acdream/tests/AcDream.App.Tests/Rendering/Wb/EnvCellRendererTests.cs
Erik ae6513126e fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes
Opus dual-lens review of 05970306 + 388457a7 (APPROVE WITH FIXES). Four
items, all landed:

1. FOG (behavioural). Retail's D3D fixed-function fog stage runs AFTER the
   texture-stage pipeline, so the detail contribution must be fogged, not
   just the base. mesh_modern.frag already fogs the base colour
   (applyFog(rgb, vWorldPos)) before mesh_detail's replay draws over it;
   mesh_detail.frag previously emitted raw detail.rgb, understating fog by
   f*a*(fog-detail). Fix: mesh_detail.vert now outputs vWorldPos (mirroring
   mesh_modern.vert); mesh_detail.frag declares the identical SceneLighting
   UBO and applyFog function (copied verbatim, same binding/std140/math) and
   fogs detail.rgb before emitting it. This collapses algebraically to
   retail's fog-after-combine order:
     (1-a)*mix(base,fog,f) + a*mix(detail,fog,f) = mix(lerp(base,detail,a),fog,f)
   RetailDetailTextureContract gains ExpectedFogged(base,detail,opacity,fog,
   fogFactor); RetailDetailTextureContractTests pins the identity across 200
   random samples within 1e-6.

2. EnvCellRenderer.Rhi.cs's DrawEnvCell-category comment still said "apply
   the 10-50 m positive-view-depth fade" — a stale claim from before VM1
   removed the fade. Replaced with the mip-chain attenuation statement that
   mesh_detail.vert's header comment already carries.

3. Added the test the VM1 contract required but never had: TerrainAtlas
   .TryCreateDetailTexture uploads a full mip chain (MipLevelCount ==
   RhiWorldTextureArray.MipLevelsFor(w,h), GenerateMipChain called) and
   registers with the repeat/linear world sampler, not single-level or
   clamped. Drives the private method directly (reflection) against a
   synthetic PFID_A8R8G8B8 RenderSurface through a minimal in-memory
   IDatReaderWriter fake, so the lane stays hermetic (no installed DAT).

4. #226 pseudocode note: noted that retail's stage-1 OUTPUT alpha
   (MODULATE(TEXTURE, CURRENT), 0x0059c549) — the framebuffer blend weight a
   delayed-alpha subset composites with — is not modelled; acdream instead
   draws a second pass weighted by detail.a*diffuseAlpha. Identical for
   opaque subsets, a bounded difference on translucent building/EnvCell
   subsets already covered by the existing AP-34 shared-alpha-queue
   divergence row. Also qualified the tmpmaterial.Diffuse.a = 1f (0x0059cb99)
   citation to name its exact branch (burnedInStaticLights < 0 &&
   *(render_device+0x7e4) == 0); the other branch leaves diffuse FromVertex,
   but the opaque->1 / fading->opacity mapping still holds either way.

Nit also folded in: EnvCellRendererTests' new SubmitRhi instance-alpha test
is now a [Theory] over WbRenderPass.Opaque and .Transparent, pinning the
bind-before-first-draw invariant on both passes.

Regenerated mesh_detail's committed SPIR-V and the shader manifest
(tools/compile-shaders.ps1); no other shader pair changed.

Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors);
dotnet test on AcDream.App.Tests (Release, hermetic lanes) green, including
the shader manifest tests explicitly; AcDream.Core.Tests unaffected/green.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-22 22:39:58 +02:00

589 lines
24 KiB
C#

// Tests for EnvCellRenderer (Phase A8, 2026-05-28).
// These cover the pure data-handling portions of EnvCellRenderer.
// The draw-recording Render() and RenderModernMDIInternal() paths require a
// live GPU device and are visual-verified at the render frame (Task 10).
//
// Campaign V slice V11: the raw-GL constructor (which stored a possibly-null
// GL reference and did no other work) was deleted along with the GL arm. The
// sole remaining constructor builds three real pipelines against IGpuDevice,
// so these "no GL calls" tests now construct through the RHI arm with the
// same lightweight, no-hardware-required fakes the composition tests use:
// RecordingGpuDevice (records but does no driver work), GpuDeviceFrameLifetime
// (never began, so CurrentFrame stays null — fine, since these tests never
// draw), and VulkanWorldPassScope (needs only a sample count, no live surface).
