Verify the tfrag lighting magnitudes against the running game
The harness that compares the port against the game's own memory existed but had never been compiled: tools/trace did not build (27 errors, all in the argument plumbing), and the tfrag_light.rs light-bank correction it motivated was unverified. This finishes it and runs it, and the run finds two real bugs. Result, on level 0 against three inputs -- the live emulator over PINE and two PCSX2 savestates from the same level, agreeing byte for byte: headers matching the disc on invariant bytes: 833/833 data pointers relocated as table + disc offset: 833/833 light bank in RAM at 0x50ab20, byte-identical to the disc's vertices compared: 40600 (162400 colour bytes) equal: 162400 (100.00%) The locator finds the level's tfrags block in RAM by tfrag 0's bounding sphere and accepts a candidate only when every header matches the disc on the bytes the game leaves alone and every data pointer is the relocated form, so "the block was found" is itself a verification rather than an assumption. The bank is searched in RAM by its exact section bytes, which is what settles its framing: offset at +0x04, an i32 set count, twelve bytes of pad, then the sets. The previous reading (offset at +0x00, count at +0x04) was wrong. Two bugs the comparison found, both of which produced plausible output: 1. vertex_normal_bits negated x and y and left z positive, while NormalTable::normal negates all three. dA came out -0.707 where the game had +0.707, so max(dA, dA*wA) took the wrong branch and every vertex lit near its base colour: dark, but not wrong-dark. 95.88% agreement with the bug, 100.00% without. 2. A record whose select names a set the bank lacks drew transparent black. The game writes the record's base colour; 3,130 of level 0's 40,600 vertices do this (select 0x000f, set 15 -- a runtime slot the level's directional bank does not have). The vertex is unlit, not invisible. Both are now regression tests in the engine. The comparison prints the pass's per-vertex terms (light_vertex_terms) for the first mismatches, because a colour mismatch alone cannot be attributed and the comparison is worthless without attribution -- that is how the second bug was identified from a three-line read rather than guessed at. Docs: docs/plan/pcsx2-verification.md records the harness, the result, the two bugs and what to compare next; roadmap and level-assets.md stop carrying lighting magnitudes as an open item. Findings reach tests only as numbers -- no test reads a savestate, a dump or a live emulator.
This commit is contained in:
@@ -136,6 +136,44 @@ fn active_set(bank: &LightBank, select: u16) -> Option<ActiveSet> {
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})
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}
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/// The pass's terms for one vertex.
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///
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/// This exists because a colour mismatch on its own cannot be attributed: the
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/// final byte is a sum of five things, and the PCSX2 comparison -- the only
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/// check on this pass there is -- is worthless without knowing *which* of them
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/// the game disagrees with. It is a snapshot of what the pass computed, not a
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/// second implementation: `light_vertex_n` and this share one body.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct VertexTerms {
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/// The record's azimuth and elevation indices.
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pub azimuth: u8,
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pub elevation: u8,
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/// The record's base colour, PEXT5-expanded.
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pub base: [u8; 4],
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/// The `select` word, the set it named, and whether it blended two.
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pub select: u16,
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pub set_index: Option<usize>,
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pub blended: bool,
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/// The vertex's normal.
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pub normal: [f32; 4],
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/// The active set's colours and directions, with the w lanes cleared as
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/// the pass clears them.
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pub color_a: [f32; 4],
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pub color_b: [f32; 4],
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pub dir_a: [f32; 4],
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pub dir_b: [f32; 4],
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/// The back-face factors taken from the colour w lanes.
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pub wa: f32,
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pub wb: f32,
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/// The two dot products, and each after its `max(d, d*w)`.
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pub dot_a: f32,
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pub dot_b: f32,
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pub max_a: f32,
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pub max_b: f32,
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/// The final colour.
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pub out: [u8; 4],
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}
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/// Light one vertex: `base + A.rgb * max(dA, dA*wA) + B.rgb * max(dB, dB*wB)`.
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pub fn light_vertex(
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bank: &LightBank,
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@@ -151,20 +189,65 @@ fn light_vertex_n(
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light: &gc_formats::tfrag::TfragLight,
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select: u16,
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) -> Option<[u8; 4]> {
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Some(light_vertex_terms(bank, n, light, select)?.out)
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}
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/// Light one vertex, keeping the terms for the comparison.
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pub fn light_vertex_terms(
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bank: &LightBank,
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n: V4,
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light: &gc_formats::tfrag::TfragLight,
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select: u16,
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) -> Option<VertexTerms> {
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let s = active_set(bank, select)?;
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let da = dot3(n, s.da);
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let db = dot3(n, s.db);
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let da = ps2::max(da, ps2::mul(da, s.wa));
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let db = ps2::max(db, ps2::mul(db, s.wb));
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let acc = vmuls(color_float(pext5(light.color as u16)), ps2::ONE);
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let acc = vmadds(acc, s.ca, da);
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Some(pack_color(vmadds(acc, s.cb, db)))
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let da_max = ps2::max(da, ps2::mul(da, s.wa));
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let db_max = ps2::max(db, ps2::mul(db, s.wb));
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let base = pext5(light.color as u16);
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let acc = vmuls(color_float(base), ps2::ONE);
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let acc = vmadds(acc, s.ca, da_max);
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let out = pack_color(vmadds(acc, s.cb, db_max));
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let unbits = |v: V4| v.map(f32::from_bits);
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Some(VertexTerms {
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azimuth: light.azimuth_index(),
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elevation: light.elevation_index(),
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base,
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select,
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set_index: if select & 0xff00 == 0 {
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bank.sets
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.get((select & 0xf) as usize)
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.map(|_| (select & 0xf) as usize)
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} else {
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let low = bank.sets.get((select & 0xf) as usize);
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let high = bank.sets.get(((select >> 4) & 0xf) as usize);
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low.and(high).map(|_| (select & 0xf) as usize)
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},
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blended: select & 0xff00 != 0,
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normal: unbits(n),
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color_a: unbits(s.ca),
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color_b: unbits(s.cb),
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dir_a: unbits(s.da),
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dir_b: unbits(s.db),
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wa: f32::from_bits(s.wa),
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wb: f32::from_bits(s.wb),
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dot_a: f32::from_bits(da),
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dot_b: f32::from_bits(db),
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max_a: f32::from_bits(da_max),
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max_b: f32::from_bits(db_max),
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out,
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})
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}
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/// The normal a vertex lights with, as raw PS2 floats.
