feat(render) Campaign FW3.2b-2 step 1: the production leaf adapter
Additive, nothing invokes it yet (the cutover flip is step 2): - WalkProductionLeafRenderer + RetailPViewPassExecutor.WalkLeaf: the walk driver's leaf turns over the SAME executor renderers the packed path uses today - DrawWalkSky (the per-slice sky block looped under one driver turn), DrawWalkTerrainSlice (the terrain block of DrawLandscapeSlice), per-cell shells via EnvCellRenderer, DrawWalkPunchFan (PortalDepthMaskRenderer far-Z, +ShellDrawLiftZ matching today's DrawPortalDepthWrite until FW3.3 retires it), the alpha barrier via FlushLandscapeAlphaFartherThan, and caller-supplied clear/seal actions (the renderer owns the pass scope). The cutover changes ORDER, never leaf mechanics. - Punch fans now carry the ACTIVE VIEW INDEX end to end (retail pins building_view = Render::portal_view_num @0x0059f3bf for the whole two-pass walk; the fan clips by that view's slice planes): PortalPassSink.ActiveViewIndex -> IWalkEventSink.OnPunchGeometry -> IWalkFrameLeafRenderer.DrawPunchFan. - The FW3.2b-2 rooting design is recorded in the plan (dual-compute split, LookInObject route filtered to dynamics, consumer re-pointing, gate list). Suites: full Release build 0 warnings; Walk lane green; hermetic green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 234 additions and 10 deletions
202
src/AcDream.App/Rendering/RetailPViewPassExecutor.WalkLeaf.cs
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src/AcDream.App/Rendering/RetailPViewPassExecutor.WalkLeaf.cs
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using System.Numerics;
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using AcDream.App.Rendering.Walk;
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using AcDream.Core.Vfx;
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namespace AcDream.App.Rendering;
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/// <summary>Campaign FW3.2b-2 (step 1): the walk driver's leaf draws over
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/// this executor's renderers. Same leaf mechanics as the packed slice
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/// methods — the cutover changes ORDER only.</summary>
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internal sealed partial class RetailPViewPassExecutor
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{
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/// <summary>The walk's single sky turn: retail draws GameSky once
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/// inside <c>LScape::draw</c>, clipped by the active views; looping
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/// today's per-slice scissor + terrain-clip block reproduces today's
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/// pixels while the driver sees ONE turn.</summary>
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internal void DrawWalkSky(
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RetailPViewFrameInput frame, ClipFrameAssembly clipAssembly)
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{
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if (!frame.RenderSky)
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return;
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ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
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for (int sliceIndex = 0; sliceIndex < slices.Length; sliceIndex++)
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{
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ClipViewSlice slice = slices[sliceIndex];
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bool scissor = BeginDoorwayScissor(slice.NdcAabb);
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_surface.BindTerrainClip();
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EnableClipDistances();
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_sky?.RenderSky(
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frame.Camera,
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frame.CameraWorldPosition,
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frame.DayFraction,
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frame.ActiveDayGroup,
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frame.SkyKeyframe,
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frame.EnvironOverrideActive);
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DisableClipDistances();
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if (_particles is not null && _particleRenderer is not null)
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{
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_particleRenderer.Draw(
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frame.Camera,
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frame.CameraWorldPosition,
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ParticleRenderPass.SkyPreScene);
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}
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if (scissor)
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_surface.EndScissor();
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}
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}
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/// <summary>The walk's per-slice terrain turn — the terrain block of
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/// <c>DrawLandscapeSlice</c> (scissor + terrain clip + slice planes +
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/// NDC AABB), without the sky/entity halves the walk owns separately.</summary>
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internal void DrawWalkTerrainSlice(
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RetailPViewFrameInput frame, ClipFrameAssembly clipAssembly, int sliceIndex)
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{
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ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
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if ((uint)sliceIndex >= (uint)slices.Length)
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{
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throw new ArgumentOutOfRangeException(
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nameof(sliceIndex), sliceIndex,
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$"walk terrain turn: slice {sliceIndex} of {slices.Length}");
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}
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ClipViewSlice slice = slices[sliceIndex];
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bool scissor = BeginDoorwayScissor(slice.NdcAabb);
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_surface.BindTerrainClip();
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EnableClipDistances();
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_terrainDiagnostics.Begin();
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_terrain?.Draw(
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frame.Camera,
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frame.Frustum,
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neverCullLandblockId: frame.PlayerLandblockId,
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clipPlanes: slice.Planes,
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ndcClipAabb: slice.NdcAabb);
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_terrainDiagnostics.Complete();
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DisableClipDistances();
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if (scissor)
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_surface.EndScissor();
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}
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/// <summary>The walk's punch-fan turn — <c>DrawPortalPolyInternal</c>
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/// @0x0059bc90's far-Z punch through <c>PortalDepthMaskRenderer</c>,
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/// clipped by the pinned view's slice planes (retail
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/// <c>building_view</c> @0x0059f3bf). The +<c>ShellDrawLiftZ</c>
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/// matches today's <c>DrawPortalDepthWrite</c> and retires with
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/// FW3.3.</summary>
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internal void DrawWalkPunchFan(
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RetailPViewFrameInput frame,
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ClipFrameAssembly clipAssembly,
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WalkPolygon worldPolygon,
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int activeViewIndex)
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{
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if (_portalDepthMask is null)
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return;
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Vector3[] vertices = worldPolygon.Vertices;
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if (vertices.Length < 3)
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return;
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ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
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ReadOnlySpan<Vector4> planes = (uint)activeViewIndex < (uint)slices.Length
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? slices[activeViewIndex].Planes
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: default;
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Span<Vector3> world = stackalloc Vector3[32];
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int count = Math.Min(vertices.Length, world.Length);
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for (int vertex = 0; vertex < count; vertex++)
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{
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world[vertex] = vertices[vertex];
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world[vertex].Z += PortalVisibilityBuilder.ShellDrawLiftZ;
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}
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_portalDepthMask.DrawDepthFan(
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world[..count],
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frame.ViewProjection,
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planes,
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forceFarZ: true);
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}
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}
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/// <summary>
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/// Campaign FW stage FW3.2b-2 (step 1, additive): the production
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/// <see cref="IWalkFrameLeafRenderer"/> over this executor's leaf renderers.