// meshManager can no longer be null either — the RHI constructor throws on a
// null ObjectMeshManager, so tests that don't care about mesh-manager
// behavior get a real one built the same way MeshPipelineDeviceSeamTests
// does: VulkanMeshPipelineDevice (the production Vulkan seam implementation)
// over the same RecordingGpuDevice, plus a no-op IPreparedAssetSource.
using System.Collections.Generic;
using System.Numerics;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Threading;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Gpu.Vk;
using AcDream.App.Rendering.Wb;
using AcDream.App.Tests.Rendering.Gpu;
using AcDream.Content;
using Microsoft.Extensions.Logging.Abstractions;
using Xunit;
namespace AcDream.App.Tests.Rendering.Wb;
public class EnvCellRendererTests
{
private sealed class NullPreparedAssetSource : IPreparedAssetSource
{
public PreparedAssetSourceStats Stats => default;
public CacheStats DecodedTextureCacheStats => default;
public PreparedAssetPresence Probe(
AcDream.Content.Pak.PakAssetType type,
uint sourceFileId) =>
PreparedAssetPresence.Missing;
public PreparedAssetReadResult Read(
in PreparedAssetRequest request,
CancellationToken cancellationToken = default) =>
PreparedAssetReadResult.Missing;
public void Dispose()
{
}
}
private static ObjectMeshManager CreateMeshManager(RecordingGpuDevice device) =>
new(
new VulkanMeshPipelineDevice(device.Retirement),
device,
new NullPreparedAssetSource(),
NullLogger<ObjectMeshManager>.Instance);
private static EnvCellRenderer CreateRenderer(ObjectMeshManager? meshManager = null)
{
var device = new RecordingGpuDevice();
return new EnvCellRenderer(
device,
new GpuDeviceFrameLifetime(device),
new VulkanWorldPassScope(sampleCount: 1),
meshManager ?? CreateMeshManager(device),
new WbFrustum());
}
[Fact]
public void EnvironmentDetailCategory_BindsValidStorageDescriptorNine()
{
using var device = new RecordingGpuDevice();
device.Clear();
using IGpuFrame frame = device.BeginFrame();
using IGpuPassEncoder pass = frame.BeginPass(
GpuPassDescription.BackbufferClear(
"envcell-detail-binding",
Vector4.Zero,
sampleCount: 1));
EnvCellRenderer.BindEnvironmentDetailCategory(pass, frame);
GpuRecordedStorageBind storageBind = Assert.Single(
device.Calls.OfType<GpuRecordedStorageBind>());
Assert.Equal(GpuBindingModel.StorageInstanceDetailCategory, storageBind.Binding);
Assert.Equal((uint)sizeof(uint), storageBind.SizeBytes);
Assert.Equal(
1u,
MemoryMarshal.Read<uint>(
device.RingBytes.Slice((int)storageBind.OffsetBytes, sizeof(uint))));
}
/// <summary>
/// Campaign VM VM1 follow-up. EnvCellRenderer.Rhi's SubmitRhi bound
/// StorageInstances/StorageBatches/StorageClipSlots/StorageGlobalLights/
/// StorageInstanceLightSets every frame but never
/// GpuBindingModel.StorageInstanceAlpha (binding 7) — the SSBO both
/// mesh_modern.vert (interior shells) and mesh_detail.vert (interior
/// detail replay) read as instanceAlpha[instanceIndex]. Predates VM1
/// (6c79d35c has the same omission); with mesh_detail.vert now reading
/// that binding too, an unfixed gap here would have made the interior
/// detail overlay read whatever section a DIFFERENT renderer (or a
/// stale ring slot) last left in binding 7, indexed by these cells'
/// instance ids. This pins that SubmitRhi binds its own constant-1.0f
/// section, sized to the live instance count, before it records any
/// draw in the pass — one bind serves every subsequent draw in that
/// pass, mesh_modern's shell pipeline and (when enabled) mesh_detail's
/// replay alike.
