Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
554 lines
23 KiB
C#
554 lines
23 KiB
C#
// PortalProjection.cs
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//
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// Phase A8.F: project a cell-local portal polygon to NDC screen space. Homogeneous frustum clip
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// in CLIP SPACE (before the perspective divide): first the IN-FRONT-OF-EYE half-space (keep where
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// w > MinW) so a portal straddling the camera does not invert under the divide and the divide
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// stays bounded away from the w=0 eye singularity, then the 4 SIDE planes (x,y within ±w) so every
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// surviving vertex lands on the screen [-1,1] by construction. The side-plane clip is the R1
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// void-flap fix (2026-06-05) — see ProjectToNdc.
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//
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// The clip is NEAR-INDEPENDENT on purpose. We only use the projected x/y for the visibility clip
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// REGION, so a vertex in front of the eye is meaningful even if it is closer than the projection's
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// near plane. acdream's cameras build projection with Matrix4x4.CreatePerspectiveFieldOfView (D3D
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// convention, NDC z in [0,1]) and a 1.0 m near plane (RetailChaseCamera). The previous w+z>=0
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// predicate was the GL ([-1,1]) near-plane test; against the D3D matrix it discarded everything
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// within ~0.5 m of the eye, so a doorway the chase camera was ~0.1 m from got clipped to empty ->
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// the cell behind it was culled -> the cottage doorway "void" (2026-06-03). Clipping at the eye
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// (w > MinW) keeps a portal you're standing in (it covers the screen) so the cell behind stays
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// visible. Retail PView::GetClip / ConstructView(CBldPortal) (decomp:432344 / 433832) near-clip the
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// portal poly likewise before projecting.
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using System.Buffers;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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public static class PortalProjection
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{
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internal ref struct ClipPolygonLease
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{
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private readonly ArrayPool<Vector4>? _pool;
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private Vector4[]? _first;
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private Vector4[]? _second;
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private Vector4[]? _result;
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private readonly int _count;
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private bool _disposed;
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internal ClipPolygonLease(
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ArrayPool<Vector4>? pool,
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Vector4[]? first,
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Vector4[]? second,
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Vector4[]? result,
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int count)
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{
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_pool = pool;
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_first = first;
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_second = second;
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_result = result;
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_count = count;
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_disposed = false;
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}
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public int Count
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{
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get
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{
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ThrowIfDisposed();
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return _count;
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}
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}
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public ReadOnlySpan<Vector4> Span
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{
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get
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{
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ThrowIfDisposed();
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return _result is null
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? ReadOnlySpan<Vector4>.Empty
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: _result.AsSpan(0, _count);
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}
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposed = true;
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ArrayPool<Vector4>? pool = _pool;
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if (_first is not null)
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pool!.Return(_first);
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if (_second is not null)
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pool!.Return(_second);
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_first = null;
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_second = null;
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_result = null;
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}
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private readonly void ThrowIfDisposed()
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{
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if (_disposed)
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throw new ObjectDisposedException(nameof(ClipPolygonLease));
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}
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}
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/// <summary>Project a cell-local polygon to NDC, preserving the projected winding of
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/// the input (NOT normalized to CCW). The caller (PortalVisibilityBuilder) is responsible
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/// for feeding camera-facing portal polygons (via the portal-side test) so the result is
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/// CCW for the CCW-only <see cref="ScreenPolygonClip"/>. Returns fewer than 3 verts when
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/// the polygon is entirely behind the camera / degenerate.</summary>
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public static Vector2[] ProjectToNdc(IReadOnlyList<Vector3> localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj)
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=> ProjectToNdc(localPoly, cellToWorld, viewProj, ArrayPool<Vector4>.Shared);
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internal static Vector2[] ProjectToNdc(
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IReadOnlyList<Vector3> localPoly,
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Matrix4x4 cellToWorld,
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Matrix4x4 viewProj,
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ArrayPool<Vector4> vectorPool)
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{
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if (localPoly == null || localPoly.Count < 3) return System.Array.Empty<Vector2>();
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ArgumentNullException.ThrowIfNull(vectorPool);
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Matrix4x4 m = cellToWorld * viewProj;
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// A convex polygon can gain at most one vertex at each clipping plane. Keep the two
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// Sutherland-Hodgman work buffers in ArrayPool instead of allocating six Lists per portal.
