Code-review minor follow-ups: correct the CellTodoList comments (ties are LIFO, not FIFO — an equal-distance newcomer lands at the tail and pops first, matching retail's break-on-first-not-greater + pop-from-tail). Update ISSUES #102 to record that U.2a closes I-1/I-2 (under-count + duplicate accumulation) via the enqueue-once gate, narrowing the residual to diamond-topology clip-completeness (AddToCell onward re-propagation, tracked under U.6). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
300 lines
17 KiB
C#
300 lines
17 KiB
C#
// PortalVisibilityBuilder.cs
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//
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// Phase A8.F: recursive portal-clip visibility (the builder). Port of retail
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// PView::ConstructView (decomp:433750) -> ClipPortals (433572) -> AddViewToPortals
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// (433446). Walks the portal graph from the camera cell, accumulating a per-cell
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// screen-space CellView; exit portals union their clipped region into OutsideView.
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// GL-free; unit-tested without a GPU context.
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>Per-frame output of the portal-frame BFS.</summary>
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public sealed class PortalVisibilityFrame
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{
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/// <summary>Screen region (NDC) where outdoor terrain/scenery may draw — exit portals
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/// recursively clipped to their portal chain. The cellar-flap fix.</summary>
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public CellView OutsideView { get; } = new();
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/// <summary>Per-cell accumulated clip region, keyed by full cell id (wire-in #2).</summary>
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public Dictionary<uint, CellView> CellViews { get; } = new();
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/// <summary>Visible interior cells in the exact order they were first dequeued from the
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/// distance-priority work list — closest-first (Phase U.2a). Mirrors retail's
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/// PView::cell_draw_list, appended in PView::ConstructView (decomp:433783) as each cell pops
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/// off the nearest-vertex-sorted cell_todo_list (InsCellTodoList 433183). Deduplicated: a cell
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/// appears exactly once, on its first dequeue. The camera cell is always first.</summary>
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public List<uint> OrderedVisibleCells { get; } = new();
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/// <summary>Entry clip regions for other buildings reached through our portals, keyed by the
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/// neighbour cell id that left the camera building's cell set (wire-in #3 / Step 5).</summary>
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public Dictionary<uint, CellView> CrossBuildingViews { get; } = new();
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}
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public static class PortalVisibilityBuilder
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{
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private const float PortalSideEpsilon = 0.01f; // matches CellVisibility.PointInCellEpsilon
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// TEMP diagnostic (Phase A8.F visual-gate triage; strip after): ACDREAM_A8_DUMP_PV=1 dumps the
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// local→NDC→clipped portal geometry for the first 2 Build calls per distinct camera cell.
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private static readonly bool s_pvDump =
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Environment.GetEnvironmentVariable("ACDREAM_A8_DUMP_PV") == "1";
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private static readonly Dictionary<uint, int> s_pvDumpCount = new();
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/// <param name="lookup">Resolve a full cell id to its LoadedCell, or null if not loaded.</param>
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/// <param name="buildingMembership">Optional: true if a cell id is in the camera building's cell
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/// set. When provided, a neighbour OUTSIDE the set routes to CrossBuildingViews instead of
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/// continuing the in-building BFS. Pass null to treat all reachable cells as in-building.</param>
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public static PortalVisibilityFrame Build(
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LoadedCell cameraCell,
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Vector3 cameraPos,
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Func<uint, LoadedCell?> lookup,
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Matrix4x4 viewProj,
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Func<uint, bool>? buildingMembership = null)
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{
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var frame = new PortalVisibilityFrame();
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if (cameraCell == null) return frame;
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// Interior portals never cross landblocks (same invariant as CellVisibility.GetVisibleCells);
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// building-boundary crossings are handled separately via the buildingMembership escape hatch.
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uint lbMask = cameraCell.CellId & 0xFFFF0000u;
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frame.CellViews[cameraCell.CellId] = CellView.FullScreen();
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// Distance-priority work list (retail PView::cell_todo_list). Cells pop closest-first;
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// each cell carries the camera→nearest-portal-vertex distance that put it on the list
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// (retail keys on InitCell's per-portal min-vertex distance, decomp 432988-433004). The
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// camera cell seeds at distance 0 (retail InsCellTodoList(this, arg2, 0f) at 433758) so it
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// always pops first.