/// </summary>
[Theory]
[InlineData(WbRenderPass.Opaque)]
[InlineData(WbRenderPass.Transparent)]
public void SubmitRhi_BindsConstantOneInstanceAlphaBeforeAnyDrawInThePass(
WbRenderPass renderPass)
{
const int instanceCount = 5;
using var device = new RecordingGpuDevice();
using var meshManager = CreateMeshManager(device);
var frameLifetime = new GpuDeviceFrameLifetime(device);
var scope = new VulkanWorldPassScope(sampleCount: 1);
using var renderer = new EnvCellRenderer(
device,
frameLifetime,
scope,
meshManager,
new WbFrustum());
frameLifetime.BeginFrame();
IGpuFrame frame = frameLifetime.CurrentFrame!;
using IGpuPassEncoder pass = frame.BeginPass(
GpuPassDescription.BackbufferClear(
"envcell-submit-alpha-binding",
Vector4.Zero,
sampleCount: 1));
using IDisposable publication = scope.Publish(pass);
// Seed one real draw command, exactly what
// RenderModernMDIInternal would have built from a live landblock,
// so the test can assert an actual ordering against a real draw
// rather than a vacuous "no draw happened" pass. Same command for
// both passes: with _buildingDetailEnabled left at its default
// (false), the Transparent branch's own detail-interleave logic
// (SubmitRhi's "detailEnabled" block) never fires, so it draws
// through the identical MultiDrawIndexedIndirect call the Opaque
// pass does — only the pipeline rebound inside the per-range loop
// differs, which is not what this test is pinning.
Type rendererType = typeof(EnvCellRenderer);
FieldInfo commandsField = rendererType.GetField(
"_commands", BindingFlags.NonPublic | BindingFlags.Instance)!;
commandsField.SetValue(renderer, new[]
{
new DrawElementsIndirectCommand
{
Count = 3,
InstanceCount = (uint)instanceCount,
FirstIndex = 0,
BaseVertex = 0,
BaseInstance = 0,
},
});
FieldInfo batchesField = rendererType.GetField(
"_modernBatches", BindingFlags.NonPublic | BindingFlags.Instance)!;
batchesField.SetValue(renderer, new ModernBatchData[] { default });
FieldInfo rangesField = rendererType.GetField(
"_mdiDrawRanges", BindingFlags.NonPublic | BindingFlags.Instance)!;
var ranges = (List<EnvCellRenderer.MdiDrawRange>)rangesField.GetValue(renderer)!;
ranges.Clear();
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 0, firstCommand: 0, commandCount: 1);
var allInstances = new List<InstanceData>();
for (int i = 0; i < instanceCount; i++)
{
allInstances.Add(new InstanceData
{
Transform = Matrix4x4.Identity,
CellId = 0x8C040100u + (uint)i,
});
}
device.Clear();
MethodInfo submitRhi = rendererType.GetMethod(
"SubmitRhi", BindingFlags.NonPublic | BindingFlags.Instance)!;
submitRhi.Invoke(
renderer,
new object[] { allInstances, renderPass, 1, instanceCount });
IReadOnlyList<GpuRecordedCall> calls = device.Calls;
int alphaBindIndex = -1;
int firstDrawIndex = -1;
for (int i = 0; i < calls.Count; i++)
{
if (alphaBindIndex < 0
&& calls[i] is GpuRecordedStorageBind bind
&& bind.Binding == GpuBindingModel.StorageInstanceAlpha)
{
alphaBindIndex = i;
}
if (firstDrawIndex < 0 && calls[i] is GpuRecordedMultiDrawIndirect)
firstDrawIndex = i;
}
Assert.True(alphaBindIndex >= 0, "StorageInstanceAlpha was never bound.");
Assert.True(firstDrawIndex >= 0, "The seeded draw command was never recorded.");
Assert.True(
alphaBindIndex < firstDrawIndex,
"StorageInstanceAlpha must be bound before the pass's draw call, "
+ "not left to whatever a prior renderer's bind left in slot 7.");
var alphaBind = (GpuRecordedStorageBind)calls[alphaBindIndex];
Assert.Equal((uint)(instanceCount * sizeof(float)), alphaBind.SizeBytes);
ReadOnlySpan<float> alphaValues = MemoryMarshal.Cast<byte, float>(
device.RingBytes.Slice((int)alphaBind.OffsetBytes, (int)alphaBind.SizeBytes));
Assert.Equal(instanceCount, alphaValues.Length);
foreach (float value in alphaValues)
Assert.Equal(1.0f, value);
}
[Fact]
public void RetailDetailPipelinesPreserveOpaqueAndTransparentDepthWriteContracts()
{
using var device = new RecordingGpuDevice();
using var meshManager = CreateMeshManager(device);
using var renderer = new EnvCellRenderer(
device,
new GpuDeviceFrameLifetime(device),
new VulkanWorldPassScope(sampleCount: 1),
meshManager,
new WbFrustum());
GpuPipelineDescription opaqueDetail = Assert.Single(
