acdream/tests/AcDream.Core.Tests/Rendering/Issue176177DungeonSeamInspectionTests.cs
Erik d591e3bbe5 revert #176/#177 cap raise: the uncapped light pool exposes unported per-cell reach semantics — defer to A7
The MaxGlobalLights 128->1024 fix (4d25e04d) was live-tested and made
the eviction pops stop — but with the full 366-fixture pool active,
three unported retail lighting semantics dominate the Facility Hub:

(a) lights reach THROUGH solid floors/walls: retail registers lights
    per-CELL (insert_light 0x0054d1b0) so the under-room portals'
    purple light never touches the corridor above; our flat
    sphere-overlap selection has no reach/occlusion notion — rooms
    washed magenta (user screenshot).
(b) stationary weenie fixtures ride the DYNAMIC 1/d falloff (~9x
    retail's static 1/d3 bake curve at 3m) — the #143 isDynamic
    assignment is wrong for ACE-served world fixtures.
(c) an unexplained striped z-fight-like artifact on lit floor regions
    (user screenshot; no coincident dat geometry — the coplanar-pair
    sweep came back empty; not a striped texture — all corridor
    surfaces are plain Base1Image stone).

Reverted to 128. The cap is now documented as a LOAD-BEARING STOPGAP:
it accidentally approximates per-cell reach by keeping the pool local
to the camera. The #176/#177 root cause (cap eviction popping per-cell
light sets) stays CONFIRMED and fully documented; the real fix is the
A7 dungeon-lighting arc: per-cell light registration + the static
fixture curve + the stripe hunt, THEN uncap. The desired-end-state pin
is kept as Skip with the full pointer. Register row AP-85 rewritten to
match reality; ISSUES #176/#177 back to OPEN with the complete
mechanism story.

Suites: Core 2591+3skip / App 719 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 23:11:18 +02:00

624 lines
31 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Rendering;
/// <summary>
/// #176 (purple flashing on dungeon floors at cell seams) + #177 (stairs pop
/// in/out across levels) — dat-truth inspection for the Facility Hub anchor
/// cells. The load-bearing topology fact from the #137 arc: corridor FLOORS
/// are portal polygons (PortalSide floor-portals to under-rooms, e.g.
/// 0x8A02016E visual polys 1/3/5 → 0x011E). These dumps answer:
///
/// (a) are the floor-portal VISUAL polys textured (drawn by CellMesh.Build)
/// or NoPos-stippled (skipped)? Same question for the RECIPROCAL portal
/// polys in the other cell — two textured coincident planes would
/// z-fight (#176's angle-dependent flash candidate);
/// (b) which cell owns the actual stair-step geometry at the
/// 0x8A020182 → 0x8A020183 level transit (#177's pop-in subject);
/// (c) do any drawn polys reference surfaces that fail to resolve
/// (the magenta-placeholder class)?
///
/// ⚠️ id-space trap (cost the #137 saga a wrong mechanism):
/// CellPortal.PolygonId indexes CellStruct.Polygons (VISUAL), never
/// PhysicsPolygons — same ids in both tables are unrelated polygons.
/// </summary>
public class Issue176177DungeonSeamInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue176177DungeonSeamInspectionTests(ITestOutputHelper output) => _out = output;
private static string? ResolveDatDir()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(datDir) ? datDir : null;
}
private static Matrix4x4 WorldTransform(EnvCell cell)
{
var rot = new Quaternion(
cell.Position.Orientation.X, cell.Position.Orientation.Y,
cell.Position.Orientation.Z, cell.Position.Orientation.W);
return Matrix4x4.CreateFromQuaternion(rot)
* Matrix4x4.CreateTranslation(
cell.Position.Origin.X, cell.Position.Origin.Y, cell.Position.Origin.Z);
}
private static (EnvCell cell, DatReaderWriter.Types.CellStruct cs)? LoadCell(DatCollection dats, uint cellId)
{
var envCell = dats.Get<EnvCell>(cellId);
if (envCell is null) return null;
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
if (environment is null) return null;
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) return null;
return (envCell, cs!);
}
private static List<Vector3> WorldVerts(
DatReaderWriter.Types.CellStruct cs, DatReaderWriter.Types.Polygon poly, Matrix4x4 world)
{
var result = new List<Vector3>(poly.VertexIds.Count);
foreach (var vid in poly.VertexIds)
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v))
result.Add(Vector3.Transform(v.Origin, world));
return result;
}
/// <summary>
/// Mirror of CellMesh.Build's inclusion rules (verts ≥ 3, no NoPos
/// stippling, PosSurface index in range) — the DRAWN verdict per poly.
