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