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>
300 lines
14 KiB
C#
300 lines
14 KiB
C#
// ClipPlaneSet.cs
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//
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// Phase U.2c: turn a CellView (a cell's accumulated screen-space clip region,
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// in NDC) into a small set of clip-space half-space planes for the GPU's
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// gl_ClipDistance, OR a scissor AABB when the region can't be expressed as one
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// convex plane set.
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//
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// This is the bridge between PortalVisibilityBuilder's 2D NDC view polygons and
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// the per-vertex clip the mesh/terrain shaders will perform (Phase U.2c → U.2e).
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// Pure System.Numerics math; NO GL. The shader consumes each plane as
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// d = nx*clip.x + ny*clip.y + 0*clip.z + dw*clip.w (>= 0 ⇒ keep)
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// where (nx, ny, dw) = the plane's (normal.xy, offset). z is always 0 because a
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// screen-space (NDC) edge is a vertical slab in clip space — independent of depth.
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//
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// === The convexity rule (read before touching this file) =====================
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// gl_ClipDistance planes are a CONJUNCTION of half-spaces, i.e. exactly ONE
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// convex region (their intersection). A CellView with MORE THAN ONE polygon is a
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// UNION of convex regions, which is in general NOT convex and CANNOT be
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// represented by one plane set. Emitting just the first/largest polygon's planes
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// would clip away the others → a real visibility bug (under-inclusion).
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//
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// Therefore From() NEVER emits a single polygon's planes when the CellView holds
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// several. Multi-polygon (and >8-edge) regions degrade to the UNION AABB scissor:
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// the scissor is a superset of the true region, so it OVER-includes (draws a few
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// extra pixels) but never hides anything. Over-inclusion is safe; under-inclusion
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// is the bug class.
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//
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// === The three Count==0 states (how a consumer tells them apart) =============
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// Count == 0 can mean three different things; the consumer MUST distinguish:
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// (a) Empty — IsNothingVisible == true, UseScissorFallback == false.
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// The cell/region isn't visible at all → DRAW NOTHING. The
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// ScissorNdcAabb is a degenerate inverted box (min > max) so that a
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// consumer which naively scissors on it still draws nothing.
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// (b) Scissor — UseScissorFallback == true, IsNothingVisible == false.
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// The convex-plane budget was exceeded (multi-polygon or >8 edges)
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// → DRAW the ScissorNdcAabb box (a valid min<=max NDC rectangle).
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// There is no third Count==0 state produced by From(). (A separate "no-clip,
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// pass-all" slot 0 is constructed by the consumer directly, not via From().)
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// When Count > 0, Planes carries the convex gate and the scissor fields are unused.
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using System;
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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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/// <summary>
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/// An NDC convex view region reduced to ≤8 clip-space gl_ClipDistance planes, or a
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/// scissor AABB fallback. See the file header for the convexity rule and the three
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/// Count==0 states.
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/// </summary>
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public readonly struct ClipPlaneSet
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{
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// Max simultaneous hardware clip planes we target (GL guarantees >= 8).
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private const int MaxPlanes = 8;
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// Collinear-edge merge threshold. Two consecutive edge directions are treated as
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// the same edge when the turn between them is below ~0.5° (retail copy_view does a
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// ~1px screen-space dedup). |sin θ| for unit dirs = |cross|; sin(0.5°) ≈ 0.0087265.
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private const float CollinearSinEps = 0.0087265f;
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// Drop a vertex whose two incident edges are shorter than this (NDC) — a duplicate
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// or near-duplicate point that would otherwise yield a garbage normalized normal.
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private const float DegenerateEdgeLen = 1e-6f;
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// A polygon whose absolute signed area (full area, not 2x) falls below this is a line
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// or point — zero screen coverage ⇒ nothing visible. A real portal opening has area far
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// above this (e.g. the sliver-clip test region is 0.4); only an edge-on projection gets here.
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private const float MinPolygonArea = 1e-7f;
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private readonly Vector4[] _planes;
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private ClipPlaneSet(Vector4[] planes, bool useScissorFallback, bool isNothingVisible, Vector4 scissorNdcAabb)
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{
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_planes = planes ?? Array.Empty<Vector4>();
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UseScissorFallback = useScissorFallback;
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IsNothingVisible = isNothingVisible;
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ScissorNdcAabb = scissorNdcAabb;
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}
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/// <summary>Number of active clip planes, 0..8. 0 ⇒ inspect <see cref="UseScissorFallback"/>
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/// and <see cref="IsNothingVisible"/> to decide between "draw the AABB" and "draw nothing".</summary>
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public int Count => _planes?.Length ?? 0;
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/// <summary>The active clip-space planes (nx, ny, 0, d). Empty when <see cref="Count"/> is 0.