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int capacity = checked(localPoly.Count + 5);
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Vector4[] first = vectorPool.Rent(capacity);
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Vector4[]? second = null;
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// Homogeneous frustum clip in CLIP SPACE, before the perspective divide. First the
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// in-front-of-eye half-space (w > MinW) — near-INDEPENDENT, so a portal the camera is
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// standing in still projects (see header); then the 4 SIDE planes (x,y within ±w). The
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// side clip is the R1 void-flap fix (2026-06-05): without it, a portal WITHIN the near
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// plane projected small-w verts to wildly off-screen NDC (the probe saw (10.2,-67.4)),
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// which corrupted the downstream 2D ScreenPolygonClip into an EMPTY region -> OutsideView
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// empty -> terrain Skip -> the bluish doorway "void". Clipping the side planes here bounds
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// every surviving vertex to the screen [-1,1] by construction, so a screen-covering doorway
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// clips to the screen (non-empty) instead of collapsing. The eye plane is clipped FIRST so
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// all survivors have w > 0, making the side-plane functionals (w ± x, w ± y) well defined.
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// Near/far are intentionally NOT clipped (near-independence). Retail PView::GetClip
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// (decomp:0x005a4320) projects + frustum-clips the portal poly likewise (research doc A §3.5).
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try
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{
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second = vectorPool.Rent(capacity);
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int currentCount = localPoly.Count;
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for (int i = 0; i < currentCount; i++)
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first[i] = Vector4.Transform(new Vector4(localPoly[i], 1f), m);
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Vector4[] current = first;
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Vector4[] output = second;
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ReadOnlySpan<HomogeneousPlane> planes =
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[
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HomogeneousPlane.EyeMinW,
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HomogeneousPlane.Left,
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HomogeneousPlane.Right,
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HomogeneousPlane.Bottom,
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HomogeneousPlane.Top,
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];
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foreach (HomogeneousPlane plane in planes)
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{
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currentCount = ClipHomogeneousPlane(
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current.AsSpan(0, currentCount), output, plane);
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if (currentCount < 3)
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return System.Array.Empty<Vector2>();
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(current, output) = (output, current);
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}
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// Perspective divide → NDC xy. This is the only result allocation.
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var ndc = new Vector2[currentCount];
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for (int i = 0; i < currentCount; i++)
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{
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float w = current[i].W;
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ndc[i] = new Vector2(current[i].X / w, current[i].Y / w);
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}
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return ndc;
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}
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finally
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{
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vectorPool.Return(first);
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if (second is not null)
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vectorPool.Return(second);
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}
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}
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/// <summary>Faithful homogeneous projection (retail PrimD3DRender::xformStart + the W=0 clip of
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/// ACRender::polyClipFinish, decomp 424310 / 702749): transform the portal to clip space and clip
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/// ONLY the eye plane (w >= 0, EXACT), keeping homogeneous coords — NO perspective divide, NO
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/// frustum side-plane clamp. The screen bound is applied later by <see cref="ClipToRegion"/>
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/// against the view region (the root region is the full screen), exactly as retail clips the portal
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/// against the accumulated portal_view rather than fixed side planes.