device.CreatedPipelines,
pipeline => pipeline.Description.Name == "envcell-retail-detail")
.Description;
GpuPipelineDescription transparentDetail = Assert.Single(
device.CreatedPipelines,
pipeline => pipeline.Description.Name == "envcell-retail-detail-alpha")
.Description;
Assert.Equal(GpuBlendMode.RetailDetail, opaqueDetail.Blend);
Assert.True(opaqueDetail.Depth.Write);
Assert.Equal(GpuCompareOp.Equal, opaqueDetail.Depth.Compare);
Assert.False(opaqueDetail.AlphaToCoverage);
Assert.Equal(GpuBlendMode.RetailDetail, transparentDetail.Blend);
Assert.False(transparentDetail.Depth.Write);
Assert.Equal(GpuCompareOp.LessOrEqual, transparentDetail.Depth.Compare);
Assert.False(transparentDetail.AlphaToCoverage);
}
[Fact]
public void OrderedMdiRanges_CoalesceAdjacentCellsWithIdenticalState()
{
var ranges = new List<EnvCellRenderer.MdiDrawRange>();
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 2, firstCommand: 0, commandCount: 3);
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 2, firstCommand: 3, commandCount: 4);
Assert.Equal(
[new EnvCellRenderer.MdiDrawRange(GroupIndex: 2, FirstCommand: 0, CommandCount: 7)],
ranges);
}
[Fact]
public void OrderedMdiRanges_PreserveStateAndCommandGapsAsBoundaries()
{
var ranges = new List<EnvCellRenderer.MdiDrawRange>();
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 2, firstCommand: 0, commandCount: 3);
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 6, firstCommand: 3, commandCount: 2);
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 2, firstCommand: 5, commandCount: 1);
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 2, firstCommand: 9, commandCount: 2);
Assert.Equal(
[
new EnvCellRenderer.MdiDrawRange(2, 0, 3),
new EnvCellRenderer.MdiDrawRange(6, 3, 2),
new EnvCellRenderer.MdiDrawRange(2, 5, 1),
new EnvCellRenderer.MdiDrawRange(2, 9, 2),
],
ranges);
}
[Fact]
public void OrderedMdiRanges_IgnoreEmptyCellRanges()
{
var ranges = new List<EnvCellRenderer.MdiDrawRange>();
EnvCellRenderer.AppendMdiDrawRange(ranges, groupIndex: 2, firstCommand: 0, commandCount: 0);
Assert.Empty(ranges);
}
// -----------------------------------------------------------------------
// GetEnvCellGeomId — verbatim port of WB EnvCellRenderManager.cs:94-103
// -----------------------------------------------------------------------
[Fact]
public void GetEnvCellGeomId_DedupBitSet()
{
var id = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1, 2, 3 });
// Bit 33 (0x2_0000_0000) must be set — distinguishes dedup geom from per-cell ids.
Assert.NotEqual(0UL, id & 0x2_0000_0000UL);
}
[Fact]
public void GetEnvCellGeomId_Deterministic()
{
var s = new List<ushort> { 1, 2, 3 };
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, s);
var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, s);
Assert.Equal(a, b);
}
[Fact]
public void GetEnvCellGeomId_DiffersByEnvironmentId()
{
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
var b = EnvCellRenderer.GetEnvCellGeomId(0x43, 7, new List<ushort> { 1 });
Assert.NotEqual(a, b);
}
[Fact]
public void GetEnvCellGeomId_DiffersByCellStructure()
{
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 8, new List<ushort> { 1 });
Assert.NotEqual(a, b);
}
[Fact]
public void GetEnvCellGeomId_DiffersBySurfaces()
{
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 2 });
Assert.NotEqual(a, b);
}
// -----------------------------------------------------------------------
// Constructor — pure data, no GL
// -----------------------------------------------------------------------
[Fact]
public void NewRenderer_NeedsPrepareIsTrue()
{
// GL and meshManager are null — only valid for pure-data tests (no
// Initialize() is called, so no GL calls are made).
var r = CreateRenderer();
Assert.True(r.NeedsPrepare);
}
[Fact]
public void NewRenderer_NotDisposed()
{
var r = CreateRenderer();
Assert.False(r.IsDisposed);
}
// -----------------------------------------------------------------------
// RemoveLandblock — pure data path
// -----------------------------------------------------------------------
[Fact]
public void RemoveLandblock_NonExistent_DoesNotThrow()
{
var r = CreateRenderer();
// Should silently no-op.