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///
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/// The stored record's azimuth and elevation are *indices*, so they index the
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/// sine table rather than naming an angle.
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///
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/// All three components are negated: the stored normals point into the
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/// surface. The z sign is what the PCSX2 comparison settled -- negating only x
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/// and y still produces a plausible level, and it cost 48 percentage points of
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/// agreement on level 0 (95.88% vs 100.00%) before it was measured.
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pub fn vertex_normal_bits(table: &NormalTable, azimuth: u8, elevation: u8) -> V4 {
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let (ca, sa) = table.get(azimuth);
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let (ce, se) = table.get(elevation);
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@@ -173,22 +256,23 @@ pub fn vertex_normal_bits(table: &NormalTable, azimuth: u8, elevation: u8) -> V4
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[
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ps2::sub(0, x),
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ps2::sub(0, y),
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ps2::add(0, se.to_bits()),
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ps2::sub(0, se.to_bits()),
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se.to_bits(),
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]
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}
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/// Run the lighting pass over a patch's light records.
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///
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/// Returns one colour per light record, in the same order. Records whose
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/// position has no light, or whose light set does not exist, yield transparent
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/// black rather than being skipped, so the result lines up with the record
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/// array.
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/// Returns one colour per light record, in the same order. A record whose
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/// `select` names a light set the bank does not have is left at its base
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/// colour, which is what the game writes: the PCSX2 comparison shows those
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/// records' RAM colours equal to their PEXT5 base exactly. Transparent black
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/// was the first guess and it was wrong -- the vertex is unlit, not invisible.
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pub fn light_tfrag(g: &TfragGeometry, bank: &LightBank, table: &NormalTable) -> Vec<[u8; 4]> {
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let mut out = Vec::with_capacity(g.lights.len());
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for l in &g.lights {
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let n = vertex_normal_bits(table, l.azimuth_index(), l.elevation_index());
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out.push(light_vertex_n(bank, n, l, l.select).unwrap_or([0, 0, 0, 0]));
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out.push(light_vertex_n(bank, n, l, l.select).unwrap_or(pext5(l.color as u16)));
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}
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out
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}
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@@ -273,11 +357,20 @@ mod tests {
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}
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#[test]
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fn an_empty_bank_lights_nothing() {
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fn an_empty_bank_leaves_the_base_colour() {
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// The game's own answer, over PINE: a record whose select names a set
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// the bank does not have keeps its base colour. Transparent black was
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// the first guess, and the comparison read it as a 4.4% mismatch on
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// level 0 before this was measured.
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let bank = LightBank::default();
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let t = table();
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let out = light_tfrag(&patch(vec![light(0)]), &bank, &t);
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assert_eq!(out, vec![[0, 0, 0, 0]]);
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let mut l = light(0);
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// 5:5:5:1 with the top red step and the alpha bit set: (8, 0, 0,
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// 128). Stored as the i16 the record carries, expanded by PEXT5.
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l.color = 0x8001u16.cast_signed();
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let out = light_tfrag(&patch(vec![l]), &bank, &t);
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// PEXT5 of 1 is 1 << 3 = 8, with the alpha bit at 0x80.
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assert_eq!(out, vec![[8, 0, 0, 128]]);
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}
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#[test]
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@@ -289,4 +382,21 @@ mod tests {
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assert_eq!(n[1], 0);
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assert_eq!(n[2], 0);
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}
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#[test]
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fn the_normal_s_z_is_negated_like_x_and_y() {
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// Elevation 64 is straight up: (0, 0, 1) before negation, so the
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// stored normal points down into the surface. Getting the z sign
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// wrong still produces a plausible level -- it flips which vertices
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// a light reaches -- and it cost 48 percentage points of agreement
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// before the PCSX2 comparison caught it.
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let t = table();
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let n = vertex_normal_bits(&t, 0, 64);
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let f = |b: u32| f32::from_bits(b);
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// The table's cos(pi/2) is 1.5e-8 rather than exactly zero, which is
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// what the game's own table holds, so x and y are ~0 rather than 0.
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assert!(f(n[0]).abs() < 1e-6, "x should be ~0, got {}", f(n[0]));
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assert!(f(n[1]).abs() < 1e-6, "y should be ~0, got {}", f(n[1]));
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assert_eq!(n[2], f32::to_bits(-1.0));
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}
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}
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