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///
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/// <para>The W=0 clip is exact on purpose (the knife-edge port, 2026-06-11; pseudocode at
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/// docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md): boundary intersections land
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/// at w == 0 — homogeneous DIRECTIONS — so a portal the eye is crossing (stair openings, decks)
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/// yields the correct UNBOUNDED half-region, which the bounded view-region clip then cuts to the
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/// screen. The previous EyePlaneW = 1e-4 produced finite ~1e4-NDC boundary verts whose region
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/// intersections sat at the dedup/merge degeneracy threshold — the climb-strobe class. A w=0
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/// vertex can never survive ClipToRegion into its divide (a nonzero direction fails at least one
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/// edge test of any BOUNDED convex region), so no divide-by-zero path exists; the measure-zero
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/// corner case is guarded in ClipToRegion. Matches polyClipFinish part 1: clip pass runs only
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/// when some vertex has w < 0; <3 survivors → reject (empty).</para></summary>
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public static Vector4[] ProjectToClip(IReadOnlyList<Vector3> localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj)
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{
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using ClipPolygonLease lease = ProjectToClipLease(localPoly, cellToWorld, viewProj);
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return lease.Count < 3 ? System.Array.Empty<Vector4>() : lease.Span.ToArray();
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}
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internal static ClipPolygonLease ProjectToClipLease(
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IReadOnlyList<Vector3> localPoly,
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Matrix4x4 cellToWorld,
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Matrix4x4 viewProj)
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=> ProjectToClipLease(
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localPoly,
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cellToWorld,
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viewProj,
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ArrayPool<Vector4>.Shared);
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internal static ClipPolygonLease ProjectToClipLease(
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IReadOnlyList<Vector3> localPoly,
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Matrix4x4 cellToWorld,
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Matrix4x4 viewProj,
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ArrayPool<Vector4> vectorPool)
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{
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ArgumentNullException.ThrowIfNull(vectorPool);
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if (localPoly == null || localPoly.Count < 3)
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return new ClipPolygonLease(null, null, null, null, 0);
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Matrix4x4 m = cellToWorld * viewProj;
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Vector4[] transformed = vectorPool.Rent(localPoly.Count);
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Vector4[]? clipped = null;
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bool success = false;
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try
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{
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clipped = vectorPool.Rent(checked(localPoly.Count + 1));
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bool anyBehind = false;
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for (int i = 0; i < localPoly.Count; i++)
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{
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Vector4 vertex = Vector4.Transform(new Vector4(localPoly[i], 1f), m);
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if (vertex.W < 0f) anyBehind = true;
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transformed[i] = vertex;
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}
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// polyClipFinish part 1 (0x006b6d5d): the W pass runs only when some vertex sits behind
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// the eye plane (w < 0); an all-in-front polygon passes through untouched (and an
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// all-behind one clips to empty inside the pass).
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ReadOnlySpan<Vector4> result = transformed.AsSpan(0, localPoly.Count);
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if (anyBehind)
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{
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int count = ClipHomogeneousPlane(result, clipped, HomogeneousPlane.EyeZero);
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if (count < 3)
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{
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success = true;
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return new ClipPolygonLease(
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vectorPool,
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transformed,
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clipped,
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null,
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0);
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}
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result = clipped.AsSpan(0, count);
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}
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Vector4[] resultArray = anyBehind ? clipped : transformed;
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success = true;
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return new ClipPolygonLease(
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vectorPool,
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transformed,
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clipped,
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resultArray,
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result.Length);
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}
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finally
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{
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if (!success)
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{
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vectorPool.Return(transformed);
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if (clipped is not null)
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vectorPool.Return(clipped);
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}
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}
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}
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/// <summary>Clip a homogeneous (clip-space) portal polygon against an NDC view region
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/// (CCW convex) with w-aware Sutherland-Hodgman edge tests, then divide the survivors to NDC and
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/// normalize to CCW. Ports retail ACRender::polyClipFinish's view-region clip (decomp 702749): the