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var todo = new CellTodoList();
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todo.Insert(cameraCell, 0f);
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// Fixpoint termination replacing the old MaxReprocessPerCell hard cap. This mirrors the
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// retail portal_view slice offset 0x44 (last-incorporated view-poly watermark) vs 0x38
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// (current view_count) decision in AddViewToPortals (433446): a cell is INSERTED into the
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// todo list exactly once — on first discovery (retail's ecx_5==0 branch calls
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// InsCellTodoList; the ecx_5!=eax_2 growth branch calls AddToCell IN PLACE and never
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// re-enqueues). Later growth into an already-discovered cell is unioned into its CellView but
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// does NOT re-enqueue it — the `cell_view_done` guarantee (ConstructView sets it at 433784
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// the instant a cell is popped). Enqueue-once across the cell set is the hard termination
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// guarantee for cyclic / hub / diamond graphs: at most N cells are ever processed. The
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// camera cell is pre-marked so a portal looping back to it can never re-enqueue it.
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var seen = new HashSet<uint> { cameraCell.CellId };
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bool pvDump = false;
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if (s_pvDump)
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{
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lock (s_pvDumpCount)
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{
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s_pvDumpCount.TryGetValue(cameraCell.CellId, out int dc);
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if (dc < 2) { s_pvDumpCount[cameraCell.CellId] = dc + 1; pvDump = true; }
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}
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if (pvDump)
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{
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Console.WriteLine($"[pv-dump] camCell=0x{cameraCell.CellId:X8} portals={cameraCell.Portals.Count} polyLists={cameraCell.PortalPolygons.Count} vp[M11={viewProj.M11:F3} M22={viewProj.M22:F3} M33={viewProj.M33:F3} M34={viewProj.M34:F3} M43={viewProj.M43:F3} M44={viewProj.M44:F3}]");
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// Camera-cell portal census (A8.F triage 2026-05-29): report, for EVERY
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// portal, the exact inputs the BFS guards read — BEFORE the guards run, so
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// a portal the loop silently `continue`s past is still visible here. An
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// empty OUTSIDEVIEW can then be traced to the precise gate: polyLen<3 (empty
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// polygon from BuildLoadedCell), interiorSide=false (camera back-facing the
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// portal — a legitimately-empty result, not a bug), or (if both OK) a
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// downstream projection/clip failure shown by the EXIT-PROJ/EXIT-CLIP lines.
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for (int ci = 0; ci < cameraCell.Portals.Count; ci++)
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{
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int plen = ci < cameraCell.PortalPolygons.Count
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? (cameraCell.PortalPolygons[ci]?.Length ?? -1) : -2;
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bool hasPlane = ci < cameraCell.ClipPlanes.Count;
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bool interiorSide = !hasPlane || CameraOnInteriorSide(cameraCell, ci, cameraPos);
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var n = hasPlane ? cameraCell.ClipPlanes[ci].Normal : Vector3.Zero;
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Console.WriteLine($"[pv-dump] CAMPORTAL[{ci}] other=0x{cameraCell.Portals[ci].OtherCellId:X4} polyLen={plen} hasPlane={hasPlane} interiorSide={interiorSide} planeN=({n.X:F3},{n.Y:F3},{n.Z:F3})");
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}
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}
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}
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while (todo.Count > 0)
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{
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var cell = todo.PopNearest();
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if (!frame.CellViews.TryGetValue(cell.CellId, out var currentView) || currentView.IsEmpty)
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continue;
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// `seen` guarantees each cell is inserted into the todo list exactly once, so this single
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// pop IS the cell's closest-first draw position (retail appends to cell_draw_list once per
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// pop, 433783) — no per-pop dedup needed, OrderedVisibleCells stays distinct by construction.
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frame.OrderedVisibleCells.Add(cell.CellId);
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for (int i = 0; i < cell.Portals.Count; i++)
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{
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if (i >= cell.PortalPolygons.Count) continue;
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var poly = cell.PortalPolygons[i];
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if (poly == null || poly.Length < 3) continue;
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bool dx = pvDump && cell.Portals[i].OtherCellId == 0xFFFF;
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// Portal-side test: only traverse a portal the camera is on the interior side of
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// (mirrors CellVisibility.GetVisibleCells + retail's 'seen' flag). Culls back-facing
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// portals so we never feed a degenerate/wrong-facing projection downstream.
