acdream/src/AcDream.App/Rendering/ClipPlaneSet.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

300 lines
14 KiB
C#

// ClipPlaneSet.cs
//
// Phase U.2c: turn a CellView (a cell's accumulated screen-space clip region,
// in NDC) into a small set of clip-space half-space planes for the GPU's
// gl_ClipDistance, OR a scissor AABB when the region can't be expressed as one
// convex plane set.
//
// This is the bridge between PortalVisibilityBuilder's 2D NDC view polygons and
// the per-vertex clip the mesh/terrain shaders will perform (Phase U.2c → U.2e).
// Pure System.Numerics math; NO GL. The shader consumes each plane as
// d = nx*clip.x + ny*clip.y + 0*clip.z + dw*clip.w (>= 0 ⇒ keep)
// where (nx, ny, dw) = the plane's (normal.xy, offset). z is always 0 because a
// screen-space (NDC) edge is a vertical slab in clip space — independent of depth.
//
// === The convexity rule (read before touching this file) =====================
// gl_ClipDistance planes are a CONJUNCTION of half-spaces, i.e. exactly ONE
// convex region (their intersection). A CellView with MORE THAN ONE polygon is a
// UNION of convex regions, which is in general NOT convex and CANNOT be
// represented by one plane set. Emitting just the first/largest polygon's planes
// would clip away the others → a real visibility bug (under-inclusion).
//
// Therefore From() NEVER emits a single polygon's planes when the CellView holds
// several. Multi-polygon (and >8-edge) regions degrade to the UNION AABB scissor:
// the scissor is a superset of the true region, so it OVER-includes (draws a few
// extra pixels) but never hides anything. Over-inclusion is safe; under-inclusion
// is the bug class.
//
// === The three Count==0 states (how a consumer tells them apart) =============
// Count == 0 can mean three different things; the consumer MUST distinguish:
// (a) Empty — IsNothingVisible == true, UseScissorFallback == false.
// The cell/region isn't visible at all → DRAW NOTHING. The
// ScissorNdcAabb is a degenerate inverted box (min > max) so that a
// consumer which naively scissors on it still draws nothing.
// (b) Scissor — UseScissorFallback == true, IsNothingVisible == false.
// The convex-plane budget was exceeded (multi-polygon or >8 edges)
// → DRAW the ScissorNdcAabb box (a valid min<=max NDC rectangle).
// There is no third Count==0 state produced by From(). (A separate "no-clip,
// pass-all" slot 0 is constructed by the consumer directly, not via From().)
// When Count > 0, Planes carries the convex gate and the scissor fields are unused.
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>
/// An NDC convex view region reduced to ≤8 clip-space gl_ClipDistance planes, or a
/// scissor AABB fallback. See the file header for the convexity rule and the three
/// Count==0 states.
/// </summary>
public readonly struct ClipPlaneSet
{
// Max simultaneous hardware clip planes we target (GL guarantees >= 8).
private const int MaxPlanes = 8;
// Collinear-edge merge threshold. Two consecutive edge directions are treated as
// the same edge when the turn between them is below ~0.5° (retail copy_view does a
// ~1px screen-space dedup). |sin θ| for unit dirs = |cross|; sin(0.5°) ≈ 0.0087265.
private const float CollinearSinEps = 0.0087265f;
// Drop a vertex whose two incident edges are shorter than this (NDC) — a duplicate
// or near-duplicate point that would otherwise yield a garbage normalized normal.
private const float DegenerateEdgeLen = 1e-6f;
// A polygon whose absolute signed area (full area, not 2x) falls below this is a line
// or point — zero screen coverage ⇒ nothing visible. A real portal opening has area far
// above this (e.g. the sliver-clip test region is 0.4); only an edge-on projection gets here.
private const float MinPolygonArea = 1e-7f;
private readonly Vector4[] _planes;
private ClipPlaneSet(Vector4[] planes, bool useScissorFallback, bool isNothingVisible, Vector4 scissorNdcAabb)
{
_planes = planes ?? Array.Empty<Vector4>();
UseScissorFallback = useScissorFallback;
IsNothingVisible = isNothingVisible;
ScissorNdcAabb = scissorNdcAabb;
}
/// <summary>Number of active clip planes, 0..8. 0 ⇒ inspect <see cref="UseScissorFallback"/>
/// and <see cref="IsNothingVisible"/> to decide between "draw the AABB" and "draw nothing".</summary>
public int Count => _planes?.Length ?? 0;
/// <summary>The active clip-space planes (nx, ny, 0, d). Empty when <see cref="Count"/> is 0.