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/// edge test multiplies through w (which is > 0 after the eye-plane clip) so it never divides a
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/// near-eye vertex, and the final divide runs only on survivors already bounded to the region —
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/// stable by construction. Returns <3 verts when the portal does not intersect the region.</summary>
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public static Vector2[] ClipToRegion(IReadOnlyList<Vector4> subjectClip, IReadOnlyList<Vector2> regionCcwNdc)
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{
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if (subjectClip == null || regionCcwNdc == null || subjectClip.Count < 3 || regionCcwNdc.Count < 3)
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return System.Array.Empty<Vector2>();
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if (subjectClip is Vector4[] array)
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return ClipToRegion(array.AsSpan(), regionCcwNdc);
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Vector4[] rented = ArrayPool<Vector4>.Shared.Rent(subjectClip.Count);
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try
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{
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for (int i = 0; i < subjectClip.Count; i++)
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rented[i] = subjectClip[i];
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return ClipToRegion(rented.AsSpan(0, subjectClip.Count), regionCcwNdc);
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}
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finally
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{
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ArrayPool<Vector4>.Shared.Return(rented);
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}
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}
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internal static Vector2[] ClipToRegion(
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ReadOnlySpan<Vector4> subjectClip,
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IReadOnlyList<Vector2> regionCcwNdc)
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=> ClipToRegionCore(subjectClip, regionCcwNdc, vertexStore: null);
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internal static Vector2[] ClipToRegion(
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ReadOnlySpan<Vector4> subjectClip,
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IReadOnlyList<Vector2> regionCcwNdc,
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PortalPolygonVertexStore vertexStore)
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=> ClipToRegionCore(
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subjectClip,
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regionCcwNdc,
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vertexStore,
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ArrayPool<Vector4>.Shared,
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ArrayPool<Vector2>.Shared);
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internal static Vector2[] ClipToRegion(
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ReadOnlySpan<Vector4> subjectClip,
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IReadOnlyList<Vector2> regionCcwNdc,
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PortalPolygonVertexStore vertexStore,
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ArrayPool<Vector4> vector4Pool)
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=> ClipToRegionCore(
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subjectClip,
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regionCcwNdc,
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vertexStore,
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vector4Pool,
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ArrayPool<Vector2>.Shared);
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private static Vector2[] ClipToRegionCore(
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ReadOnlySpan<Vector4> subjectClip,
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IReadOnlyList<Vector2> regionCcwNdc,
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PortalPolygonVertexStore? vertexStore,
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ArrayPool<Vector4>? vector4Pool = null,
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ArrayPool<Vector2>? vector2Pool = null)
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{
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if (subjectClip.Length < 3 || regionCcwNdc == null || regionCcwNdc.Count < 3)
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return System.Array.Empty<Vector2>();
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vector4Pool ??= ArrayPool<Vector4>.Shared;
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vector2Pool ??= ArrayPool<Vector2>.Shared;
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// Homogeneous Sutherland-Hodgman: clip the (w > 0) subject against each CCW edge of the NDC
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// region. f(P) below is the NDC inside test cross(edge, P_ndc - a) multiplied through P.W,
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// which is > 0 after the eye-plane clip — so the sign is the NDC sign yet no near-eye vertex
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// is ever divided (retail polyClipFinish, decomp 702749).
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int regionCount = regionCcwNdc.Count;
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int capacity = checked(subjectClip.Length + regionCount);
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Vector4[] first = vector4Pool.Rent(capacity);
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Vector4[]? second = null;
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Vector2[]? ndcScratch = null;
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try
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{
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second = vector4Pool.Rent(capacity);
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int currentCount = subjectClip.Length;
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subjectClip.CopyTo(first);
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Vector4[] current = first;
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Vector4[] output = second;
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for (int edge = 0; edge < regionCount; edge++)
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{
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if (currentCount < 3)
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return System.Array.Empty<Vector2>();
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int outputCount = ClipHomogeneousEdge(
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current.AsSpan(0, currentCount),
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output,
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regionCcwNdc[edge],
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regionCcwNdc[(edge + 1) % regionCount]);
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(current, output) = (output, current);
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currentCount = outputCount;
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}
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if (currentCount < 3)
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return System.Array.Empty<Vector2>();
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// Divide survivors → NDC. They are already inside the bounded region. A w=0
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// measure-zero corner remains the same empty knife-edge result as the prior path.
