The cellar-ascent grass window was the UNDERSIDE of the z~94 grade sheet. Retail terrain is single-sided: ACRender::landPolysDraw (0x006b7040) draws each land triangle ONLY when the camera is on the POSITIVE (upper) side of its plane (Plane::which_side2 vs Render::FrameCurrent, zFightTerrainAdjust bias) - a below-grade eye gets NO terrain, so retail shows sky through the cellar door. We inherited WB's frame-global cull DISABLE (WB GameScene.cs:841 - an editor camera goes underground by design) and TerrainModernRenderer.Draw set no cull state of its own -> terrain rasterized both sides. From a below-grade eye every aperture sight-ray RISES, so the only 'terrain' it can see is the grade sheet's underside - which painted the exit-door aperture (the landscape slice's 2D NDC clip planes (nx,ny,0,dw) have no depth axis and cannot exclude between-eye-and-portal geometry) and slid off the door exactly as the eye crossed grade. Membership/viewer was exonerated by the harness in the previous commit. Fix: TerrainModernRenderer.Draw owns its cull state (the 7th self-contained-GL-state instance): Enable(CullFace) + CullFace(Back) + FrontFace(Ccw), set -> draw -> restore the frame-global CW + cull-off baseline. GL backface culling evaluates retail's per-triangle eye-side predicate at rasterization; no shader change. Pins: - LandblockMeshTests.Build_AllTriangles_WindCounterClockwiseInWorldXY: every emitted triangle CCW in world XY across both FSplitNESW split directions - the winding invariant culling depends on. - TerrainCullOrientationTests: under the production camera convention (LookAt up=+Z, Numerics perspective) an up-facing triangle winds CCW in window space from above (kept) and CW from below (culled) - guards FrontFace inversion, which would blank terrain from above. Oracle note: retail's through-portal clip has NO portal-face near plane (PView::GetClip / Render::set_view install edge planes only); nearer- than-portal exclusion comes from the eye-side cull + cell-level admission. No register row: this PORTS the retail mechanism, retiring an undocumented WB-heritage deviation. Gate pending: cellar climb (grass window gone) + outdoor sanity glance (terrain intact from above). Suites: App 263+1skip / Core 1443+2skip / UI 420 / Net 294. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
229 lines
9.3 KiB
C#
229 lines
9.3 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_AllTriangles_WindCounterClockwiseInWorldXY()
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{
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// #108-residual winding pin: TerrainModernRenderer enables backface
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// culling with FrontFace(Ccw) — the GL port of retail's single-sided
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// terrain (ACRender::landPolysDraw 0x006b7040 draws a land triangle
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// only when the eye is on the POSITIVE side of its plane). That cull
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// is only correct if EVERY emitted triangle winds the same way:
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// counter-clockwise in world XY viewed from above (+Z toward the
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// viewer), i.e. cross2D(v1-v0, v2-v0) > 0. Varied heights + several
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// landblock coords exercise both FSplitNESW split directions across
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// the 64 cells. A future emission-order change that flips any
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// triangle would silently punch terrain holes under culling.
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var block = BuildFlatLandBlock();
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for (int i = 0; i < 81; i++)
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block.Height[i] = (byte)((i * 37) % 64); // varied, deterministic slopes
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foreach (var (lbx, lby) in new[] { (0u, 0u), (0xA9u, 0xB4u), (3u, 7u) })
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{
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, lbx, lby, IdentityHeightTable, MakeContext(), cache);
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for (int t = 0; t < mesh.Indices.Length; t += 3)
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{
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var p0 = mesh.Vertices[mesh.Indices[t + 0]].Position;
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var p1 = mesh.Vertices[mesh.Indices[t + 1]].Position;
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var p2 = mesh.Vertices[mesh.Indices[t + 2]].Position;
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float crossZ = (p1.X - p0.X) * (p2.Y - p0.Y) - (p1.Y - p0.Y) * (p2.X - p0.X);
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Assert.True(crossZ > 0f,
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$"lb=({lbx},{lby}) triangle {t / 3} winds CW in world XY (crossZ={crossZ}) — " +
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"backface culling in TerrainModernRenderer would cull its TOP side");
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}
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}
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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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