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/// Constructed per frame by the FW3.2b-2 rooting (plan §FW3 "FW3.2b-2 —
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/// the production rooting"); nothing invokes it until the static cutover
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/// flips. Each member maps a <see cref="WalkFrameDriver"/> turn onto the
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/// SAME leaf calls the packed path uses today, so the cutover changes
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/// ORDER, never the leaf mechanics:
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///
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/// <list type="bullet">
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/// <item><see cref="DrawSky"/> → the sky block of <c>DrawLandscapeSlice</c>,
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/// looped over the active slices internally (retail draws GameSky once
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/// inside <c>LScape::draw</c> clipped by the active views; the per-slice
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/// scissor+clip here reproduces today's pixels while the driver still sees
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/// ONE sky turn).</item>
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/// <item><see cref="DrawTerrainSlice"/> → the terrain block of
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/// <c>DrawLandscapeSlice</c> (scissor + terrain clip + slice planes).</item>
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/// <item><see cref="DrawCellShell"/> → <c>EnvCellRenderer</c> opaque +
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/// transparent-ordered for ONE cell (retail <c>DrawEnvCell</c>
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/// @0x0059f170 draws per cell at its flood turn).</item>
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/// <item><see cref="DrawPunchFan"/> → <c>PortalDepthMaskRenderer.DrawDepthFan</c>
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/// with <c>forceFarZ</c>, clipped by the pinned view's slice planes
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/// (retail <c>building_view</c> @0x0059f3bf). The +<c>ShellDrawLiftZ</c>
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/// on the fan verts matches today's <c>DrawPortalDepthWrite</c> and
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/// retires with FW3.3.</item>
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/// <item><see cref="ClearInteriorDepth"/>/<see cref="DrawExitSeals"/> →
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/// caller-supplied actions (the renderer owns the pass scope and the
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/// root-flood seal iteration; the adapter only provides the turns).</item>
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/// <item><see cref="AlphaBarrier"/> → <c>FlushLandscapeAlphaFartherThan</c>
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/// (the <c>DrawBuilding</c> barrier; retail's flush-all
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/// <c>FlushAlphaList(0f)</c> @0x0059f30b is the FW4 adjudication
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/// candidate recorded on the driver's interface).</item>
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/// </list>
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/// </summary>
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internal sealed class WalkProductionLeafRenderer : IWalkFrameLeafRenderer
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{
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private readonly RetailPViewPassExecutor _passes;
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private readonly RetailPViewFrameInput _frame;
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private readonly ClipFrameAssembly _clipAssembly;
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private readonly Action _clearInteriorDepth;
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private readonly Action _drawExitSeals;
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private readonly HashSet<uint> _singleCellScratch = new();
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private readonly List<uint> _singleCellListScratch = new();
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internal WalkProductionLeafRenderer(
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RetailPViewPassExecutor passes,
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RetailPViewFrameInput frame,
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ClipFrameAssembly clipAssembly,
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Action clearInteriorDepth,
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Action drawExitSeals)
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{
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_passes = passes ?? throw new ArgumentNullException(nameof(passes));
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_frame = frame ?? throw new ArgumentNullException(nameof(frame));
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_clipAssembly = clipAssembly;
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_clearInteriorDepth = clearInteriorDepth
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?? throw new ArgumentNullException(nameof(clearInteriorDepth));
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_drawExitSeals = drawExitSeals
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?? throw new ArgumentNullException(nameof(drawExitSeals));
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}
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public void DrawSky() => _passes.DrawWalkSky(_frame, _clipAssembly);
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public void DrawTerrainSlice(int sliceIndex) =>
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_passes.DrawWalkTerrainSlice(_frame, _clipAssembly, sliceIndex);
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public void DrawCellShell(uint cellId)
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{
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_singleCellScratch.Clear();
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_singleCellScratch.Add(cellId);
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_passes.DrawOpaqueCellShells(_singleCellScratch);
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if (_passes.CellHasTransparentShell(cellId))
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{
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_singleCellListScratch.Clear();
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_singleCellListScratch.Add(cellId);
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_passes.DrawTransparentCellShellsOrdered(_singleCellListScratch);
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}
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}
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public void ClearInteriorDepth() => _clearInteriorDepth();
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public void DrawExitSeals() => _drawExitSeals();
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public void DrawPunchFan(WalkPolygon worldPolygon, int activeViewIndex) =>
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_passes.DrawWalkPunchFan(_frame, _clipAssembly, worldPolygon, activeViewIndex);
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public void AlphaBarrier(float viewerDistance) =>
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_passes.FlushLandscapeAlphaFartherThan(viewerDistance);
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}
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