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ndcScratch = vector2Pool.Rent(currentCount);
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Span<Vector2> ndc = ndcScratch.AsSpan(0, currentCount);
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for (int i = 0; i < currentCount; i++)
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{
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float w = current[i].W;
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var vertex = new Vector2(current[i].X / w, current[i].Y / w);
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if (!float.IsFinite(vertex.X) || !float.IsFinite(vertex.Y))
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return System.Array.Empty<Vector2>();
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ndc[i] = vertex;
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}
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// T2 (BR-4): retail's post-divide ~1-pixel vertex merge. Compact in place; only a
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// genuinely shortened result needs a second exactly-sized output array.
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int mergedCount = MergeSubPixelVertices(ndc);
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if (mergedCount < 3)
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return System.Array.Empty<Vector2>();
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Vector2[] merged = vertexStore?.Rent(mergedCount)
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?? GC.AllocateUninitializedArray<Vector2>(mergedCount);
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ndc[..mergedCount].CopyTo(merged);
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EnsureCcw(merged);
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return merged;
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}
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finally
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{
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vector4Pool.Return(first);
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if (second is not null)
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vector4Pool.Return(second);
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if (ndcScratch is not null)
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vector2Pool.Return(ndcScratch);
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}
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}
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// Retail copy_view's ~1-pixel vertex merge (see ClipToRegion). Collapses
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// runs of consecutive near-identical vertices, including across the
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// wrap-around. A polygon that collapses below 3 distinct vertices is
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// degenerate (sub-pixel sliver) and returns empty — exactly retail's
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// "<3 surviving verts → output count 0".
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private const float VertexMergeEpsilonNdc = 2f / 1080f;
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private static int MergeSubPixelVertices(Span<Vector2> poly)
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{
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if (poly.Length < 3) return poly.Length;
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int kept = 0;
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for (int i = 0; i < poly.Length; i++)
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{
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Vector2 vertex = poly[i];
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if (kept > 0)
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{
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Vector2 previous = poly[kept - 1];
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if (MathF.Abs(vertex.X - previous.X) <= VertexMergeEpsilonNdc
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&& MathF.Abs(vertex.Y - previous.Y) <= VertexMergeEpsilonNdc)
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continue;
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}
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poly[kept++] = vertex;
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}
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// Wrap-around: last ≈ first.
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while (kept >= 2)
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{
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Vector2 first = poly[0];
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Vector2 last = poly[kept - 1];
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if (MathF.Abs(first.X - last.X) <= VertexMergeEpsilonNdc
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&& MathF.Abs(first.Y - last.Y) <= VertexMergeEpsilonNdc)
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kept--;
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else
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break;
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}
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return kept;
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}
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// One Sutherland-Hodgman half-plane against the directed NDC edge a→b, keeping the CCW-inside
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// (left) part of a HOMOGENEOUS polygon. Inside test for vertex P (clip space): the NDC cross
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// product cross(b-a, P/P.W - a) scaled by P.W (> 0): ex·(P.Y - P.W·a.Y) - ey·(P.X - P.W·a.X) ≥ 0.
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// Crossings interpolate in homogeneous coords (perspective-correct), via the shared Lerp.
