The visual-win commit that wires up the Phase 3c.1/.2/.3 building blocks:
Holtburg's terrain now uses AC's real per-cell texture-merge blend
(base + up to 3 terrain overlays + up to 2 road overlays, with alpha
masks from the alpha atlas) instead of the flat per-vertex single-layer
atlas lookup that preceded it.
Geometry rewrite:
- New TerrainVertex struct (40 bytes): Position(vec3) + Normal(vec3) +
Data0..3 (4x uint32 packed blend recipe)
- LandblockMesh.Build is now cell-based: iterates 8x8 cells instead of
the old 9x9 vertex grid, emits 6 vertices per cell (two triangles),
384 total vertices per landblock
- For each cell: extract 4-corner terrain/road values → GetPalCode →
BuildSurface (cached across landblocks via a shared surfaceCache) →
FillCellData → split direction from CalculateSplitDirection → emit
6 vertices in the exact gl_VertexID % 6 order WorldBuilder's vertex
shader expects
- Per-vertex normals preserved via Phase 3b central-difference
precomputation on the 9x9 heightmap, interpolated smoothly across
the cell (we deliberately didn't adopt WorldBuilder's dFdx/dFdy
flat-shade approach — Phase 3a/3b user-tuned lighting was worth
keeping)
Renderer rewrite:
- TerrainRenderer VAO: vec3 Position, vec3 Normal, 4x uvec4 byte
attributes for Data0..3. The uvec4-of-bytes read pattern matches
Landscape.vert so the ported shader math stays byte-for-byte
identical to WorldBuilder's.
- Binds both atlases: terrain atlas on unit 0 (uTerrain), alpha atlas
on unit 1 (uAlpha)
Shader rewrite (ports of WorldBuilder Landscape.vert/.frag, trimmed):
- terrain.vert: unpacks the 4 data bytes + rotation bits, derives the
cell corner from gl_VertexID % 6 + splitDir, rotates the cell-local
UV per overlay's rotation field, and computes world-space normal
for the fragment shader
- terrain.frag: maskBlend3 three-layer alpha-weighted composite for
terrain overlays, inverted-alpha road combine, final composite
base * (1-ovlA)*(1-rdA) + ovl * ovlA*(1-rdA) + road * rdA. Phase
3a/3b directional lighting applied on top (SUN_DIR, AMBIENT=0.25,
DIFFUSE=0.75, in sync with mesh.frag).
- Editor uniforms (grid, brush, unwalkable slopes) deliberately
omitted — not applicable to a game client
- Per-texture tiling factor hardcoded to 1.0 for now (WorldBuilder
reads it from uTexTiling[36] uploaded from the dats); one tile per
cell = 8 tiles per landblock-side, slightly coarser than the old
~2x-per-cell tiling. Tunable via the TILE constant if needed.
TerrainAtlas grew parallel TCode/RCode lists (CornerAlphaTCodes,
SideAlphaTCodes, RoadAlphaRCodes) so TerrainBlendingContext can be
built without the mesh loader touching the dats directly.
GameWindow builds a TerrainBlendingContext once, shares a Dictionary
<uint, SurfaceInfo> surfaceCache across all 9 landblocks. Output:
"terrain: 137 unique palette codes across 9 landblocks" — avg ~15
unique per landblock, cache reuse healthy.
LandblockMeshTests rewritten for 384-vertex layout. 77/77 tests green.
Visual smoke run launches clean: no shader compile/link errors, no
GL warnings, terrain renders to the screen.
User visual verification is the final acceptance gate for Phase 3c.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
194 lines
7.5 KiB
C#
194 lines
7.5 KiB
C#
using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Terrain;
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public class LandblockMeshTests
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{
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/// <summary>
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/// Synthetic height table with a * 2.0f scale (mirrors Phase 1's ramp so
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/// existing test intuition carries through the Phase 3c rewrite).
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/// </summary>
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private static readonly float[] IdentityHeightTable =
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Enumerable.Range(0, 256).Select(i => i * 2f).ToArray();
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private static TerrainBlendingContext MakeContext() => new(
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TerrainTypeToLayer: new Dictionary<uint, byte> { [0u] = 0 },
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RoadLayer: SurfaceInfo.None,
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CornerAlphaLayers: Array.Empty<byte>(),
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SideAlphaLayers: Array.Empty<byte>(),
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RoadAlphaLayers: Array.Empty<byte>(),
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CornerAlphaTCodes: Array.Empty<uint>(),
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SideAlphaTCodes: Array.Empty<uint>(),
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RoadAlphaRCodes: Array.Empty<uint>());
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private static LandBlock BuildFlatLandBlock(byte heightIndex = 0)
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{
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var block = new LandBlock
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{
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HasObjects = false,
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Terrain = new TerrainInfo[81],
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Height = new byte[81],
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};
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for (int i = 0; i < 81; i++)
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{
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block.Terrain[i] = (ushort)0;
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block.Height[i] = heightIndex;
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}
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return block;
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}
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[Fact]
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public void Build_FlatBlock_Produces384VerticesAnd128Triangles()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// 64 cells × 6 vertices per cell = 384
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Assert.Equal(384, mesh.Vertices.Length);
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// Each cell emits 2 triangles = 6 indices, 64 cells → 384 indices (= 128 triangles)
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Assert.Equal(128 * 3, mesh.Indices.Length);
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}
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[Fact]
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public void Build_Vertices_CoverExactly192x192WorldUnits()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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var minX = mesh.Vertices.Min(v => v.Position.X);
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var maxX = mesh.Vertices.Max(v => v.Position.X);
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var minY = mesh.Vertices.Min(v => v.Position.Y);
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var maxY = mesh.Vertices.Max(v => v.Position.Y);
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Assert.Equal(0.0f, minX);
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Assert.Equal(192.0f, maxX);
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Assert.Equal(0.0f, minY);
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Assert.Equal(192.0f, maxY);
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}
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[Fact]
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public void Build_FlatBlock_AllVerticesSameZ()
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{
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var block = BuildFlatLandBlock(heightIndex: 10);
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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var zs = mesh.Vertices.Select(v => v.Position.Z).Distinct().ToArray();
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Assert.Single(zs);
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Assert.Equal(20.0f, zs[0]); // heightIndex 10 × IdentityHeightTable[10] = 20
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}
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[Fact]
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public void Build_FlatBlock_NormalsPointStraightUp()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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foreach (var v in mesh.Vertices)
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{
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Assert.Equal(new Vector3(0, 0, 1), v.Normal);
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}
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}
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[Fact]
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public void Build_AllVerticesOfACellShareIdenticalData()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// Vertices are emitted in strides of 6 per cell. Within each stride,
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// Data0..3 must be identical — the vertex shader relies on that when
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// it propagates the cell's blend recipe to all 3 fragment-shader outputs.
