acdream/tests/AcDream.App.Tests/Rendering/IndoorCellStencilPipelineTests.cs
Erik 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00

232 lines
7.7 KiB
C#

// Phase A8 — portal mesh triangle-fan generation tests.
//
// Pure-math coverage of PortalMeshBuilder.BuildTriangles — the part of
// IndoorCellStencilPipeline that converts a list of LoadedCell with
// PortalPolygons + WorldTransform into a flat Vector3[] of triangles
// in world space. The GL/upload portion is exercised at runtime only.
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
public class IndoorCellStencilPipelineTests
{
[Fact]
public void BuildTriangles_NoCells_ReturnsEmpty()
{
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell>());
Assert.Empty(verts);
}
[Fact]
public void BuildTriangles_SkipsInnerPortals()
{
// Two portals on one cell: one exit (OtherCellId=0xFFFF, should be
// included), one inner (OtherCellId=0x0102, should be skipped).
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new()
{
new CellPortalInfo(0xFFFF, 100, 0), // exit — included
new CellPortalInfo(0x0102, 101, 0), // inner — skipped
},
ClipPlanes = new() { default, default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
},
new[]
{
new Vector3(10, 0, 0),
new Vector3(11, 0, 0),
new Vector3(11, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
// Only the exit polygon (3 verts → 1 triangle → 3 vertices).
Assert.Equal(3, verts.Length);
Assert.Equal(new Vector3(0, 0, 0), verts[0]);
Assert.Equal(new Vector3(1, 0, 0), verts[1]);
Assert.Equal(new Vector3(1, 1, 0), verts[2]);
}
[Fact]
public void BuildTriangles_OnlyIncludesProvidedVisibleCells()
{
// The render path now feeds BuildTriangles from the portal traversal's
// visible cells, not every cell in the building. A hidden room's exit
// portal must not punch outdoor terrain into the current view.
var visibleInnerCell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0x0102, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
},
},
};
var hiddenExitCell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 101, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(10, 0, 0),
new Vector3(11, 0, 0),
new Vector3(11, 1, 0),
},
},
};
var visibleOnly = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell });
var allBuildingCells = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell, hiddenExitCell });
Assert.Empty(visibleOnly);
Assert.Equal(3, allBuildingCells.Length);
Assert.Equal(new Vector3(10, 0, 0), allBuildingCells[0]);
}
[Fact]
public void BuildTriangles_CameraSideFilterSkipsExitPortalsBehindCamera()
{
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new()
{
new PortalClipPlane
{
Normal = Vector3.UnitX,
D = 0f,
InsideSide = 0,
},
},
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 0, 1),
},
},
};
var visible = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(1, 0, 0));
var rejected = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(-1, 0, 0));
Assert.Equal(3, visible.Length);
Assert.Empty(rejected);
}
[Fact]
public void BuildTriangles_TriangulatesAsFan()
{
// 4-vertex quad → fan = 2 triangles → 6 vertices.
// Quad: (0,0,0), (1,0,0), (1,1,0), (0,1,0).
// Fan from vertex 0: (0,1,2), (0,2,3).
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
new Vector3(0, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Equal(6, verts.Length);
// Triangle 1: (0,1,2)
Assert.Equal(new Vector3(0, 0, 0), verts[0]);
Assert.Equal(new Vector3(1, 0, 0), verts[1]);
Assert.Equal(new Vector3(1, 1, 0), verts[2]);
// Triangle 2: (0,2,3)
Assert.Equal(new Vector3(0, 0, 0), verts[3]);
Assert.Equal(new Vector3(1, 1, 0), verts[4]);
Assert.Equal(new Vector3(0, 1, 0), verts[5]);
}
[Fact]
public void BuildTriangles_AppliesWorldTransform()
{
// Identity cell-local triangle, translated by WorldTransform.
var translate = Matrix4x4.CreateTranslation(new Vector3(100, 200, 300));
var cell = new LoadedCell
{
WorldTransform = translate,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(0, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Equal(3, verts.Length);
Assert.Equal(new Vector3(100, 200, 300), verts[0]);
Assert.Equal(new Vector3(101, 200, 300), verts[1]);
Assert.Equal(new Vector3(100, 201, 300), verts[2]);
}
[Fact]
public void BuildTriangles_SkipsEmptyOrDegeneratePolygons()
{
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new()
{
new CellPortalInfo(0xFFFF, 100, 0),
new CellPortalInfo(0xFFFF, 101, 0),
},
ClipPlanes = new() { default, default },
PortalPolygons = new()
{
System.Array.Empty<Vector3>(), // empty
new[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0) }, // degenerate (2 verts)
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Empty(verts);
}
}