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/// A clip-space point <c>clip</c> is inside iff <c>Vector4.Dot(plane, clip) >= 0</c> for every plane.</summary>
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public IReadOnlyList<Vector4> Planes => _planes ?? (IReadOnlyList<Vector4>)Array.Empty<Vector4>();
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// The set is immutable after construction. ClipFrameAssembler transfers this exact array into
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// its frame-scoped slice instead of cloning every plane payload a second time.
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internal Vector4[] PlaneArray => _planes ?? Array.Empty<Vector4>();
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/// <summary>True ⇒ the convex-plane budget was exceeded; gate on <see cref="ScissorNdcAabb"/>
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/// instead (draw the box). Always false when <see cref="Count"/> > 0 or when the region is empty.</summary>
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public bool UseScissorFallback { get; }
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/// <summary>True ⇒ the region is not visible at all; the consumer draws NOTHING.
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/// Mutually exclusive with <see cref="UseScissorFallback"/>, and only meaningful when Count == 0.</summary>
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public bool IsNothingVisible { get; }
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/// <summary>NDC axis-aligned scissor box (minX, minY, maxX, maxY). Valid (min <= max) only when
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/// <see cref="UseScissorFallback"/> is true. For the empty/nothing-visible case it is a degenerate
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/// inverted box so naive scissoring still draws nothing.</summary>
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public Vector4 ScissorNdcAabb { get; }
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/// <summary>The "nothing is visible" sentinel: Count == 0, not a scissor fallback, draw nothing.</summary>
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public static ClipPlaneSet Empty { get; } =
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new(Array.Empty<Vector4>(), useScissorFallback: false, isNothingVisible: true, scissorNdcAabb: DegenerateAabb);
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// Inverted box (min > max) — any sane AABB intersection against it is empty.
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private static Vector4 DegenerateAabb => new(1f, 1f, -1f, -1f);
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/// <summary>
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/// Reduce a CellView's NDC clip region to a ClipPlaneSet. One convex polygon (≤8 edges
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/// after collinear-merge) → per-edge planes; multi-polygon or >8 edges → union-AABB scissor;
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/// empty/degenerate → <see cref="Empty"/>. See the file header for the full rule.
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/// </summary>
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public static ClipPlaneSet From(CellView region)
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{
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if (region is null || region.IsEmpty || region.Polygons.Count == 0)
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return Empty;
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// MORE THAN ONE polygon ⇒ union, not convex ⇒ never emit one polygon's planes.
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// Over-include via the union AABB (safe). region.Min/Max already track the union.
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if (region.Polygons.Count > 1)
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return Scissor(region.MinX, region.MinY, region.MaxX, region.MaxY);
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return From(region.Polygons[0]);
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}
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/// <summary>
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/// Reduce one convex view polygon without wrapping it in a temporary <see cref="CellView"/>.
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/// The clip-frame assembler already iterates individual retail <c>view_poly</c> slices, so
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/// constructing a CellView there needlessly ran the flood's canonical-key/dedup machinery for
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/// every slice on every frame. This overload is behavior-identical to the one-polygon branch
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/// of <see cref="From(CellView)"/> and avoids that unrelated allocation path.
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/// </summary>
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public static ClipPlaneSet From(in ViewPolygon polygon)
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{
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if (polygon.IsEmpty)
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return Empty;
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// Exactly one polygon: normalize winding to CCW and merge collinear edges in reusable
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// scratch. The surviving vertices are consumed immediately to build the actual plane
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// payload; there is no reason to allocate a second exact-sized polygon array per slice.
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Vector2[] input = polygon.Vertices;
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Vector2[]? rented = null;
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Span<Vector2> verts = input.Length <= 32
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? stackalloc Vector2[input.Length]
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: (rented = ArrayPool<Vector2>.Shared.Rent(input.Length)).AsSpan(0, input.Length);
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try
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{
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int count = NormalizeAndMerge(input, verts);
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// Fewer than 3 distinct edges survive ⇒ a sliver/line with no area. There is no
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// meaningful AABB to over-include (a zero-area region), so treat it as nothing visible.
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if (count < 3)
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return Empty;
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ReadOnlySpan<Vector2> normalized = verts[..count];
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// A single convex polygon with too many edges to fit the hardware budget ⇒ scissor
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// on ITS own AABB (still a superset of the polygon → over-include, safe).
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if (count > MaxPlanes)
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return Scissor(normalized);
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// 3..8 edges: emit one inward half-space plane per edge (CCW formula). This array is
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// the retained GPU-routing payload and therefore the one necessary allocation.
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var planes = new Vector4[count];
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for (int i = 0; i < count; i++)
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{
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Vector2 p = normalized[i];
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Vector2 q = normalized[(i + 1) % count];
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Vector2 dir = q - p;
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// Inward normal for CCW winding: perp(dir) = (-dir.y, dir.x) points to the polygon's
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// interior (the "left" side of the directed edge p→q).
