acdream/src/AcDream.App/Rendering/ClipPlaneSet.cs
Erik a83b4306f8 feat(render): Phase U.2c — ClipPlaneSet (NDC convex region → gl_ClipDistance planes)
CellView convex polygon edges → clip-space planes (nx,ny,0,d) for gl_ClipDistance,
≤8 with collinear-edge merge. Multi-polygon or >8-edge regions degrade to the union
AABB scissor (over-include, never hide); empty regions are distinct (draw nothing).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 17:03:32 +02:00

260 lines
13 KiB
C#

// ClipPlaneSet.cs
//
// Phase U.2c: turn a CellView (a cell's accumulated screen-space clip region,
// in NDC) into a small set of clip-space half-space planes for the GPU's
// gl_ClipDistance, OR a scissor AABB when the region can't be expressed as one
// convex plane set.
//
// This is the bridge between PortalVisibilityBuilder's 2D NDC view polygons and
// the per-vertex clip the mesh/terrain shaders will perform (Phase U.2c → U.2e).
// Pure System.Numerics math; NO GL. The shader consumes each plane as
// d = nx*clip.x + ny*clip.y + 0*clip.z + dw*clip.w (>= 0 ⇒ keep)
// where (nx, ny, dw) = the plane's (normal.xy, offset). z is always 0 because a
// screen-space (NDC) edge is a vertical slab in clip space — independent of depth.
//
// === The convexity rule (read before touching this file) =====================
// gl_ClipDistance planes are a CONJUNCTION of half-spaces, i.e. exactly ONE
// convex region (their intersection). A CellView with MORE THAN ONE polygon is a
// UNION of convex regions, which is in general NOT convex and CANNOT be
// represented by one plane set. Emitting just the first/largest polygon's planes
// would clip away the others → a real visibility bug (under-inclusion).
//
// Therefore From() NEVER emits a single polygon's planes when the CellView holds
// several. Multi-polygon (and >8-edge) regions degrade to the UNION AABB scissor:
// the scissor is a superset of the true region, so it OVER-includes (draws a few
// extra pixels) but never hides anything. Over-inclusion is safe; under-inclusion
// is the bug class.
//
// === The three Count==0 states (how a consumer tells them apart) =============
// Count == 0 can mean three different things; the consumer MUST distinguish:
// (a) Empty — IsNothingVisible == true, UseScissorFallback == false.
// The cell/region isn't visible at all → DRAW NOTHING. The
// ScissorNdcAabb is a degenerate inverted box (min > max) so that a
// consumer which naively scissors on it still draws nothing.
// (b) Scissor — UseScissorFallback == true, IsNothingVisible == false.
// The convex-plane budget was exceeded (multi-polygon or >8 edges)
// → DRAW the ScissorNdcAabb box (a valid min<=max NDC rectangle).
// There is no third Count==0 state produced by From(). (A separate "no-clip,
// pass-all" slot 0 is constructed by the consumer directly, not via From().)
// When Count > 0, Planes carries the convex gate and the scissor fields are unused.
using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>
/// An NDC convex view region reduced to ≤8 clip-space gl_ClipDistance planes, or a
/// scissor AABB fallback. See the file header for the convexity rule and the three
/// Count==0 states.
/// </summary>
public readonly struct ClipPlaneSet
{
// Max simultaneous hardware clip planes we target (GL guarantees >= 8).
private const int MaxPlanes = 8;
// Collinear-edge merge threshold. Two consecutive edge directions are treated as
// the same edge when the turn between them is below ~0.5° (retail copy_view does a
// ~1px screen-space dedup). |sin θ| for unit dirs = |cross|; sin(0.5°) ≈ 0.0087265.
private const float CollinearSinEps = 0.0087265f;
// Drop a vertex whose two incident edges are shorter than this (NDC) — a duplicate
// or near-duplicate point that would otherwise yield a garbage normalized normal.
private const float DegenerateEdgeLen = 1e-6f;
// A polygon whose absolute signed area (full area, not 2x) falls below this is a line
// or point — zero screen coverage ⇒ nothing visible. A real portal opening has area far
// above this (e.g. the sliver-clip test region is 0.4); only an edge-on projection gets here.
private const float MinPolygonArea = 1e-7f;
private readonly Vector4[] _planes;
private ClipPlaneSet(Vector4[] planes, bool useScissorFallback, bool isNothingVisible, Vector4 scissorNdcAabb)
{
_planes = planes ?? Array.Empty<Vector4>();
UseScissorFallback = useScissorFallback;
IsNothingVisible = isNothingVisible;
ScissorNdcAabb = scissorNdcAabb;
}
/// <summary>Number of active clip planes, 0..8. 0 ⇒ inspect <see cref="UseScissorFallback"/>
/// and <see cref="IsNothingVisible"/> to decide between "draw the AABB" and "draw nothing".</summary>
public int Count => _planes?.Length ?? 0;
/// <summary>The active clip-space planes (nx, ny, 0, d). Empty when <see cref="Count"/> is 0.
