Wire the portal-visibility result through the clip pipeline: build a per-frame ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) + cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant) EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/ skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
191 lines
8.4 KiB
C#
191 lines
8.4 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// Phase U.4: GL-free proof that <see cref="ClipFrameAssembler"/> implements the
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/// slot/gate policy — slot 0 no-clip, one CellClip slot per visible cell with a
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/// convex region, OutsideView routed to the terrain decision + the outdoor mesh
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/// slot, and the three Count==0 dispositions (nothing-visible cull, scissor
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/// fallback → no-clip, planes). Hand-built <see cref="PortalVisibilityFrame"/>s
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/// drive the assembler directly (no portal BFS needed) so each disposition is
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/// exercised in isolation.
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/// </summary>
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public class ClipFrameAssemblerTests
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{
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// A convex NDC square → ClipPlaneSet.From yields 4 planes (Count > 0).
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private static ViewPolygon Square(float cx, float cy, float half) => new(new[]
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{
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new Vector2(cx - half, cy - half), new Vector2(cx + half, cy - half),
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new Vector2(cx + half, cy + half), new Vector2(cx - half, cy + half),
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});
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private static CellView ViewOf(params ViewPolygon[] polys)
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{
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var v = new CellView();
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foreach (var p in polys) v.Add(p);
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return v;
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}
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[Fact]
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public void TwoVisibleCells_PlusOutsideView_ProducesCorrectSlotMapAndCounts()
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{
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// Two cells with single convex regions (→ planes, mapped to slots 1 and 2)
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// and a single-convex OutsideView (→ planes, the outdoor slot 3).
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const uint cellA = 0xA9B40100;
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const uint cellB = 0xA9B40101;
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var pv = new PortalVisibilityFrame();
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pv.CellViews[cellA] = ViewOf(Square(-0.3f, 0f, 0.3f));
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pv.CellViews[cellB] = ViewOf(Square(0.3f, 0f, 0.2f));
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pv.OrderedVisibleCells.Add(cellA);
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pv.OrderedVisibleCells.Add(cellB);
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pv.OutsideView.Add(Square(0f, 0.5f, 0.25f));
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var frame = ClipFrame.NoClip();
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var asm = ClipFrameAssembler.Assemble(frame, pv);
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// slot 0 reserved (no-clip) + 2 cells + 1 outdoor = 4 slots.
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Assert.Equal(4, asm.Frame.SlotCount);
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// Both cells mapped to NON-zero slots (real plane regions), distinct.
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Assert.True(asm.CellIdToSlot.ContainsKey(cellA));
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Assert.True(asm.CellIdToSlot.ContainsKey(cellB));
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Assert.NotEqual(0, asm.CellIdToSlot[cellA]);
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Assert.NotEqual(0, asm.CellIdToSlot[cellB]);
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Assert.NotEqual(asm.CellIdToSlot[cellA], asm.CellIdToSlot[cellB]);
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// Per-cell plane counts recorded (a convex square reduces to 4 planes).
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Assert.Equal(4, asm.PerCellPlaneCounts[cellA]);
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Assert.Equal(4, asm.PerCellPlaneCounts[cellB]);
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// OutsideView: visible, convex → planes, a non-zero outdoor slot, terrain
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// gated via planes.
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Assert.True(asm.OutdoorVisible);
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Assert.NotEqual(0, asm.OutdoorSlot);
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Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
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Assert.Equal(4, asm.OutsidePlaneCount);
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Assert.Equal(0, asm.ScissorFallbacks);
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// The outdoor slot differs from both cell slots and from slot 0.
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Assert.NotEqual(asm.CellIdToSlot[cellA], asm.OutdoorSlot);
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Assert.NotEqual(asm.CellIdToSlot[cellB], asm.OutdoorSlot);
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}
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[Fact]
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public void NothingVisibleCell_IsExcludedFromSlotMap_AndNotAppended()
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{
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// cellA is a real convex region; cellB's CellView is EMPTY → ClipPlaneSet
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// .IsNothingVisible → it must NOT be mapped and NOT consume a slot.
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const uint cellA = 0xA9B40100;
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const uint cellB = 0xA9B40101;
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var pv = new PortalVisibilityFrame();
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pv.CellViews[cellA] = ViewOf(Square(0f, 0f, 0.3f));
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pv.CellViews[cellB] = new CellView(); // empty ⇒ nothing visible
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pv.OrderedVisibleCells.Add(cellA);
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pv.OrderedVisibleCells.Add(cellB);
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// OutsideView empty ⇒ terrain Skip (the bleed fix), outdoor not visible.
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var frame = ClipFrame.NoClip();
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var asm = ClipFrameAssembler.Assemble(frame, pv);
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// slot 0 + cellA only = 2 slots. cellB consumed none.
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Assert.Equal(2, asm.Frame.SlotCount);
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Assert.True(asm.CellIdToSlot.ContainsKey(cellA));
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Assert.False(asm.CellIdToSlot.ContainsKey(cellB)); // culled — not drawable
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// Empty OutsideView ⇒ outdoor culled + terrain skipped (the bleed fix).