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Vector2 n = Vector2.Normalize(new Vector2(-dir.Y, dir.X));
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// Plane: n·x + d >= 0 inside, with d = -(n·p). In clip space with NDC x = clip.x/clip.w:
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// dist = n.x*clip.x + n.y*clip.y + 0*clip.z + (-(n·p))*clip.w (>= 0 ⇒ keep)
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planes[i] = new Vector4(n.X, n.Y, 0f, -Vector2.Dot(n, p));
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}
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return new ClipPlaneSet(planes, useScissorFallback: false, isNothingVisible: false, scissorNdcAabb: DegenerateAabb);
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}
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finally
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{
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if (rented is not null)
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ArrayPool<Vector2>.Shared.Return(rented);
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}
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}
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private static ClipPlaneSet Scissor(float minX, float minY, float maxX, float maxY) =>
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new(Array.Empty<Vector4>(), useScissorFallback: true, isNothingVisible: false,
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scissorNdcAabb: new Vector4(minX, minY, maxX, maxY));
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private static ClipPlaneSet Scissor(ReadOnlySpan<Vector2> verts)
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{
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float minX = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxY = float.MinValue;
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foreach (var v in verts)
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{
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if (v.X < minX) minX = v.X;
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if (v.X > maxX) maxX = v.X;
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if (v.Y < minY) minY = v.Y;
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if (v.Y > maxY) maxY = v.Y;
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}
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return Scissor(minX, minY, maxX, maxY);
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}
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/// <summary>
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/// Return the polygon wound CCW with collinear vertices removed. The PortalVisibilityBuilder
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/// already EnsureCcw's its output, but From() is a public entry point that must be robust to
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/// either winding (e.g. a hand-built CellView), so we normalize here too.
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/// </summary>
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private static int NormalizeAndMerge(ReadOnlySpan<Vector2> input, Span<Vector2> points)
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{
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if (input.Length < 3)
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return 0;
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// 1) Drop exact/near-duplicate consecutive points first so edge directions are well-defined.
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int count = 0;
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foreach (Vector2 vertex in input)
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{
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if (count == 0 || (vertex - points[count - 1]).LengthSquared() > DegenerateEdgeLen * DegenerateEdgeLen)
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points[count++] = vertex;
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}
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// Wrap-around duplicate (last == first).
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if (count >= 2 && (points[count - 1] - points[0]).LengthSquared() <= DegenerateEdgeLen * DegenerateEdgeLen)
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count--;
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if (count < 3)
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return 0;
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// 2) Force CCW winding (positive signed area). perp(dir)=(-y,x) is the inward normal only
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// for CCW; if the caller handed us CW, reverse so the plane signs come out inside-positive.
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if (SignedArea2(points[..count]) < 0f)
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points[..count].Reverse();
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// 3) Merge collinear edges: drop vertex i when edge (i-1→i) and edge (i→i+1) point the same
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// way (turn angle < ~0.5°). Iterate until stable — removing one vertex can expose a new
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// collinear triple. |cross(a,b)| of unit dirs = |sin θ|; dot>0 rules out a 180° reversal.
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bool changed = true;
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while (changed && count >= 3)
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{
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changed = false;
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for (int i = 0; i < count; i++)
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{
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Vector2 prev = points[(i - 1 + count) % count];
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Vector2 cur = points[i];
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Vector2 next = points[(i + 1) % count];
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Vector2 d0 = cur - prev;
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Vector2 d1 = next - cur;
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float l0 = d0.Length();
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float l1 = d1.Length();
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if (l0 < DegenerateEdgeLen || l1 < DegenerateEdgeLen)
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{
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points[(i + 1)..count].CopyTo(points[i..]);
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count--;
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changed = true;
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break;
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}
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d0 /= l0;
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d1 /= l1;
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float cross = d0.X * d1.Y - d0.Y * d1.X; // sin θ
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float dot = d0.X * d1.X + d0.Y * d1.Y; // cos θ
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if (dot > 0f && MathF.Abs(cross) < CollinearSinEps)
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{
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points[(i + 1)..count].CopyTo(points[i..]);
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count--; // cur lies on the straight line prev→next
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changed = true;
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break;
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}
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}
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}
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if (count < 3)
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return 0;
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// Final degeneracy gate: a polygon with negligible area is a line/point even if it still
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// has >= 3 distinct vertices (e.g. an edge-on portal, or a near-collinear triple the 0.5°
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// merge didn't quite collapse). Emitting its planes would yield an empty half-space
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// intersection that silently gates out everything; report it honestly as nothing-visible.
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if (MathF.Abs(SignedArea2(points[..count])) * 0.5f < MinPolygonArea)
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return 0;
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return count;
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}
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// Twice the signed area (the "shoelace" sum). > 0 ⇒ CCW, < 0 ⇒ CW.
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private static float SignedArea2(ReadOnlySpan<Vector2> poly)
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{
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float a = 0f;
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for (int i = 0; i < poly.Length; i++)
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{
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Vector2 p = poly[i];
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Vector2 q = poly[(i + 1) % poly.Length];
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a += p.X * q.Y - q.X * p.Y;
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}
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return a;
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}
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}
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