/// </summary>
private static bool WouldDraw(DatReaderWriter.Types.Polygon poly, EnvCell cell) =>
poly.VertexIds.Count >= 3
&& !poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos)
&& poly.PosSurface >= 0
&& poly.PosSurface < cell.Surfaces.Count;
/// <summary>
/// (a)+(c): every CellPortal of the cell — the visual portal poly's
/// stippling/sides/surface, world plane, span, DRAWN verdict, and whether
/// the referenced Surface resolves in the dat.
/// </summary>
[Theory]
[InlineData(0x8A02016Eu)] // corridor with floor-portals 1/3/5 → 0x011E (#176 anchor)
[InlineData(0x8A02011Eu)] // the under-hall at z=12 those portals lead to
[InlineData(0x8A02017Au)] // adjacent corridor cell (the #137 seam partner)
[InlineData(0x8A020182u)] // stair transit upper cell, z 6 (#177 anchor)
[InlineData(0x8A020183u)] // stair transit lower cell, z 9 (#177 anchor)
public void PortalPolys_SurfaceAndDrawVerdict_Dump(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loaded = LoadCell(dats, cellId);
Assert.NotNull(loaded);
var (cell, cs) = loaded!.Value;
var world = WorldTransform(cell);
_out.WriteLine($"=== 0x{cellId:X8} Env=0x{cell.EnvironmentId:X4} struct={cell.CellStructure} " +
$"pos=({cell.Position.Origin.X:F2},{cell.Position.Origin.Y:F2},{cell.Position.Origin.Z:F2}) ===");
_out.WriteLine($" Surfaces ({cell.Surfaces.Count}): " +
string.Join(" ", cell.Surfaces.ConvertAll(s => $"0x{0x08000000u | (uint)s:X8}")));
_out.WriteLine($" visualPolys={cs.Polygons.Count} physicsPolys={cs.PhysicsPolygons.Count} portals={cell.CellPortals.Count}");
// #177 pivot check: dungeon staircases are often EnvCell STATICS (the
// #119 tower class) — if one lives here, the vanish subject is the
// static's cull, not the shell flood.
_out.WriteLine($" StaticObjects={cell.StaticObjects.Count}");
foreach (var so in cell.StaticObjects)
_out.WriteLine($" static id=0x{so.Id:X8} at ({so.Frame.Origin.X:F2},{so.Frame.Origin.Y:F2},{so.Frame.Origin.Z:F2})");
foreach (var p in cell.CellPortals)
{
if (!cs.Polygons.TryGetValue((ushort)p.PolygonId, out var poly))
{
_out.WriteLine($" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] NOT IN VISUAL TABLE");
continue;
}
var w = WorldVerts(cs, poly, world);
var n = w.Count >= 3
? Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]))
: Vector3.Zero;
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
bool drawn = WouldDraw(poly, cell);
string surfInfo = "posSurf=OUT-OF-RANGE";
if (poly.PosSurface >= 0 && poly.PosSurface < cell.Surfaces.Count)
{
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
var surface = dats.Get<Surface>(surfaceId);
surfInfo = surface is null
? $"posSurf[{poly.PosSurface}]=0x{surfaceId:X8} SURFACE-MISS"
: $"posSurf[{poly.PosSurface}]=0x{surfaceId:X8} type={surface.Type} origTex=0x{(uint)surface.OrigTextureId:X8}";
}
_out.WriteLine(
$" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] " +
$"stip={poly.Stippling} sides={poly.SidesType} verts={poly.VertexIds.Count} " +
$"n=({n.X:F2},{n.Y:F2},{n.Z:F2}) " +
$"x=[{min.X:F2},{max.X:F2}] y=[{min.Y:F2},{max.Y:F2}] z=[{min.Z:F2},{max.Z:F2}] " +
$"{surfInfo} DRAWN={drawn}");
}
// (c) sweep: any DRAWN poly in the whole cell whose surface misses.
int drawnCount = 0, missCount = 0;
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
drawnCount++;
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
if (dats.Get<Surface>(surfaceId) is null)
{
missCount++;
_out.WriteLine($" >>> DRAWN poly {id} has MISSING surface 0x{surfaceId:X8}");
}
}
_out.WriteLine($" drawn-poly sweep: {drawnCount} drawn, {missCount} with missing surfaces");
}
/// <summary>
/// (a) reciprocal check: for each anchor pair, world-transform BOTH
/// sides' portal polys and test plane coincidence + both-drawn — the
/// #176 z-fight candidate is a coincident pair with DRAWN=true twice.