/// A clip-space point <c>clip</c> is inside iff <c>Vector4.Dot(plane, clip) &gt;= 0</c> for every plane.</summary>
public IReadOnlyList<Vector4> Planes => _planes ?? (IReadOnlyList<Vector4>)Array.Empty<Vector4>();
/// <summary>True ⇒ the convex-plane budget was exceeded; gate on <see cref="ScissorNdcAabb"/>
/// instead (draw the box). Always false when <see cref="Count"/> &gt; 0 or when the region is empty.</summary>
public bool UseScissorFallback { get; }
/// <summary>True ⇒ the region is not visible at all; the consumer draws NOTHING.
/// Mutually exclusive with <see cref="UseScissorFallback"/>, and only meaningful when Count == 0.</summary>
public bool IsNothingVisible { get; }
/// <summary>NDC axis-aligned scissor box (minX, minY, maxX, maxY). Valid (min &lt;= max) only when
/// <see cref="UseScissorFallback"/> is true. For the empty/nothing-visible case it is a degenerate
/// inverted box so naive scissoring still draws nothing.</summary>
public Vector4 ScissorNdcAabb { get; }
/// <summary>The "nothing is visible" sentinel: Count == 0, not a scissor fallback, draw nothing.</summary>
public static ClipPlaneSet Empty { get; } =
new(Array.Empty<Vector4>(), useScissorFallback: false, isNothingVisible: true, scissorNdcAabb: DegenerateAabb);
// Inverted box (min > max) — any sane AABB intersection against it is empty.
private static Vector4 DegenerateAabb => new(1f, 1f, -1f, -1f);
/// <summary>
/// Reduce a CellView's NDC clip region to a ClipPlaneSet. One convex polygon (≤8 edges
/// after collinear-merge) → per-edge planes; multi-polygon or >8 edges → union-AABB scissor;
/// empty/degenerate → <see cref="Empty"/>. See the file header for the full rule.
/// </summary>
public static ClipPlaneSet From(CellView region)
{
if (region is null || region.IsEmpty || region.Polygons.Count == 0)
return Empty;
// MORE THAN ONE polygon ⇒ union, not convex ⇒ never emit one polygon's planes.
// Over-include via the union AABB (safe). region.Min/Max already track the union.
if (region.Polygons.Count > 1)
return Scissor(region.MinX, region.MinY, region.MaxX, region.MaxY);
// Exactly one polygon: normalize winding to CCW, merge collinear edges, then decide.
Vector2[] verts = NormalizeAndMerge(region.Polygons[0].Vertices);
// Fewer than 3 distinct edges survive ⇒ a sliver/line with no area. There is no
// meaningful AABB to over-include (a zero-area region), so treat it as nothing visible.
if (verts.Length < 3)
return Empty;
// A single convex polygon with too many edges to fit the hardware budget ⇒ scissor
// on ITS own AABB (still a superset of the polygon → over-include, safe).
if (verts.Length > MaxPlanes)
return Scissor(verts);
// 3..8 edges: emit one inward half-space plane per edge (CCW formula).
var planes = new Vector4[verts.Length];
for (int i = 0; i < verts.Length; i++)
{
Vector2 p = verts[i];
Vector2 q = verts[(i + 1) % verts.Length];
Vector2 dir = q - p;
// Inward normal for CCW winding: perp(dir) = (-dir.y, dir.x) points to the polygon's
// interior (the "left" side of the directed edge p→q).