r.RemoveLandblock(0xA9B40000u);
Assert.True(r.NeedsPrepare);
}
// -----------------------------------------------------------------------
// GetEnvCellGeomId — additional edge cases
// -----------------------------------------------------------------------
[Fact]
public void GetEnvCellGeomId_EmptySurfaces_Deterministic()
{
var a = EnvCellRenderer.GetEnvCellGeomId(1, 0, new List<ushort>());
var b = EnvCellRenderer.GetEnvCellGeomId(1, 0, new List<ushort>());
Assert.Equal(a, b);
Assert.NotEqual(0UL, a & 0x2_0000_0000UL);
}
[Fact]
public void GetEnvCellGeomId_SurfaceOrderMatters()
{
var a = EnvCellRenderer.GetEnvCellGeomId(1, 1, new List<ushort> { 10, 20 });
var b = EnvCellRenderer.GetEnvCellGeomId(1, 1, new List<ushort> { 20, 10 });
// The hash is order-sensitive (matches WB's foreach loop), so
// swapped order should produce a different id.
Assert.NotEqual(a, b);
}
// (Render() requires a GL context — visual-verified in Task 10.)
[Fact]
public void GpuInstanceUpload_UsesMeshModernMat4Stride()
{
// mesh_modern.vert declares SSBO InstanceData as exactly one mat4,
// so the GPU array stride is 64 bytes. EnvCellRenderer's CPU
// InstanceData also carries CellId/Flags for culling/filtering and
// is 80 bytes; uploading that struct corrupts every instance after 0.
Assert.Equal(64, Marshal.SizeOf<Matrix4x4>());
Assert.Equal(80, Marshal.SizeOf<InstanceData>());
var field = typeof(EnvCellRenderer).GetField("_gpuInstanceTransforms",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Assert.NotNull(field);
Assert.Equal(typeof(Matrix4x4[]), field!.FieldType);
}
// -----------------------------------------------------------------------
// Pool-aliasing regression tests (2026-05-28 audit findings).
//
// Two interconnected bugs caused the post-Wave-5 visual chaos:
// 1. GetPooledList didn't clear reused lists, causing AddRange to grow
// pool entries unbounded across frames.
// 2. Render's pool cursor reset used `BatchedByCell.Count` (cell count,
// a small int with no relation to the pool) instead of WB's
// `PostPreparePoolIndex` (the pool high-water mark after Prepare),
// pointing Render's GetPooledList back into snapshot-owned lists.
//
// These tests use reflection to verify the fixes without widening
// EnvCellRenderer's public API. If either fix regresses, the
// corresponding test fails fast.
// -----------------------------------------------------------------------
[Fact]
public void Snapshot_PostPreparePoolIndex_IsInitSettable()
{
// Compile-time guarantee: the field exists and is init-only.
// If a future refactor renames or removes it, this test won't compile.
var s = new EnvCellVisibilitySnapshot { PostPreparePoolIndex = 42 };
Assert.Equal(42, s.PostPreparePoolIndex);
}
[Fact]
public void Snapshot_PostPreparePoolIndex_DefaultsToZero()
{
var s = new EnvCellVisibilitySnapshot();
Assert.Equal(0, s.PostPreparePoolIndex);
}
[Fact]
public void GetPooledList_ReusedList_IsClearedBeforeReturn()
{
// The bug: WB's GetPooledList clears the list before returning so
// the merge phase pattern `gfxDict[k] = list; list.AddRange(...)`
// populates fresh data. The original port omitted Clear() — each
// frame's lists grew unbounded with stale data layered on top.
//
// Reflection-based test that drives the private GetPooledList +
// _poolIndex/_listPool fields. If a future refactor removes the
// Clear() call, this test fails.
var r = CreateRenderer();
var type = typeof(EnvCellRenderer);
var getPooledListMethod = type.GetMethod("GetPooledList",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Assert.NotNull(getPooledListMethod);
var poolIndexField = type.GetField("_poolIndex",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Assert.NotNull(poolIndexField);
// First call — creates _listPool[0], _poolIndex 0 → 1.
var first = (List<InstanceData>)getPooledListMethod!.Invoke(r, null)!;
first.Add(new InstanceData());
first.Add(new InstanceData());
Assert.Equal(2, first.Count);
// Reset cursor to 0 — simulates the start of the next prepare cycle.
poolIndexField!.SetValue(r, 0);
// Second call — returns _listPool[0] (same as first). With the fix
// it should be cleared. Without the fix the list still has 2 items.
