextured subsets there; register row
  AP-234 documents the NoPos-vs-Surface.Type approximation.
- PakFormat.CurrentBakeToolVersion 4->5 (LauncherInstallRecordStore in
  lockstep): a pak baked by an older tool is missing every untextured
  face. No bake was run as part of this commit.

Also fixed: WorldBuilder's own upstream ObjectMeshManager.cs has the
identical NoPos bug (ObjectMeshManager.cs:959,984) — our port had
faithfully carried it over, and our own conformance test
(Build_NoPosFlag_OnlyEmitsNegSide) asserted the bug as correct WB
conformance. Renamed/reworded to Build_NoPosFlag_EmitsBothPosAndNegSide
with a citation for why retail decomp overrides WB here.

Issue119UpNullGfxObjDumpTests re-run against the installed DAT:
#119's own two objects (0x010002B4 9/9 polys, 0x010008A8 1/1 poly) now
gate DRAWS on every polygon instead of extracting to nothing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 11:20:24 +02:00

42 lines
2.1 KiB
C#

using AcDream.Core.Meshing;
using DatReaderWriter.Enums;
namespace AcDream.Core.Tests.Meshing;
/// <summary>
/// #426 (2026-08-23, the Holtburg windmill axle 0x010010CE): pins the two
/// predicates that replaced the buggy <c>isSolid = NoPos || Base1Solid</c>
/// extraction rule and the "retail never draws untextured subsets" #119
/// misconception. See RetailUntexturedSurfacePolicy.cs for the full retail
/// citations (D3DPolyRender::DrawMesh / DrawBuilding / DrawEnvCell).
/// </summary>
public sealed class RetailUntexturedSurfacePolicyTests
{
[Theory]
[InlineData(SurfaceType.Base1Solid, true)] // solid-colour — untextured
[InlineData((SurfaceType)0, true)] // neither bit set — untextured
[InlineData(SurfaceType.Base1Image, false)] // BASE1_IMAGE (0x2) — textured
[InlineData(SurfaceType.Base1ClipMap, false)] // BASE1_CLIPMAP (0x4) — textured
[InlineData(SurfaceType.Base1Image | SurfaceType.Base1Solid, false)] // both bits — retail's literal (type & 6) != 0 still calls this textured
[InlineData(SurfaceType.Base1Image | SurfaceType.Additive, false)] // unrelated flags alongside a textured bit stay textured
public void IsUntextured_MatchesRetailBitmask(SurfaceType type, bool expected)
{
Assert.Equal(expected, RetailUntexturedSurfacePolicy.IsUntextured(type));
}
[Theory]
// (isBuildingShell, isUntextured) -> draws
[InlineData(false, true, true)] // ordinary object, solid subset — retail draws it (#426's own bug)
[InlineData(true, true, false)] // building shell, solid subset — retail's DrawBuilding skips it
[InlineData(false, false, true)] // ordinary object, textured subset — always drawn
[InlineData(true, false, true)] // building shell, textured subset — the shell gate only touches untextured subsets
public void Draws_MatchesRetailBuildingShellGate(
bool isBuildingShell,
bool isUntextured,
bool expectedDraws)
{
Assert.Equal(
expectedDraws,
RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured));
}
}