acdream/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs
Erik 96a425a9a5 fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
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>
2026-06-12 22:05:31 +02:00

82 lines
3.7 KiB
C#

using System;
using System.Numerics;
using Xunit;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// #108-residual orientation pin: TerrainModernRenderer culls terrain back
/// faces with FrontFace(Ccw) — the GL port of retail's single-sided terrain
/// (ACRender::landPolysDraw 0x006b7040: a land triangle draws ONLY when the
/// camera is on the POSITIVE side of its plane via Plane::which_side2).
///
/// The FrontFace choice rests on one mapping fact: under the production
/// camera convention (Matrix4x4.CreateLookAt with up = world +Z, Numerics
/// CreatePerspectiveFieldOfView — RetailChaseCamera.cs:203 / :52), an
/// UP-FACING terrain triangle that LandblockMesh emits CCW in world XY
/// rasterizes
/// · CCW in NDC/window space when the eye is ABOVE its plane (kept), and
/// · CW when the eye is BELOW (culled — retail draws nothing there: from
/// a below-grade cellar eye the door aperture shows sky, never grass).
/// This test pins that mapping in pure CPU math so a projection-convention
/// change (handedness, Y-flip) can't silently invert the cull and either
/// resurrect the #108 grass window or cull terrain from above.
/// </summary>
public class TerrainCullOrientationTests
{
// An up-facing triangle, CCW in world XY viewed from above — the exact
// emission convention pinned by LandblockMeshTests (crossZ > 0).
private static readonly Vector3[] Triangle =
{
new(-1f, 10f, 94f),
new( 1f, 10f, 94f),
new( 1f, 12f, 94f),
};
private static float NdcSignedArea2(Vector3 eye, Vector3 forward)
{
// The production camera shape: look-at with world-Z up
// (RetailChaseCamera.cs:203), Numerics perspective with the retail
// znear 0.1 (RetailChaseCamera.cs:52).
var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
var viewProj = view * proj;
Span<Vector2> ndc = stackalloc Vector2[3];
for (int i = 0; i < 3; i++)
{
var c = Vector4.Transform(new Vector4(Triangle[i], 1f), viewProj);
Assert.True(c.W > 1e-3f, "test triangle must be in front of the eye");
ndc[i] = new Vector2(c.X / c.W, c.Y / c.W);
}
// Twice the signed area: > 0 = CCW in NDC (GL window space keeps the
// orientation — NDC y up maps to window y up, no flip).
return (ndc[1].X - ndc[0].X) * (ndc[2].Y - ndc[0].Y)
- (ndc[1].Y - ndc[0].Y) * (ndc[2].X - ndc[0].X);
}
[Fact]
public void EyeAboveTerrainPlane_WindsCcw_FrontFaceKept()
{
// Eye above grade looking forward-down at the triangle (the normal
// outdoor view). Retail: which_side2 = POSITIVE → drawn.
float area = NdcSignedArea2(new Vector3(0f, 5f, 96.5f), new Vector3(0f, 1f, -0.3f));
Assert.True(area > 0f,
$"above-plane eye must see the terrain triangle CCW (area2={area}) — " +
"FrontFace(Ccw)+Cull(Back) would otherwise cull terrain from above");
}
[Fact]
public void EyeBelowTerrainPlane_WindsCw_BackfaceCulled()
{
// Eye below grade (the cellar-stairwell window) looking up-forward at
// the underside. Retail: which_side2 = NEGATIVE → not drawn at all —
// the #108 grass that covered the exit door was exactly this
// underside rasterizing when culling was left disabled.
float area = NdcSignedArea2(new Vector3(0f, 5f, 92.5f), new Vector3(0f, 1f, 0.2f));
Assert.True(area < 0f,
$"below-plane eye must see the terrain triangle CW (area2={area}) — " +
"it must backface-cull like retail's which_side2 eye-side gate");
}
}