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for (int cellIdx = 0; cellIdx < 64; cellIdx++)
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{
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int baseIdx = cellIdx * 6;
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var d0 = mesh.Vertices[baseIdx].Data0;
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var d1 = mesh.Vertices[baseIdx].Data1;
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var d2 = mesh.Vertices[baseIdx].Data2;
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var d3 = mesh.Vertices[baseIdx].Data3;
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for (int i = 1; i < 6; i++)
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{
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Assert.Equal(d0, mesh.Vertices[baseIdx + i].Data0);
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Assert.Equal(d1, mesh.Vertices[baseIdx + i].Data1);
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Assert.Equal(d2, mesh.Vertices[baseIdx + i].Data2);
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Assert.Equal(d3, mesh.Vertices[baseIdx + i].Data3);
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}
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}
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}
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[Fact]
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public void Build_SurfaceCacheIsReusedAcrossIdenticalCells()
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{
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var block = BuildFlatLandBlock(); // every cell has identical all-zero corners
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var cache = new Dictionary<uint, SurfaceInfo>();
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LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// A uniform flat landblock produces exactly ONE palette code (all
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// corners are type 0, no roads) → BuildSurface called once, cache
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// contains a single entry even though 64 cells were processed.
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Assert.Single(cache);
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}
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[Fact]
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public void Build_CellsWithDistinctTerrainTypes_ProducesDistinctPaletteCodes()
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{
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// Put a dirt cell (type 4) at the center of an otherwise grass landblock.
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// Grass cells all share one palCode; the "dirt + grass border" cells
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// around the center introduce additional palette codes.
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var block = BuildFlatLandBlock();
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// Type is at bits 2-6, so type=4 → ushort = (4 << 2) = 0x10.
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block.Terrain[4 * 9 + 4] = (ushort)(4 << 2);
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var ctx = new TerrainBlendingContext(
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TerrainTypeToLayer: new Dictionary<uint, byte> { [0u] = 0, [4u] = 1 },
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RoadLayer: SurfaceInfo.None,
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CornerAlphaLayers: new byte[] { 0, 1, 2, 3 },
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SideAlphaLayers: Array.Empty<byte>(),
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RoadAlphaLayers: Array.Empty<byte>(),
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CornerAlphaTCodes: new uint[] { 1, 2, 4, 8 },
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SideAlphaTCodes: Array.Empty<uint>(),
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RoadAlphaRCodes: Array.Empty<uint>());
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var cache = new Dictionary<uint, SurfaceInfo>();
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LandblockMesh.Build(block, 0, 0, IdentityHeightTable, ctx, cache);
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// Should have more than one palette code now — uniform-grass cells
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// plus at least one boundary cell with a non-zero corner type.
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Assert.True(cache.Count >= 2, $"Expected mix of palette codes, got {cache.Count}");
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}
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[Fact]
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public void Build_HeightmapPackedAsXMajor_NotYMajor()
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{
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// Regression from the Phase 1 → 2a transpose bug. The underlying
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// heightmap is indexed x*9+y; testing this lives on even after the
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// per-cell refactor because the corner lookup in the cell loop still
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// reads block.Height[cx*9+cy] for the BL corner.
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var block = BuildFlatLandBlock();
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block.Height[2 * 9 + 0] = 5; // x=2, y=0 → world (48, 0), Z should be 10
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// Search the vertex buffer for a vertex at world position (48, 0).
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var atX48Y0 = mesh.Vertices.FirstOrDefault(v =>
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Math.Abs(v.Position.X - 48f) < 0.01f && Math.Abs(v.Position.Y) < 0.01f);
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var atX0Y48 = mesh.Vertices.FirstOrDefault(v =>
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Math.Abs(v.Position.X) < 0.01f && Math.Abs(v.Position.Y - 48f) < 0.01f);
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Assert.Equal(10.0f, atX48Y0.Position.Z);
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Assert.Equal(0.0f, atX0Y48.Position.Z);
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}
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}
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