refactor(render): extract world scene frame owner
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup. Co-authored-by: Codex <codex@openai.com>
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25 changed files with 2679 additions and 844 deletions
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@ -64,4 +64,35 @@ public sealed class ParticleVisibilityControllerTests
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controller.Apply(particles, 1f);
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Assert.False(Assert.Single(particles.EnumerateEmitters()).ViewEligible);
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}
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[Fact]
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public void AbortedFrame_PreservesTheLastCompletedWorldView()
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{
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var particles = new ParticleSystem(new EmitterDescRegistry(), new Random(1));
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int handle = particles.SpawnEmitter(
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new EmitterDesc
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{
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DatId = 0x32000003u,
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Type = ParticleType.Still,
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MaxDegradeDistance = 100f,
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MaxParticles = 1,
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},
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Vector3.Zero,
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attachedObjectId: 42u);
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particles.UpdateEmitterOwnerCell(handle, 0x01010001u);
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var controller = new ParticleVisibilityController();
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controller.BeginFrame(Vector3.Zero);
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controller.UseWorldView();
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controller.MarkVisibleCells([0x01010001u]);
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controller.CompleteFrame();
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controller.BeginFrame(new Vector3(1000f, 1000f, 0f));
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controller.UseWorldView();
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controller.MarkVisibleCells([0x02020001u]);
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controller.AbortFrame();
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controller.Apply(particles, 1f);
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Assert.True(Assert.Single(particles.EnumerateEmitters()).ViewEligible);
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}
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}
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