/// </summary>
[Theory]
[InlineData(0x8A02016Eu, 0x8A02011Eu)]
[InlineData(0x8A02016Eu, 0x8A02017Au)]
[InlineData(0x8A020182u, 0x8A020183u)]
public void ReciprocalPortalPolys_CoincidenceAndDrawVerdict(uint cellA, uint cellB)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var la = LoadCell(dats, cellA);
var lb = LoadCell(dats, cellB);
Assert.NotNull(la);
Assert.NotNull(lb);
var (ca, csa) = la!.Value;
var (cb, csb) = lb!.Value;
var wa = WorldTransform(ca);
var wb = WorldTransform(cb);
ushort lowA = (ushort)(cellA & 0xFFFFu);
ushort lowB = (ushort)(cellB & 0xFFFFu);
_out.WriteLine($"=== reciprocal pair 0x{cellA:X8} <-> 0x{cellB:X8} ===");
foreach (var pa in ca.CellPortals)
{
if (pa.OtherCellId != lowB) continue;
if (!csa.Polygons.TryGetValue((ushort)pa.PolygonId, out var polyA)) continue;
var va = WorldVerts(csa, polyA, wa);
if (va.Count < 3) continue;
var na = Vector3.Normalize(Vector3.Cross(va[1] - va[0], va[2] - va[0]));
float da = Vector3.Dot(na, va[0]);
bool drawnA = WouldDraw(polyA, ca);
_out.WriteLine($" A poly={pa.PolygonId} [{pa.Flags}] n=({na.X:F2},{na.Y:F2},{na.Z:F2}) planeD={da:F2} " +
$"stip={polyA.Stippling} sides={polyA.SidesType} DRAWN={drawnA}");
foreach (var pb in cb.CellPortals)
{
if (pb.OtherCellId != lowA) continue;
if (!csb.Polygons.TryGetValue((ushort)pb.PolygonId, out var polyB)) continue;
var vb = WorldVerts(csb, polyB, wb);
if (vb.Count < 3) continue;
var nb = Vector3.Normalize(Vector3.Cross(vb[1] - vb[0], vb[2] - vb[0]));
float db = Vector3.Dot(nb, vb[0]);
bool drawnB = WouldDraw(polyB, cb);
float align = Vector3.Dot(na, nb);
// Coincident planes: |align|≈1 and same plane offset (sign per normal direction).
bool coincident = MathF.Abs(align) > 0.99f
&& MathF.Abs(MathF.Abs(da) - MathF.Abs(db)) < 0.05f;
_out.WriteLine($" B poly={pb.PolygonId} [{pb.Flags}] n=({nb.X:F2},{nb.Y:F2},{nb.Z:F2}) planeD={db:F2} " +
$"stip={polyB.Stippling} sides={polyB.SidesType} DRAWN={drawnB} " +
$"align={align:F3} coincident={coincident}" +
(coincident && drawnA && drawnB ? " >>> Z-FIGHT CANDIDATE (both drawn, same plane)" : ""));
}
}
}
/// <summary>
/// #176 THE STRIPES (user screenshot, 2026-07-06 evening): a floor region
/// z-fights in regular bands between a purple-lit copy and an unlit copy —
/// two COINCIDENT DRAWN surfaces with different per-cell light sets. This
/// sweep hunts the pair in the dat: every pair of DRAWN polys across the
/// corridor neighborhood that is coplanar AND overlapping in area. Before
/// the light-cap fix both copies were usually equally unlit (the purple
/// portal light was cap-evicted) so the fight was invisible; the stable
/// light exposed it.