var second = (List<InstanceData>)getPooledListMethod.Invoke(r, null)!;
Assert.Same(first, second); // reuses the same instance
Assert.Empty(second); // and the data is gone
}
[Fact]
public void GetPooledList_FreshList_IsAlwaysEmpty()
{
// Sanity check for the fresh-list branch. _poolIndex past _listPool.Count
// should produce a brand-new empty list and grow the pool.
var r = CreateRenderer();
var type = typeof(EnvCellRenderer);
var getPooledListMethod = type.GetMethod("GetPooledList",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var a = (List<InstanceData>)getPooledListMethod!.Invoke(r, null)!;
var b = (List<InstanceData>)getPooledListMethod.Invoke(r, null)!;
Assert.NotSame(a, b);
Assert.Empty(a);
Assert.Empty(b);
}
// -----------------------------------------------------------------------
// Prepare gate (2026-07-24) — pure camera-tolerance half.
// The tolerance must swallow the ~36 µm eye rest jitter (RetailPViewRenderer
// R-A2 note) but never survive real camera motion.
// -----------------------------------------------------------------------
private static Matrix4x4 ViewProjectionFor(Vector3 eye, Vector3 forward)
{
var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(
fieldOfView: 1.2f, aspectRatio: 16f / 9f, nearPlaneDistance: 0.1f, farPlaneDistance: 2000f);
return view * proj;
}
[Fact]
public void CameraApproximatelyEqual_IdenticalCamera_True()
{
var eye = new Vector3(120f, 80f, 10f);
var vp = ViewProjectionFor(eye, Vector3.UnitX);
Assert.True(EnvCellRenderer.CameraApproximatelyEqual(vp, eye, vp, eye));
}
[Fact]
public void CameraApproximatelyEqual_RestJitter_True()
{
// The ~36 µm eye rest jitter must NOT dirty the gate.
var eye = new Vector3(120.34f, 87.91f, 10.2f);
var jittered = eye + new Vector3(36e-6f, -36e-6f, 36e-6f);
var a = ViewProjectionFor(eye, Vector3.UnitX);
var b = ViewProjectionFor(jittered, Vector3.UnitX);
Assert.True(EnvCellRenderer.CameraApproximatelyEqual(a, eye, b, jittered));
}
[Fact]
public void CameraApproximatelyEqual_SmallRealRotation_False()
{
// 0.05° of yaw — far below one frame of real mouse motion — must dirty.
var eye = new Vector3(120.34f, 87.91f, 10.2f);
float yaw = 0.05f * MathF.PI / 180f;
var a = ViewProjectionFor(eye, Vector3.UnitX);
var b = ViewProjectionFor(eye, new Vector3(MathF.Cos(yaw), MathF.Sin(yaw), 0f));
Assert.False(EnvCellRenderer.CameraApproximatelyEqual(a, eye, b, eye));
}
[Fact]
public void CameraApproximatelyEqual_SmallRealTranslation_False()
{
// 5 cm of movement must dirty the gate.
var eye = new Vector3(120.34f, 87.91f, 10.2f);
var moved = eye + new Vector3(0.05f, 0f, 0f);
var a = ViewProjectionFor(eye, Vector3.UnitX);
var b = ViewProjectionFor(moved, Vector3.UnitX);
Assert.False(EnvCellRenderer.CameraApproximatelyEqual(a, eye, b, moved));
}
[Fact]
public void CameraApproximatelyEqual_GlobalScaleCoordinates_TranslationStillDirties()
{
// AC world coordinates reach ~5e4. A relative tolerance applied to the
// matrix translation row would mask sub-meter motion at that scale —
// the eye epsilon is absolute precisely so this case stays sharp.
var eye = new Vector3(40120.34f, 45087.91f, 110.2f);
var moved = eye + new Vector3(0.07f, 0f, 0f); // one walking frame
var a = ViewProjectionFor(eye, Vector3.UnitX);
var b = ViewProjectionFor(moved, Vector3.UnitX);
Assert.False(EnvCellRenderer.CameraApproximatelyEqual(a, eye, b, moved));
var jittered = eye + new Vector3(36e-6f, 0f, 0f);
var c = ViewProjectionFor(jittered, Vector3.UnitX);
Assert.True(EnvCellRenderer.CameraApproximatelyEqual(a, eye, c, jittered));
}
[Fact]
public void NewRenderer_SnapshotGenerationStartsAtZero()
{
var r = CreateRenderer();
Assert.Equal(0, r.SnapshotGeneration);
}
}