acdream/tests/AcDream.App.Tests/Rendering/IndoorCellStencilPipelineTests.cs
Erik 3973596468 feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder
The pipeline class owns the portal_stencil shader + a dynamic VBO/VAO
for per-frame portal triangle uploads. MarkAndPunch runs WB's two-step
stencil setup (mark portals = 1, then write gl_FragDepth=1.0 into
stencil=1 regions). EnableOutdoorPass switches to read-only stencil
for the subsequent terrain + outdoor-entity passes.

PortalMeshBuilder.BuildTriangles is the pure-math triangle-fan
extractor — unit-testable without a GL context. Only exit portals
(OtherCellId == 0xFFFF) are emitted; inner portals are skipped to
prevent outdoor geometry from bleeding into adjacent rooms.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:02:14 +02:00

151 lines
5 KiB
C#

// Phase A8 — portal mesh triangle-fan generation tests.
//
// Pure-math coverage of PortalMeshBuilder.BuildTriangles — the part of
// IndoorCellStencilPipeline that converts a list of LoadedCell with
// PortalPolygons + WorldTransform into a flat Vector3[] of triangles
// in world space. The GL/upload portion is exercised at runtime only.
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
public class IndoorCellStencilPipelineTests
{
[Fact]
public void BuildTriangles_NoCells_ReturnsEmpty()
{
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell>());
Assert.Empty(verts);
}
[Fact]
public void BuildTriangles_SkipsInnerPortals()
{
// Two portals on one cell: one exit (OtherCellId=0xFFFF, should be
// included), one inner (OtherCellId=0x0102, should be skipped).
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new()
{
new CellPortalInfo(0xFFFF, 100, 0), // exit — included
new CellPortalInfo(0x0102, 101, 0), // inner — skipped
},
ClipPlanes = new() { default, default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
},
new[]
{
new Vector3(10, 0, 0),
new Vector3(11, 0, 0),
new Vector3(11, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
// Only the exit polygon (3 verts → 1 triangle → 3 vertices).
Assert.Equal(3, verts.Length);
Assert.Equal(new Vector3(0, 0, 0), verts[0]);
Assert.Equal(new Vector3(1, 0, 0), verts[1]);
Assert.Equal(new Vector3(1, 1, 0), verts[2]);
}
[Fact]
public void BuildTriangles_TriangulatesAsFan()
{
// 4-vertex quad → fan = 2 triangles → 6 vertices.
// Quad: (0,0,0), (1,0,0), (1,1,0), (0,1,0).
// Fan from vertex 0: (0,1,2), (0,2,3).
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
new Vector3(0, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Equal(6, verts.Length);
// Triangle 1: (0,1,2)
Assert.Equal(new Vector3(0, 0, 0), verts[0]);
Assert.Equal(new Vector3(1, 0, 0), verts[1]);
Assert.Equal(new Vector3(1, 1, 0), verts[2]);
// Triangle 2: (0,2,3)
Assert.Equal(new Vector3(0, 0, 0), verts[3]);
Assert.Equal(new Vector3(1, 1, 0), verts[4]);
Assert.Equal(new Vector3(0, 1, 0), verts[5]);
}
[Fact]
public void BuildTriangles_AppliesWorldTransform()
{
// Identity cell-local triangle, translated by WorldTransform.
var translate = Matrix4x4.CreateTranslation(new Vector3(100, 200, 300));
var cell = new LoadedCell
{
WorldTransform = translate,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(0, 1, 0),
},
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Equal(3, verts.Length);
Assert.Equal(new Vector3(100, 200, 300), verts[0]);
Assert.Equal(new Vector3(101, 200, 300), verts[1]);
Assert.Equal(new Vector3(100, 201, 300), verts[2]);
}
[Fact]
public void BuildTriangles_SkipsEmptyOrDegeneratePolygons()
{
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new()
{
new CellPortalInfo(0xFFFF, 100, 0),
new CellPortalInfo(0xFFFF, 101, 0),
},
ClipPlanes = new() { default, default },
PortalPolygons = new()
{
System.Array.Empty<Vector3>(), // empty
new[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0) }, // degenerate (2 verts)
},
};
var verts = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell });
Assert.Empty(verts);
}
}