/// </summary>
[Fact]
public void CorridorNeighborhood_CoplanarOverlappingDrawnPolyPairs()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Seed cells around the screenshot location (the 016E/017A seam) +
// one portal ring.
var cellIds = new HashSet<uint> { 0x8A020165u, 0x8A02016Eu, 0x8A02017Au };
foreach (var seed in new List<uint>(cellIds))
{
var seedCell = dats.Get<EnvCell>(seed);
if (seedCell is null) continue;
foreach (var p in seedCell.CellPortals)
cellIds.Add(0x8A020000u | p.OtherCellId);
}
// Collect all DRAWN polys world-space per cell.
var drawn = new List<(uint CellId, ushort PolyId, Vector3 N, float D,
Vector3 Min, Vector3 Max, uint SurfaceId)>();
foreach (var cellId in cellIds)
{
var loaded = LoadCell(dats, cellId);
if (loaded is null) continue;
var (cell, cs) = loaded.Value;
var world = WorldTransform(cell);
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
float d = Vector3.Dot(n, w[0]);
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
drawn.Add((cellId, id, n, d, min, max, surfaceId));
}
}
_out.WriteLine($"cells={cellIds.Count} drawnPolys={drawn.Count}");
int pairs = 0;
for (int i = 0; i < drawn.Count; i++)
{
for (int j = i + 1; j < drawn.Count; j++)
{
var a = drawn[i]; var b = drawn[j];
if (a.CellId == b.CellId && a.PolyId == b.PolyId) continue;
float align = Vector3.Dot(a.N, b.N);
if (MathF.Abs(align) < 0.999f) continue;
float dB = align > 0 ? b.D : -b.D;
if (MathF.Abs(a.D - dB) > 0.02f) continue; // same plane within 2 cm
// Overlap in world AABB, with meaningful area in the plane.
float ox = MathF.Min(a.Max.X, b.Max.X) - MathF.Max(a.Min.X, b.Min.X);
float oy = MathF.Min(a.Max.Y, b.Max.Y) - MathF.Max(a.Min.Y, b.Min.Y);
float oz = MathF.Min(a.Max.Z, b.Max.Z) - MathF.Max(a.Min.Z, b.Min.Z);
if (ox < 0.05f || oy < 0.05f) continue;
// For horizontal planes require XY overlap area; for walls allow thin Z.
bool horizontal = MathF.Abs(a.N.Z) > 0.85f;
if (horizontal && ox * oy < 0.05f) continue;
if (!horizontal && oz < 0.05f) continue;
pairs++;
_out.WriteLine(
$">>> COPLANAR-OVERLAP {(a.CellId == b.CellId ? "SAME-CELL" : "CROSS-CELL")}: " +
$"0x{a.CellId:X8} poly {a.PolyId} (surf 0x{a.SurfaceId:X8}) <-> " +
$"0x{b.CellId:X8} poly {b.PolyId} (surf 0x{b.SurfaceId:X8}) " +
$"n=({a.N.X:F2},{a.N.Y:F2},{a.N.Z:F2}) align={align:F3} " +
$"overlap x={ox:F2} y={oy:F2} z=[{MathF.Max(a.Min.Z, b.Min.Z):F2}..{MathF.Min(a.Max.Z, b.Max.Z):F2}]");
}
}
_out.WriteLine($"coplanar overlapping drawn pairs: {pairs}");
}
/// <summary>
/// #176 candidate (A2C): the opaque pass derives GL_SAMPLE_ALPHA_TO_COVERAGE
/// from the sampled texture alpha (mesh_modern.frag uRenderPass==0 keeps
/// alpha as-sampled). If the corridor floor texture decodes with alpha
/// below 1.0, MSAA coverage punches see-through holes in the floor —
/// fog-purple clear color — worst at grazing angles (mip-level dependent
/// → camera-angle dependent, far floor = at seams). Decode the floor
/// surface chain and histogram the alpha channel.