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if (i < cell.ClipPlanes.Count && !CameraOnInteriorSide(cell, i, cameraPos))
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{
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if (dx) Console.WriteLine($"[pv-dump] EXIT-CULLED(side) cell=0x{cell.CellId:X8} p{i} localN={poly.Length} hasClipPlane={(i < cell.ClipPlanes.Count)}");
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continue;
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}
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// Project to NDC, then normalize to CCW for the CCW-only ScreenPolygonClip
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// (ProjectToNdc preserves input winding; portal dat polygons may be CW).
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Vector2[] portalNdc = PortalProjection.ProjectToNdc(poly, cell.WorldTransform, viewProj);
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if (dx) Console.WriteLine($"[pv-dump] EXIT-PROJ cell=0x{cell.CellId:X8} p{i} localN={poly.Length} ndcN={portalNdc.Length} local0=({poly[0].X:F2},{poly[0].Y:F2},{poly[0].Z:F2}) ndc=[{string.Join(" ", System.Array.ConvertAll(portalNdc, v => $"({v.X:F2},{v.Y:F2})"))}]");
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if (portalNdc.Length < 3) continue;
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EnsureCcw(portalNdc);
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// Intersect the portal opening with every polygon of the current cell's view.
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var clippedRegion = new List<ViewPolygon>();
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foreach (var vp in currentView.Polygons)
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{
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var clipped = ScreenPolygonClip.Intersect(portalNdc, vp.Vertices);
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if (clipped.Length >= 3) clippedRegion.Add(new ViewPolygon(clipped));
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}
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if (dx) Console.WriteLine($"[pv-dump] EXIT-CLIP cell=0x{cell.CellId:X8} p{i} currentViewPolys={currentView.Polygons.Count} clipResult={clippedRegion.Count}");
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if (clippedRegion.Count == 0) continue; // portal not visible through this chain
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var portal = cell.Portals[i];
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if (portal.OtherCellId == 0xFFFF)
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{
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if (pvDump)
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{
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Console.WriteLine($"[pv-dump] EXIT cell=0x{cell.CellId:X8} p{i} localN={poly.Length} ndcN={portalNdc.Length} clipPolys={clippedRegion.Count}");
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Console.WriteLine($"[pv-dump] local=[{string.Join(" ", System.Array.ConvertAll(poly, v => $"({v.X:F2},{v.Y:F2},{v.Z:F2})"))}]");
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Console.WriteLine($"[pv-dump] ndc=[{string.Join(" ", System.Array.ConvertAll(portalNdc, v => $"({v.X:F3},{v.Y:F3})"))}]");
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foreach (var cp in clippedRegion)
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Console.WriteLine($"[pv-dump] clipped({cp.Vertices.Length})=[{string.Join(" ", System.Array.ConvertAll((Vector2[])cp.Vertices, v => $"({v.X:F3},{v.Y:F3})"))}]");
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}
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// Exit portal -> outdoors visible through this (clipped) opening.
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foreach (var cp in clippedRegion) frame.OutsideView.Add(cp);
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continue;
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}
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// TODO(A8.F): neighbour-side OtherPortalClip (decomp:433524) — also clip the
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// interior portal against the neighbour's matching portal polygon. Not implemented
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// here; add if multi-cell conformance shows over-inclusion.
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uint neighbourId = lbMask | portal.OtherCellId;
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// Cross-building boundary: route to CrossBuildingViews, don't continue in-building BFS.
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if (buildingMembership != null && !buildingMembership(neighbourId))
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{
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var xview = GetOrCreate(frame.CrossBuildingViews, neighbourId);
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foreach (var cp in clippedRegion) xview.Add(cp);
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continue;
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}
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var neighbour = lookup(neighbourId);
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if (neighbour == null) continue;
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// Union the clipped region into the neighbour's accumulated view.
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var nview = GetOrCreate(frame.CellViews, neighbourId);
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foreach (var cp in clippedRegion) nview.Add(cp);
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// Insert the neighbour into the distance-priority list — but ONLY on first discovery
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// (retail enqueues via InsCellTodoList solely in the ecx_5==0 branch; growth into an
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// already-seen cell is handled in place, never by re-enqueue). `seen` is the
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// enqueue-once / `cell_view_done` gate: a neighbour already discovered is never
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// re-enqueued, which is what bounds cyclic & hub graphs. Distance = camera→nearest
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// portal-opening vertex in world space (retail InitCell min-vertex distance,
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// 432988-433004); derived from the portal geometry, so it works even when the cell's
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// WorldPosition was never populated.