Vector2 n = Vector2.Normalize(new Vector2(-dir.Y, dir.X));
// Plane: n·x + d >= 0 inside, with d = -(n·p). In clip space with NDC x = clip.x/clip.w:
// dist = n.x*clip.x + n.y*clip.y + 0*clip.z + (-(n·p))*clip.w (>= 0 ⇒ keep)
planes[i] = new Vector4(n.X, n.Y, 0f, -Vector2.Dot(n, p));
}
return new ClipPlaneSet(planes, useScissorFallback: false, isNothingVisible: false, scissorNdcAabb: DegenerateAabb);
}
private static ClipPlaneSet Scissor(float minX, float minY, float maxX, float maxY) =>
new(Array.Empty<Vector4>(), useScissorFallback: true, isNothingVisible: false,
scissorNdcAabb: new Vector4(minX, minY, maxX, maxY));
private static ClipPlaneSet Scissor(ReadOnlySpan<Vector2> verts)
{
float minX = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxY = float.MinValue;
foreach (var v in verts)
{
if (v.X < minX) minX = v.X;
if (v.X > maxX) maxX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.Y > maxY) maxY = v.Y;
}
return Scissor(minX, minY, maxX, maxY);
}
/// <summary>
/// Return the polygon wound CCW with collinear vertices removed. The PortalVisibilityBuilder
/// already EnsureCcw's its output, but From() is a public entry point that must be robust to
/// either winding (e.g. a hand-built CellView), so we normalize here too.
/// </summary>
private static Vector2[] NormalizeAndMerge(Vector2[] input)
{
if (input is null || input.Length < 3)
return Array.Empty<Vector2>();
// 1) Drop exact/near-duplicate consecutive points first so edge directions are well-defined.
var pts = new List<Vector2>(input.Length);
foreach (var v in input)
{
if (pts.Count == 0 || (v - pts[^1]).LengthSquared() > DegenerateEdgeLen * DegenerateEdgeLen)
pts.Add(v);
}
// Wrap-around duplicate (last == first).
if (pts.Count >= 2 && (pts[^1] - pts[0]).LengthSquared() <= DegenerateEdgeLen * DegenerateEdgeLen)
pts.RemoveAt(pts.Count - 1);
if (pts.Count < 3)
return Array.Empty<Vector2>();
// 2) Force CCW winding (positive signed area). perp(dir)=(-y,x) is the inward normal only
// for CCW; if the caller handed us CW, reverse so the plane signs come out inside-positive.
if (SignedArea2(pts) < 0f)
pts.Reverse();
// 3) Merge collinear edges: drop vertex i when edge (i-1→i) and edge (i→i+1) point the same
// way (turn angle < ~0.5°). Iterate until stable — removing one vertex can expose a new
// collinear triple. |cross(a,b)| of unit dirs = |sin θ|; dot>0 rules out a 180° reversal.
bool changed = true;
while (changed && pts.Count >= 3)
{
changed = false;
for (int i = 0; i < pts.Count; i++)
{
Vector2 prev = pts[(i - 1 + pts.Count) % pts.Count];
Vector2 cur = pts[i];
Vector2 next = pts[(i + 1) % pts.Count];
Vector2 d0 = cur - prev;
Vector2 d1 = next - cur;
float l0 = d0.Length();
float l1 = d1.Length();
if (l0 < DegenerateEdgeLen || l1 < DegenerateEdgeLen)
{
pts.RemoveAt(i);
changed = true;
break;
}
d0 /= l0;
d1 /= l1;
float cross = d0.X * d1.Y - d0.Y * d1.X; // sin θ
float dot = d0.X * d1.X + d0.Y * d1.Y; // cos θ
if (dot > 0f && MathF.Abs(cross) < CollinearSinEps)
{
pts.RemoveAt(i); // cur lies on the straight line prev→next
changed = true;
break;
}
}
}
if (pts.Count < 3)
return Array.Empty<Vector2>();
// Final degeneracy gate: a polygon with negligible area is a line/point even if it still
// has >= 3 distinct vertices (e.g. an edge-on portal, or a near-collinear triple the 0.5°
// merge didn't quite collapse). Emitting its planes would yield an empty half-space
// intersection that silently gates out everything; report it honestly as nothing-visible.
if (MathF.Abs(SignedArea2(pts)) * 0.5f < MinPolygonArea)
return Array.Empty<Vector2>();
return pts.ToArray();
}
// Twice the signed area (the "shoelace" sum). > 0 ⇒ CCW, < 0 ⇒ CW.
private static float SignedArea2(List<Vector2> poly)
{
float a = 0f;
for (int i = 0; i < poly.Count; i++)
{
Vector2 p = poly[i];
Vector2 q = poly[(i + 1) % poly.Count];
a += p.X * q.Y - q.X * p.Y;
}
return a;
}
}