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private static int ClipHomogeneousEdge(
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ReadOnlySpan<Vector4> polygon,
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Span<Vector4> result,
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Vector2 a,
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Vector2 b)
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{
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int outputCount = 0;
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float ex = b.X - a.X, ey = b.Y - a.Y;
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for (int i = 0; i < polygon.Length; i++)
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{
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Vector4 cur = polygon[i];
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Vector4 prev = polygon[(i + polygon.Length - 1) % polygon.Length];
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float dCur = ex * (cur.Y - cur.W * a.Y) - ey * (cur.X - cur.W * a.X);
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float dPrev = ex * (prev.Y - prev.W * a.Y) - ey * (prev.X - prev.W * a.X);
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bool curIn = dCur >= 0f;
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bool prevIn = dPrev >= 0f;
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if (curIn)
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{
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if (!prevIn) result[outputCount++] = Lerp(prev, cur, dPrev, dCur);
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result[outputCount++] = cur;
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}
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else if (prevIn)
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{
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result[outputCount++] = Lerp(prev, cur, dPrev, dCur);
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}
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}
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return outputCount;
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}
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// Reverse vertex order in place if wound clockwise (signed area < 0). Mirrors the builder's
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// EnsureCcw so a clipped region is always CCW for the next hop's ClipToRegion edge test.
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private static void EnsureCcw(Vector2[] poly)
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{
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float area2 = 0f;
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for (int i = 0; i < poly.Length; i++)
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{
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var p = poly[i]; var q = poly[(i + 1) % poly.Length];
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area2 += p.X * q.Y - q.X * p.Y;
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}
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if (area2 < 0f) System.Array.Reverse(poly);
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}
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// Minimum clip-space w (≈ metres in front of the eye) to keep a vertex. Excludes the eye
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// (w=0) singularity and the ~5 cm right at it (bounding the perspective divide), but is
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// INTENTIONALLY far closer than the projection's 1.0 m near plane so a doorway the camera is
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// standing in still projects and the cell behind it stays visible. See the file header.
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private const float MinW = 0.05f;
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// Sutherland-Hodgman against one half-space of the homogeneous view frustum, in CLIP SPACE.
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// The enum avoids per-plane delegate/lambda traffic in this per-portal hot path.
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private static int ClipHomogeneousPlane(
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ReadOnlySpan<Vector4> polygon,
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Span<Vector4> result,
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|
HomogeneousPlane plane)
|
|
{
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|
int outputCount = 0;
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for (int i = 0; i < polygon.Length; i++)
|
|
{
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Vector4 cur = polygon[i];
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Vector4 prev = polygon[(i + polygon.Length - 1) % polygon.Length];
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float dCur = PlaneDistance(cur, plane);
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float dPrev = PlaneDistance(prev, plane);
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bool curIn = dCur >= 0f;
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bool prevIn = dPrev >= 0f;
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|
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if (curIn)
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{
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if (!prevIn) result[outputCount++] = Lerp(prev, cur, dPrev, dCur);
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result[outputCount++] = cur;
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}
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else if (prevIn)
|
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{
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result[outputCount++] = Lerp(prev, cur, dPrev, dCur);
|
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}
|
|
}
|
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return outputCount;
|
|
}
|
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|
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private static float PlaneDistance(in Vector4 vertex, HomogeneousPlane plane) => plane switch
|
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{
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HomogeneousPlane.EyeMinW => vertex.W - MinW,
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HomogeneousPlane.EyeZero => vertex.W,
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HomogeneousPlane.Left => vertex.W + vertex.X,
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HomogeneousPlane.Right => vertex.W - vertex.X,
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HomogeneousPlane.Bottom => vertex.W + vertex.Y,
|
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HomogeneousPlane.Top => vertex.W - vertex.Y,
|
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_ => throw new System.ArgumentOutOfRangeException(nameof(plane)),
|
|
};
|
|
|
|
private enum HomogeneousPlane : byte
|
|
{
|
|
EyeMinW,
|
|
EyeZero,
|
|
Left,
|
|
Right,
|
|
Bottom,
|
|
Top,
|
|
}
|
|
|
|
private static Vector4 Lerp(Vector4 p, Vector4 q, float dp, float dq)
|
|
{
|
|
float t = dp / (dp - dq);
|
|
return p + t * (q - p);
|
|
}
|
|
}
|