acdream/tests/AcDream.App.Tests/Rendering/Wb/BuildingLoaderTests.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

169 lines
6.5 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering.Wb;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.App.Tests.Rendering.Wb;
public class BuildingLoaderTests
{
// Helper: build a minimal LandBlockInfo with one BuildingInfo per supplied tuple.
// OtherCellId values are 16-bit cell-local ids (low word of full cell id).
private static LandBlockInfo MakeInfo(params (uint modelId, uint[] portalOtherCellIds)[] buildings)
{
var bls = new List<BuildingInfo>();
foreach (var (modelId, portals) in buildings)
{
var portalList = new List<BuildingPortal>();
foreach (var ocid in portals)
{
portalList.Add(new BuildingPortal
{
OtherCellId = (ushort)(ocid & 0xFFFFu),
Flags = 0,
OtherPortalId = 0,
StabList = new List<ushort>(),
});
}
bls.Add(new BuildingInfo
{
ModelId = modelId,
Frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
Portals = portalList,
});
}
return new LandBlockInfo
{
Objects = new List<Stab>(),
Buildings = bls,
};
}
[Fact]
public void Empty_NoBuildings_EmptyRegistry()
{
var info = new LandBlockInfo { Objects = new List<Stab>(), Buildings = new List<BuildingInfo>() };
var reg = BuildingLoader.Build(info, landblockId: 0xA9B40000u, cellsByCellId: new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
Assert.Equal(0, reg.Count);
}
[Fact]
public void OneBuilding_OnePortal_MapsToOneCell()
{
// Building points to cell 0x0150 in landblock 0xA9B40000 → full cell id 0xA9B40150
var info = MakeInfo((modelId: 0x02000123u, portalOtherCellIds: new[] { 0x0150u }));
// Pass an empty cell dict — loader seeds from BuildingInfo.Portals only
var reg = BuildingLoader.Build(info, landblockId: 0xA9B40000u, cellsByCellId: new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
Assert.Equal(1, reg.Count);
var building = System.Linq.Enumerable.First(reg.All());
Assert.Contains(0xA9B40150u, building.EnvCellIds);
}
[Fact]
public void OneBuilding_MultiplePortals_MapsToMultipleCells()
{
var info = MakeInfo((0x02000123u, new[] { 0x0150u, 0x0151u, 0x0152u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u, new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
var building = System.Linq.Enumerable.First(reg.All());
Assert.Equal(3, building.EnvCellIds.Count);
Assert.Contains(0xA9B40150u, building.EnvCellIds);
Assert.Contains(0xA9B40151u, building.EnvCellIds);
Assert.Contains(0xA9B40152u, building.EnvCellIds);
}
[Fact]
public void TwoBuildings_AllocateSequentialIds()
{
var info = MakeInfo(
(0x02000001u, new[] { 0x0150u }),
(0x02000002u, new[] { 0x0160u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u, new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
Assert.Equal(2, reg.Count);
var ids = new SortedSet<uint>();
foreach (var b in reg.All()) ids.Add(b.BuildingId);
Assert.Equal(new SortedSet<uint> { 1, 2 }, ids); // sequential 1, 2
}
[Fact]
public void Build_StampsLoadedCellBuildingId()
{
// Fixture: minimal LoadedCell instances representing 2 cottage cells.
var cell150 = new AcDream.App.Rendering.LoadedCell
{
CellId = 0xA9B40150u,
Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
PortalPolygons = new List<Vector3[]>(),
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
LocalBoundsMin = new Vector3(-5, -5, -5),
LocalBoundsMax = new Vector3(5, 5, 5),
ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
};
var cell151 = new AcDream.App.Rendering.LoadedCell
{
CellId = 0xA9B40151u,
Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
PortalPolygons = new List<Vector3[]>(),
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
LocalBoundsMin = new Vector3(-5, -5, -5),
LocalBoundsMax = new Vector3(5, 5, 5),
ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
};
var cells = new Dictionary<uint, AcDream.App.Rendering.LoadedCell>
{
{ 0xA9B40150u, cell150 },
{ 0xA9B40151u, cell151 },
};
var info = MakeInfo((0x02000123u, new[] { 0x0150u, 0x0151u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u, cells);
Assert.Equal(1, reg.Count);
var b = System.Linq.Enumerable.First(reg.All());
// Both cells stamped with the building id:
Assert.Equal(b.BuildingId, cell150.BuildingId);
Assert.Equal(b.BuildingId, cell151.BuildingId);
}
[Fact]
public void Build_ComputesExitPortalBounds()
{
var cell150 = new AcDream.App.Rendering.LoadedCell
{
CellId = 0xA9B40150u,
Portals = new List<AcDream.App.Rendering.CellPortalInfo>
{
new(0xFFFF, 0, 0),
},
PortalPolygons = new List<Vector3[]>
{
new[]
{
new Vector3(-1, 2, 3),
new Vector3(4, 5, 6),
new Vector3(7, -8, 9),
},
},
WorldTransform = Matrix4x4.CreateTranslation(10, 20, 30),
InverseWorldTransform = Matrix4x4.Identity,
LocalBoundsMin = new Vector3(-5, -5, -5),
LocalBoundsMax = new Vector3(5, 5, 5),
ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
};
var info = MakeInfo((0x02000123u, new[] { 0x0150u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u,
new Dictionary<uint, AcDream.App.Rendering.LoadedCell>
{
{ 0xA9B40150u, cell150 },
});
var b = System.Linq.Enumerable.First(reg.All());
Assert.True(b.HasPortalBounds);
Assert.Equal(new Vector3(9, 12, 33), b.PortalBounds.Min);
Assert.Equal(new Vector3(17, 25, 39), b.PortalBounds.Max);
}
}