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>
163 lines
6.1 KiB
C#
163 lines
6.1 KiB
C#
using System.Numerics;
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using AcDream.Core.Meshing;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Lib;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Rendering.Wb;
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/// <summary>
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/// Conformance: our <see cref="GfxObjMesh.Build"/> must produce the same
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/// vertex-array + index-array output as WB's <c>ObjectMeshManager</c>
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/// would for the same input GfxObj. We don't invoke WB's full pipeline
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/// (it requires a GL context); instead we re-implement the WB algorithm
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/// inline against the same source code we ported from, then compare.
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///
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/// <para>
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/// If this test fails, either our port has drifted or the WB code has
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/// changed upstream — investigate which, do not "fix" the test.
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/// </para>
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///
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/// <para>
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/// ONE DOCUMENTED EXCEPTION (#426, 2026-08-23):
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/// <see cref="Build_NoPosFlag_EmitsBothPosAndNegSide"/> below intentionally
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/// diverges from WorldBuilder's own upstream
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/// <c>ObjectMeshManager.cs:959</c> (<c>if
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/// (!poly.Stippling.HasFlag(StipplingType.NoPos))</c>), which has the exact
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/// same bug our port faithfully carried over: gating the polygon's positive
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/// side on <c>!NoPos</c>, silently dropping every solid-colour polygon.
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/// Named-retail decomp (<c>D3DPolyRender::DrawMesh</c> @0x0059d4a0) proves
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/// <c>NoPos</c> ("this side has no texture coordinates",
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/// acclient.h:7380-7388) does not gate whether retail draws the positive
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/// side at all — see #426 in docs/ISSUES.md for the full citation. This is
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/// the one case in this file where the retail decomp — not WB — is the
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/// oracle; see the acdream-wide rule in CLAUDE.md ("the decompiled code is
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/// ground truth ... if they disagree, the decompiled code wins").
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/// </para>
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/// </summary>
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public sealed class MeshExtractionConformanceTests
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{
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[Fact]
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public void Build_QuadGfxObj_ProducesExpectedVerticesAndIndices()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Single(ours);
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var sub = ours[0];
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// Quad → 4 vertices, 6 indices (two triangles via fan triangulation).
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Assert.Equal(4, sub.Vertices.Length);
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Assert.Equal(6, sub.Indices.Length);
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// Fan from vertex 0: (0,1,2) and (0,2,3).
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Assert.Equal(new uint[] { 0, 1, 2, 0, 2, 3 }, sub.Indices);
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}
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[Fact]
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public void Build_DoubleSidedPoly_ProducesBothPosAndNegSubmeshes()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var poly = gfxObj.Polygons[0];
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poly.Stippling = StipplingType.Both;
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// NegSurface=0 so the neg side references a valid surface entry.
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poly.NegSurface = 0;
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Equal(2, ours.Count);
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}
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[Fact]
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public void Build_NoNegFlag_WithClockwiseSidesType_StillEmitsNegSide()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var poly = gfxObj.Polygons[0];
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poly.Stippling = StipplingType.None;
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poly.SidesType = CullMode.Clockwise;
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// NegSurface=0 so the neg side references a valid surface entry.
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poly.NegSurface = 0;
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Equal(2, ours.Count);
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}
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/// <summary>
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/// #426 (2026-08-23): renamed from <c>Build_NoPosFlag_OnlyEmitsNegSide</c>,
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/// which asserted <c>Assert.Single(ours)</c> — the OLD bug's own
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/// behavior (NoPos silently dropped the positive side). NoPos means "no
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/// positive UVs" (acclient.h:7386), not "no positive face"; retail draws
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/// an ordinary object's untextured positive side same as a textured one
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/// (D3DPolyRender::DrawMesh @0x0059d4a0). See the class doc's "ONE
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/// DOCUMENTED EXCEPTION" note for why this test intentionally diverges
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/// from WorldBuilder's own (equally buggy) upstream algorithm.
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/// </summary>
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[Fact]
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public void Build_NoPosFlag_EmitsBothPosAndNegSide()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var poly = gfxObj.Polygons[0];
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poly.Stippling = StipplingType.NoPos | StipplingType.Negative;
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// NegSurface=0 so the neg side references a valid surface entry.
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poly.NegSurface = 0;
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Equal(2, ours.Count);
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}
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/// <summary>
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/// Build a synthetic 1×1 quad GfxObj with vertex sequence [0,1,2,3]
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/// at corners (0,0,0)/(1,0,0)/(1,1,0)/(0,1,0). PosSurface=0,
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/// NegSurface=-1 (invalid — pos side only by default).
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/// No Stippling flags set by default — caller may add them per test.
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/// </summary>
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private static GfxObj MakeUnitQuadGfxObj()
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{
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var gfx = new GfxObj { Surfaces = { 0x08000000u } };
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gfx.VertexArray = new VertexArray
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{
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VertexType = VertexType.CSWVertexType,
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Vertices =
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{
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[0] = new SWVertex
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{
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Origin = new Vector3(0, 0, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 0, V = 0 } },
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},
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[1] = new SWVertex
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{
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Origin = new Vector3(1, 0, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 1, V = 0 } },
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},
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[2] = new SWVertex
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{
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Origin = new Vector3(1, 1, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 1, V = 1 } },
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},
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[3] = new SWVertex
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{
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Origin = new Vector3(0, 1, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 0, V = 1 } },
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},
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},
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};
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var poly = new Polygon
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{
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VertexIds = { 0, 1, 2, 3 },
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PosUVIndices = { 0, 0, 0, 0 },
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PosSurface = 0,
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NegSurface = -1, // invalid index — pos side only
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Stippling = StipplingType.None,
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SidesType = CullMode.None,
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};
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gfx.Polygons[0] = poly;
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return gfx;
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}
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}
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