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Assert.False(asm.OutdoorVisible);
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Assert.Equal(TerrainClipMode.Skip, asm.TerrainMode);
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Assert.Equal(0, asm.OutsidePlaneCount);
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}
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[Fact]
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public void OutsideViewScissorFallback_MapsTerrainToScissor_AndCountsFallback()
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{
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// A MULTI-polygon OutsideView is a union (non-convex) ⇒ ClipPlaneSet falls
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// back to the union AABB scissor: mesh outdoor slot 0 (no-clip over-include),
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// terrain → Scissor, one fallback counted.
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const uint cellA = 0xA9B40100;
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var pv = new PortalVisibilityFrame();
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pv.CellViews[cellA] = ViewOf(Square(0f, 0f, 0.3f));
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pv.OrderedVisibleCells.Add(cellA);
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pv.OutsideView.Add(Square(-0.5f, 0f, 0.1f));
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pv.OutsideView.Add(Square(0.5f, 0f, 0.1f)); // 2 polys ⇒ scissor fallback
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var frame = ClipFrame.NoClip();
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var asm = ClipFrameAssembler.Assemble(frame, pv);
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Assert.True(asm.OutdoorVisible);
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Assert.Equal(0, asm.OutdoorSlot); // no-clip over-include
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Assert.Equal(TerrainClipMode.Scissor, asm.TerrainMode);
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Assert.Equal(0, asm.OutsidePlaneCount); // scissor ⇒ 0 planes
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Assert.Equal(1, asm.ScissorFallbacks);
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// The terrain scissor AABB is a valid (min <= max) NDC box spanning both
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// OutsideView squares: minX <= -0.6, maxX >= 0.6.
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Assert.True(asm.TerrainScissorNdcAabb.X <= asm.TerrainScissorNdcAabb.Z);
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Assert.True(asm.TerrainScissorNdcAabb.Y <= asm.TerrainScissorNdcAabb.W);
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Assert.True(asm.TerrainScissorNdcAabb.X <= -0.59f);
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Assert.True(asm.TerrainScissorNdcAabb.Z >= 0.59f);
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}
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[Fact]
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public void CellScissorFallback_MapsCellToSlotZero_AndCountsFallback()
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{
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// A cell with a MULTI-polygon region → scissor fallback → mapped to slot 0
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// (no-clip over-include), recorded with 0 planes, one fallback counted. The
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// OutsideView is a single convex region (planes) so only the CELL counts.
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const uint cellA = 0xA9B40100;
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var pv = new PortalVisibilityFrame();
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pv.CellViews[cellA] = ViewOf(Square(-0.4f, 0f, 0.1f), Square(0.4f, 0f, 0.1f));
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pv.OrderedVisibleCells.Add(cellA);
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pv.OutsideView.Add(Square(0f, 0f, 0.3f));
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var frame = ClipFrame.NoClip();
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var asm = ClipFrameAssembler.Assemble(frame, pv);
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// cellA → slot 0 (no-clip). slot 0 + the OutsideView's planes slot = 2.
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Assert.Equal(0, asm.CellIdToSlot[cellA]);
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Assert.Equal(0, asm.PerCellPlaneCounts[cellA]);
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Assert.Equal(2, asm.Frame.SlotCount); // slot0 + OutsideView
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Assert.Equal(1, asm.ScissorFallbacks); // the cell fallback
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Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
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}
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[Fact]
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public void Reset_ReusesFrame_NoSlotLeakAcrossAssemblies()
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{
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// First assembly packs 2 cells + outdoor (4 slots). Re-assembling the SAME
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// frame from a smaller pvFrame must Reset back to slot 0 — no leak.
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var frame = ClipFrame.NoClip();
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var pv1 = new PortalVisibilityFrame();
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pv1.CellViews[0xA9B40100] = ViewOf(Square(-0.3f, 0f, 0.2f));
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pv1.CellViews[0xA9B40101] = ViewOf(Square(0.3f, 0f, 0.2f));
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pv1.OrderedVisibleCells.Add(0xA9B40100);
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pv1.OrderedVisibleCells.Add(0xA9B40101);
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pv1.OutsideView.Add(Square(0f, 0.4f, 0.2f));
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var asm1 = ClipFrameAssembler.Assemble(frame, pv1);
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Assert.Equal(4, asm1.Frame.SlotCount);
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// Second assembly: a single cell, no OutsideView.
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var pv2 = new PortalVisibilityFrame();
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pv2.CellViews[0xA9B40200] = ViewOf(Square(0f, 0f, 0.25f));
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pv2.OrderedVisibleCells.Add(0xA9B40200);
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var asm2 = ClipFrameAssembler.Assemble(frame, pv2);
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// slot 0 + 1 cell = 2 — the prior 4-slot state did not leak.
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Assert.Equal(2, asm2.Frame.SlotCount);
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Assert.True(asm2.CellIdToSlot.ContainsKey(0xA9B40200));
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Assert.False(asm2.CellIdToSlot.ContainsKey(0xA9B40100)); // gone after Reset
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Assert.False(asm2.OutdoorVisible); // no OutsideView this time
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Assert.Equal(TerrainClipMode.Skip, asm2.TerrainMode);
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}
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}
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