/// </summary>
[Theory]
[InlineData(0x08000377u)] // corridor floor (portal strips + plain floors)
[InlineData(0x08000376u)]
[InlineData(0x08000375u)]
[InlineData(0x08000378u)]
[InlineData(0x08000379u)] // under-level walls
[InlineData(0x080000DFu)] // stair-transit cells' 5th surface
public void FloorSurface_DecodedAlphaHistogram(uint surfaceId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var surface = dats.Get<Surface>(surfaceId);
Assert.NotNull(surface);
_out.WriteLine($"Surface 0x{surfaceId:X8}: type={surface!.Type} origTex=0x{(uint)surface.OrigTextureId:X8} " +
$"transl={surface.Translucency:F2}");
if (surface.OrigTextureId == 0) { _out.WriteLine(" (no texture — solid color surface)"); return; }
var surfTex = dats.Get<SurfaceTexture>((uint)surface.OrigTextureId);
Assert.NotNull(surfTex);
_out.WriteLine($" SurfaceTexture 0x{(uint)surface.OrigTextureId:X8}: {surfTex!.Textures.Count} textures " +
$"[{string.Join(" ", surfTex.Textures.ConvertAll(t => $"0x{t:X8}"))}]");
foreach (var texId in surfTex.Textures)
{
var rs = dats.Get<RenderSurface>((uint)texId);
if (rs is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: MISS"); continue; }
// Decode with the production Core helpers (same paths the WB atlas uses).
var data = new byte[rs.Width * rs.Height * 4];
bool decodedOk = true;
switch (rs.Format)
{
case DatReaderWriter.Enums.PixelFormat.PFID_INDEX16:
{
var pal = dats.Get<Palette>(rs.DefaultPaletteId);
if (pal is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: INDEX16 with no palette 0x{rs.DefaultPaletteId:X8}"); decodedOk = false; break; }
AcDream.Core.Rendering.Wb.TextureHelpers.FillIndex16(rs.SourceData, pal, data, rs.Width, rs.Height);
break;
}
case DatReaderWriter.Enums.PixelFormat.PFID_P8:
{
var pal = dats.Get<Palette>(rs.DefaultPaletteId);
if (pal is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: P8 with no palette"); decodedOk = false; break; }
AcDream.Core.Rendering.Wb.TextureHelpers.FillP8(rs.SourceData, pal, data, rs.Width, rs.Height);
break;
}
case DatReaderWriter.Enums.PixelFormat.PFID_R5G6B5:
AcDream.Core.Rendering.Wb.TextureHelpers.FillR5G6B5(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A4R4G4B4:
AcDream.Core.Rendering.Wb.TextureHelpers.FillA4R4G4B4(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A8R8G8B8:
AcDream.Core.Rendering.Wb.TextureHelpers.FillA8R8G8B8(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_R8G8B8:
AcDream.Core.Rendering.Wb.TextureHelpers.FillR8G8B8(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_DXT1:
{
// DXT1/BC1: 8-byte blocks — c0 (u16 LE), c1 (u16 LE), 16×2-bit
// indices. c0 <= c1 selects 3-COLOR mode where index 3 decodes
// to TRANSPARENT BLACK (alpha=0). Our atlas uploads DXT1 as the
// RGBA variant (TextureFormatExtensions.ToCompressedGL), so any
// such texel reaches the shader with alpha=0 — and the opaque
// pass discards alpha<0.05 fragments. Count them.
int blocks = rs.SourceData.Length / 8;
int threeColorBlocks = 0;
long transparentTexels = 0;
for (int b = 0; b < blocks; b++)
{
int o = b * 8;
ushort c0 = (ushort)(rs.SourceData[o] | (rs.SourceData[o + 1] << 8));
ushort c1 = (ushort)(rs.SourceData[o + 2] | (rs.SourceData[o + 3] << 8));
if (c0 > c1) continue; // 4-color opaque mode
threeColorBlocks++;
for (int bi = 0; bi < 4; bi++)
{
byte row = rs.SourceData[o + 4 + bi];
for (int t = 0; t < 4; t++)
if (((row >> (t * 2)) & 0x3) == 3)
transparentTexels++;
}
}
_out.WriteLine($" RenderSurface 0x{texId:X8} DXT1 {rs.Width}x{rs.Height}: blocks={blocks} " +
$"threeColorBlocks={threeColorBlocks} alpha0Texels={transparentTexels}" +
(transparentTexels > 0
? " >>> ALPHA=0 TEXELS PRESENT (opaque-pass discard punches holes)"
: " (no transparent-mode texels)"));
decodedOk = false; // histogram printed above; skip the RGBA path
break;
}
default:
_out.WriteLine($" RenderSurface 0x{texId:X8}: fmt={rs.Format} (not decoded by this test)");
decodedOk = false;
break;
}
if (!decodedOk) continue;
// Alpha histogram over the decoded RGBA bytes (stride 4, alpha at +3).