/// A clip-space point <c>clip</c> is inside iff <c>Vector4.Dot(plane, clip) &gt;= 0</c> for every plane.</summary>
public IReadOnlyList<Vector4> Planes => _planes ?? (IReadOnlyList<Vector4>)Array.Empty<Vector4>();
// The set is immutable after construction. ClipFrameAssembler transfers this exact array into
// its frame-scoped slice instead of cloning every plane payload a second time.
internal Vector4[] PlaneArray => _planes ?? Array.Empty<Vector4>();
/// <summary>True ⇒ the convex-plane budget was exceeded; gate on <see cref="ScissorNdcAabb"/>
/// instead (draw the box). Always false when <see cref="Count"/> &gt; 0 or when the region is empty.</summary>
public bool UseScissorFallback { get; }
/// <summary>True ⇒ the region is not visible at all; the consumer draws NOTHING.
/// Mutually exclusive with <see cref="UseScissorFallback"/>, and only meaningful when Count == 0.</summary>
public bool IsNothingVisible { get; }
/// <summary>NDC axis-aligned scissor box (minX, minY, maxX, maxY). Valid (min &lt;= max) only when
/// <see cref="UseScissorFallback"/> is true. For the empty/nothing-visible case it is a degenerate
/// inverted box so naive scissoring still draws nothing.</summary>
public Vector4 ScissorNdcAabb { get; }
/// <summary>The "nothing is visible" sentinel: Count == 0, not a scissor fallback, draw nothing.</summary>
public static ClipPlaneSet Empty { get; } =
new(Array.Empty<Vector4>(), useScissorFallback: false, isNothingVisible: true, scissorNdcAabb: DegenerateAabb);
// Inverted box (min > max) — any sane AABB intersection against it is empty.
private static Vector4 DegenerateAabb => new(1f, 1f, -1f, -1f);
/// <summary>
/// Reduce a CellView's NDC clip region to a ClipPlaneSet. One convex polygon (≤8 edges
/// after collinear-merge) → per-edge planes; multi-polygon or >8 edges → union-AABB scissor;
/// empty/degenerate → <see cref="Empty"/>. See the file header for the full rule.
/// </summary>
public static ClipPlaneSet From(CellView region)
{
if (region is null || region.IsEmpty || region.Polygons.Count == 0)
return Empty;
// MORE THAN ONE polygon ⇒ union, not convex ⇒ never emit one polygon's planes.
// Over-include via the union AABB (safe). region.Min/Max already track the union.
if (region.Polygons.Count > 1)
return Scissor(region.MinX, region.MinY, region.MaxX, region.MaxY);
return From(region.Polygons[0]);
}
/// <summary>
/// Reduce one convex view polygon without wrapping it in a temporary <see cref="CellView"/>.
/// The clip-frame assembler already iterates individual retail <c>view_poly</c> slices, so
/// constructing a CellView there needlessly ran the flood's canonical-key/dedup machinery for
/// every slice on every frame. This overload is behavior-identical to the one-polygon branch
/// of <see cref="From(CellView)"/> and avoids that unrelated allocation path.
/// </summary>
public static ClipPlaneSet From(in ViewPolygon polygon)
{
if (polygon.IsEmpty)
return Empty;
// Exactly one polygon: normalize winding to CCW and merge collinear edges in reusable
// scratch. The surviving vertices are consumed immediately to build the actual plane
// payload; there is no reason to allocate a second exact-sized polygon array per slice.
Vector2[] input = polygon.Vertices;
Vector2[]? rented = null;
Span<Vector2> verts = input.Length <= 32
? stackalloc Vector2[input.Length]
: (rented = ArrayPool<Vector2>.Shared.Rent(input.Length)).AsSpan(0, input.Length);
try
{
int count = NormalizeAndMerge(input, verts);
// Fewer than 3 distinct edges survive ⇒ a sliver/line with no area. There is no
// meaningful AABB to over-include (a zero-area region), so treat it as nothing visible.
if (count < 3)
return Empty;
ReadOnlySpan<Vector2> normalized = verts[..count];
// A single convex polygon with too many edges to fit the hardware budget ⇒ scissor
// on ITS own AABB (still a superset of the polygon → over-include, safe).
if (count > MaxPlanes)
return Scissor(normalized);
// 3..8 edges: emit one inward half-space plane per edge (CCW formula). This array is
// the retained GPU-routing payload and therefore the one necessary allocation.
var planes = new Vector4[count];
for (int i = 0; i < count; i++)
{
Vector2 p = normalized[i];
Vector2 q = normalized[(i + 1) % count];
Vector2 dir = q - p;
// Inward normal for CCW winding: perp(dir) = (-dir.y, dir.x) points to the polygon's
// interior (the "left" side of the directed edge p→q).