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if (seen.Add(neighbourId))
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{
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float dist = NearestPortalVertexDistance(poly, cell.WorldTransform, cameraPos);
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todo.Insert(neighbour, dist);
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}
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}
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}
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if (pvDump)
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Console.WriteLine($"[pv-dump] OUTSIDEVIEW polys={frame.OutsideView.Polygons.Count} bfsCellViews={frame.CellViews.Count} crossBldg={frame.CrossBuildingViews.Count}");
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return frame;
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}
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// Mirrors CellVisibility's portal-side test (InsideSide convention).
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private static bool CameraOnInteriorSide(LoadedCell cell, int portalIndex, Vector3 cameraPos)
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{
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var plane = cell.ClipPlanes[portalIndex];
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if (plane.Normal.LengthSquared() < 1e-8f) return true; // no usable plane → allow
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var localCam = Vector3.Transform(cameraPos, cell.InverseWorldTransform);
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float dot = Vector3.Dot(plane.Normal, localCam) + plane.D;
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return plane.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
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}
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// Reverse vertex order in place if the polygon is wound clockwise (signed area < 0).
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private static void EnsureCcw(Vector2[] poly)
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{
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float area2 = 0f;
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for (int i = 0; i < poly.Length; i++)
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{
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var p = poly[i]; var q = poly[(i + 1) % poly.Length];
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area2 += p.X * q.Y - q.X * p.Y;
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}
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if (area2 < 0f) Array.Reverse(poly);
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}
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private static CellView GetOrCreate(Dictionary<uint, CellView> map, uint key)
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{
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if (!map.TryGetValue(key, out var v)) { v = new CellView(); map[key] = v; }
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return v;
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}
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// Camera→nearest-vertex distance for a portal polygon, in world space. Mirrors the per-portal
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// min-distance loop retail runs in PView::InitCell (decomp:432988-433004) to key the todo list:
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// it walks the portal's vertices, transforms each to world space, and keeps the smallest
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// straight-line distance to the camera viewpoint. Keying on the portal opening (not the cell
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// origin) is both retail-faithful and robust to cells whose WorldPosition was never populated.
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private static float NearestPortalVertexDistance(Vector3[] localPoly, Matrix4x4 worldTransform, Vector3 cameraPos)
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{
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float best = float.MaxValue;
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for (int i = 0; i < localPoly.Length; i++)
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{
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var world = Vector3.Transform(localPoly[i], worldTransform);
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float d2 = Vector3.DistanceSquared(world, cameraPos);
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if (d2 < best) best = d2;
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}
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return best == float.MaxValue ? 0f : MathF.Sqrt(best);
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}
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/// <summary>
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/// Distance-sorted work list for the portal BFS, ported from retail PView::cell_todo_list +
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/// InsCellTodoList (decomp:433183). Insertion keeps the list ordered so the NEAREST cell sits at
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/// the tail; <see cref="PopNearest"/> removes the tail — giving closest-first traversal exactly
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/// as ConstructView's pop-from-(cell_todo_num-1) does (433767-433769). The insertion only shifts
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/// entries strictly farther than the newcomer (retail's flag test breaks on the first
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/// not-greater entry), so an equal-distance newcomer lands at the tail and pops FIRST —
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/// LIFO on ties, matching retail's break-on-first-not-greater + pop-from-tail.
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/// </summary>
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private sealed class CellTodoList
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{
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private readonly List<(LoadedCell Cell, float Distance)> _items = new();
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public int Count => _items.Count;
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public void Insert(LoadedCell cell, float distance)
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{
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// Find the slot: scan from the tail (nearest) toward the head while existing entries are
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// strictly nearer than `distance`, so the newcomer lands just ABOVE every entry that is
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// farther-or-equal — i.e. nearest-at-tail order, LIFO on ties (an equal-distance
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// newcomer inserts at the tail and pops first).
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int idx = _items.Count;
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while (idx > 0 && _items[idx - 1].Distance < distance)
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idx--;
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_items.Insert(idx, (cell, distance));
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}
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public LoadedCell PopNearest()
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{
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int last = _items.Count - 1;
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var cell = _items[last].Cell;
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_items.RemoveAt(last);
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return cell;
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}
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}
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}
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