int n = data.Length / 4;
int a255 = 0, aHigh = 0, aMid = 0, aLow = 0, a0 = 0;
byte minA = 255;
for (int i = 0; i < n; i++)
{
byte a = data[i * 4 + 3];
if (a < minA) minA = a;
if (a == 255) a255++;
else if (a >= 243) aHigh++; // ≥0.95 — safe for A2C
else if (a >= 13) aMid++; // 0.05..0.95 — partial coverage
else if (a > 0) aLow++;
else a0++;
}
_out.WriteLine($" RenderSurface 0x{texId:X8} fmt={rs.Format} {rs.Width}x{rs.Height}: " +
$"alpha histogram n={n} a=255:{a255} 243-254:{aHigh} 13-242:{aMid} 1-12:{aLow} 0:{a0} minA={minA}" +
(aMid + aLow + a0 > 0 ? " >>> SUB-OPAQUE ALPHA PRESENT (A2C hole candidate)" : " (fully opaque)"));
}
}
/// <summary>
/// #176 candidate: the under-hall 0x011E floods in at down-pitches and
/// its surface list carries 0x08000034 (Base1Solid|Translucent — a
/// COLORED translucent solid). If its drawn polys sit at z=6 (coplanar
/// with the corridor floor), the transparent pass blends that color over
/// the floor whenever the under-hall is admitted — angle-dependent
/// purple at seams. Dump every DRAWN poly (plane, z-span, surface, and
/// the surface's ColorValue) of the under-hall + its under-level
/// neighbors.
/// </summary>
[Theory]
[InlineData(0x8A02011Eu)]
[InlineData(0x8A020119u)]
[InlineData(0x8A02011Du)]
[InlineData(0x8A020122u)]
[InlineData(0x8A02011Fu)]
[InlineData(0x8A02016Eu)] // corridor cells — the striped-floor screenshot area
[InlineData(0x8A02017Au)]
[InlineData(0x8A020165u)]
public void UnderHall_DrawnPolys_SurfaceColors(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loaded = LoadCell(dats, cellId);
if (loaded is null) { _out.WriteLine($"0x{cellId:X8} NOT FOUND"); return; }
var (cell, cs) = loaded.Value;
var world = WorldTransform(cell);
_out.WriteLine($"=== 0x{cellId:X8} drawn polys ===");
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
float minZ = float.MaxValue, maxZ = float.MinValue;
foreach (var v in w) { minZ = MathF.Min(minZ, v.Z); maxZ = MathF.Max(maxZ, v.Z); }
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
var surface = dats.Get<Surface>(surfaceId);
string surfInfo = surface is null
? $"0x{surfaceId:X8} MISS"
: $"0x{surfaceId:X8} type={surface.Type} color=0x{surface.ColorValue:X8} origTex=0x{(uint)surface.OrigTextureId:X8} lum={surface.Luminosity:F2} transl={surface.Translucency:F2}";
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{minZ:F2},{maxZ:F2}] " +
$"verts={poly.VertexIds.Count} surf={surfInfo}");
}
}
/// <summary>
/// The transit-lag question (#176/#177 root-cause fork): production
/// [cell-transit] lines fire 0.10.6 m PAST the portal plane. Is that
/// (a) dat-real — the cells' CellBSP volumes OVERLAP past the plane, so
/// retail's point_in_cell (same dat, same walk) keeps the old cell too —
/// or (b) our membership's bug? Probe raw CellBSP containment for both
/// cells of each seam across the portal plane.