Vector2 n = Vector2.Normalize(new Vector2(-dir.Y, dir.X));
// Plane: n·x + d >= 0 inside, with d = -(n·p). In clip space with NDC x = clip.x/clip.w:
// dist = n.x*clip.x + n.y*clip.y + 0*clip.z + (-(n·p))*clip.w (>= 0 ⇒ keep)
planes[i] = new Vector4(n.X, n.Y, 0f, -Vector2.Dot(n, p));
}
return new ClipPlaneSet(planes, useScissorFallback: false, isNothingVisible: false, scissorNdcAabb: DegenerateAabb);
}
finally
{
if (rented is not null)
ArrayPool<Vector2>.Shared.Return(rented);
}
}
private static ClipPlaneSet Scissor(float minX, float minY, float maxX, float maxY) =>
new(Array.Empty<Vector4>(), useScissorFallback: true, isNothingVisible: false,
scissorNdcAabb: new Vector4(minX, minY, maxX, maxY));
private static ClipPlaneSet Scissor(ReadOnlySpan<Vector2> verts)
{
float minX = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxY = float.MinValue;
foreach (var v in verts)
{
if (v.X < minX) minX = v.X;
if (v.X > maxX) maxX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.Y > maxY) maxY = v.Y;
}
return Scissor(minX, minY, maxX, maxY);
}
/// <summary>
/// Return the polygon wound CCW with collinear vertices removed. The PortalVisibilityBuilder
/// already EnsureCcw's its output, but From() is a public entry point that must be robust to
/// either winding (e.g. a hand-built CellView), so we normalize here too.
/// </summary>
private static int NormalizeAndMerge(ReadOnlySpan<Vector2> input, Span<Vector2> points)
{
if (input.Length < 3)
return 0;
// 1) Drop exact/near-duplicate consecutive points first so edge directions are well-defined.
int count = 0;
foreach (Vector2 vertex in input)
{
if (count == 0 || (vertex - points[count - 1]).LengthSquared() > DegenerateEdgeLen * DegenerateEdgeLen)
points[count++] = vertex;
}
// Wrap-around duplicate (last == first).
if (count >= 2 && (points[count - 1] - points[0]).LengthSquared() <= DegenerateEdgeLen * DegenerateEdgeLen)
count--;
if (count < 3)
return 0;
// 2) Force CCW winding (positive signed area). perp(dir)=(-y,x) is the inward normal only
// for CCW; if the caller handed us CW, reverse so the plane signs come out inside-positive.
if (SignedArea2(points[..count]) < 0f)
points[..count].Reverse();
// 3) Merge collinear edges: drop vertex i when edge (i-1→i) and edge (i→i+1) point the same
// way (turn angle < ~0.5°). Iterate until stable — removing one vertex can expose a new
// collinear triple. |cross(a,b)| of unit dirs = |sin θ|; dot>0 rules out a 180° reversal.
bool changed = true;
while (changed && count >= 3)
{
changed = false;
for (int i = 0; i < count; i++)
{
Vector2 prev = points[(i - 1 + count) % count];
Vector2 cur = points[i];
Vector2 next = points[(i + 1) % count];
Vector2 d0 = cur - prev;
Vector2 d1 = next - cur;
float l0 = d0.Length();
float l1 = d1.Length();
if (l0 < DegenerateEdgeLen || l1 < DegenerateEdgeLen)
{
points[(i + 1)..count].CopyTo(points[i..]);
count--;
changed = true;
break;
}
d0 /= l0;
d1 /= l1;
float cross = d0.X * d1.Y - d0.Y * d1.X; // sin θ
float dot = d0.X * d1.X + d0.Y * d1.Y; // cos θ
if (dot > 0f && MathF.Abs(cross) < CollinearSinEps)
{
points[(i + 1)..count].CopyTo(points[i..]);
count--; // cur lies on the straight line prev→next
changed = true;
break;
}
}
}
if (count < 3)
return 0;
// Final degeneracy gate: a polygon with negligible area is a line/point even if it still
// has >= 3 distinct vertices (e.g. an edge-on portal, or a near-collinear triple the 0.5°
// merge didn't quite collapse). Emitting its planes would yield an empty half-space
// intersection that silently gates out everything; report it honestly as nothing-visible.
if (MathF.Abs(SignedArea2(points[..count])) * 0.5f < MinPolygonArea)
return 0;
return count;
}
// Twice the signed area (the "shoelace" sum). > 0 ⇒ CCW, < 0 ⇒ CW.
private static float SignedArea2(ReadOnlySpan<Vector2> poly)
{
float a = 0f;
for (int i = 0; i < poly.Length; i++)
{
Vector2 p = poly[i];
Vector2 q = poly[(i + 1) % poly.Length];
a += p.X * q.Y - q.X * p.Y;
}
return a;
}
}