/// </summary>
[Theory]
[InlineData(0x8A02016Eu, 0x8A02017Au, 85.00f, -40f, -5.0f)]
[InlineData(0x8A020182u, 0x8A020183u, 98.333f, -40f, -7.5f)]
public void SeamCells_CellBspContainment_AcrossPortalPlane(
uint cellAId, uint cellBId, float planeX, float y, float z)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var la = LoadCell(dats, cellAId);
var lb = LoadCell(dats, cellBId);
Assert.NotNull(la);
Assert.NotNull(lb);
var (ca, csa) = la!.Value;
var (cb, csb) = lb!.Value;
Matrix4x4.Invert(WorldTransform(ca), out var invA);
Matrix4x4.Invert(WorldTransform(cb), out var invB);
_out.WriteLine($"=== CellBSP containment across plane x={planeX:F2} " +
$"(A=0x{cellAId:X8}, B=0x{cellBId:X8}) ===");
for (float dx = -0.6f; dx <= 0.65f; dx += 0.05f)
{
var world = new Vector3(planeX + dx, y, z);
bool inA = csa.CellBSP?.Root is not null
&& Physics.PointInCellBspViaBspQuery(csa.CellBSP.Root, Vector3.Transform(world, invA));
bool inB = csb.CellBSP?.Root is not null
&& Physics.PointInCellBspViaBspQuery(csb.CellBSP.Root, Vector3.Transform(world, invB));
_out.WriteLine($" x=plane{(dx >= 0 ? "+" : "")}{dx:F2} inA={(inA ? "Y" : "-")} inB={(inB ? "Y" : "-")}" +
(inA && inB ? " <<< OVERLAP" : !inA && !inB ? " <<< NEITHER" : ""));
}
}
private static class Physics
{
// Thin forwarder so this Rendering-side test reads clearly; the walk
// is the production BSPQuery.PointInsideCellBsp.
public static bool PointInCellBspViaBspQuery(
DatReaderWriter.Types.CellBSPNode node, Vector3 localPoint)
=> AcDream.Core.Physics.BSPQuery.PointInsideCellBsp(node, localPoint);
}
/// <summary>
/// (b) #177: which cell owns the stair-step geometry? Histogram of DRAWN
/// visual polys by normal class + the z-ladder of horizontal polys
/// (stair steps show as a ladder of small floor polys at stepped
/// z-levels). Also lists every portal with its plane orientation —
/// is the 0x0182↔0x0183 connection a floor-portal or a wall-portal?
/// </summary>
[Theory]
[InlineData(0x8A020182u)]
[InlineData(0x8A020183u)]
public void StairTransit_GeometryOwnerAndPortalOrientation(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loaded = LoadCell(dats, cellId);
Assert.NotNull(loaded);
var (cell, cs) = loaded!.Value;
var world = WorldTransform(cell);
int floors = 0, ceilings = 0, walls = 0, inclined = 0;
var floorZLevels = new SortedDictionary<int, int>(); // z rounded to 0.1 m → count
foreach (var (id, poly) in cs.Polygons)
{
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
float az = MathF.Abs(n.Z);
if (az > 0.85f)
{
// Horizontal poly — bucket by mean z.
float meanZ = 0; foreach (var v in w) meanZ += v.Z; meanZ /= w.Count;
int zKey = (int)MathF.Round(meanZ * 10f);
floorZLevels.TryGetValue(zKey, out var c);
floorZLevels[zKey] = c + 1;
if (n.Z > 0) floors++; else ceilings++;
}
else if (az < 0.25f) walls++;
else
{
inclined++;
float minZ = float.MaxValue, maxZ = float.MinValue;
foreach (var v in w) { minZ = MathF.Min(minZ, v.Z); maxZ = MathF.Max(maxZ, v.Z); }
_out.WriteLine($" INCLINED poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{minZ:F2},{maxZ:F2}] " +
$"verts={poly.VertexIds.Count} stip={poly.Stippling} DRAWN={WouldDraw(poly, cell)}");
}
}
_out.WriteLine($"=== 0x{cellId:X8} poly histogram: floors={floors} ceilings={ceilings} walls={walls} inclined={inclined} ===");
_out.WriteLine(" horizontal-poly z-ladder (z → count): " +
string.Join(" ", System.Linq.Enumerable.Select(floorZLevels, kv => $"{kv.Key / 10f:F1}:{kv.Value}")));
foreach (var p in cell.CellPortals)
{
if (!cs.Polygons.TryGetValue((ushort)p.PolygonId, out var poly)) continue;
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
string orient = MathF.Abs(n.Z) > 0.85f ? "HORIZONTAL (floor/ceiling portal)"
: MathF.Abs(n.Z) < 0.25f ? "vertical (wall portal)"
: "INCLINED portal";
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
_out.WriteLine($" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] {orient} " +
$"n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{min.Z:F2},{max.Z:F2}]");
}
}
}