feat(render) Campaign FW3.2b-2: THE STATIC CUTOVER - the walk drives production statics

The retail frame walk now drives every production static draw. In
RetailPViewRenderer.DrawInside, when the concrete executor + the
packed product + the FW3.1 walk registries are all wired (all
production compositions - anything less throws):

- A pre-walk events-only collection pass (the shadow sink generalized
  to WalkVisitedSetCollector) gathers the frame's visited cells,
  buildings, and landscape-cell turns; the visited cells union into
  prepareCells so EnvCellRenderer prepares every shell the driver
  draws.
- DrawWalkDrivenStatics runs the WalkFrameDriver over the production
  world data (WalkProductionWorldData over RenderSceneQuery + the
  building registry): sky, terrain slices, outdoor statics at their
  landscape-cell turns, buildings (alpha barrier -> punch/look-in
  passes -> shell) in retail order, interior clear+seals as leaf
  closures (the old tail block's drain reasoning moves with them),
  flood cells shell-then-contents. Landscape/cell-stage particle
  owners re-source from the walk's visited sets - retail gates
  particles per cell turn (ShouldDrawParticles @0x0050FE60), which
  this is; the old sphere filter was the approximation.
- DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the
  dynamics-only remainder (LookInObject now dynamic-classified,
  late outside-dynamics + weather, particle unions); DrawDynamicsLast
  and the outdoor flush are unchanged.
- The product builder stops emitting LandscapeOutdoorStatic /
  LandscapeBuildingShell / CellStatic (methods deleted, dead index
  tracking removed); LookInObject loads cells with
  includeStatics: false.

The old static path survives ONLY behind !walkActive for the
standalone/diagnostic executor-fake path that keeps 15 retail-ordering
regression tests exercising the barrier/punch/seal machinery; no
production composition can reach it. Its deletion is FW4 scope (the
plan's "deleting the patch apparatus") - recorded in the plan.

Transitional risks recorded in code/report: the two-pass walk cost
(FW3.4 measures), the interior slice-count reconciliation between the
old clip assembly and the walk's own exit-view survival, and the
outdoor merged-flood punch coverage now riding the walk's own
building-BSP punches (retail-faithful per FW1; the owner visual gate
verifies).

Suites (lead-verified): full Release build 0 warnings; hermetic
6,750/0 (baseline minus the three deleted route tests); Walk lane
201/1; InstalledDat Walk conformance 40/1 untouched. The two
IL-branch tests the implementation round reported failing pass in
every lead run - the recurring parallel-load flake pair.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 15:43:22 +02:00
parent 878533597d
commit 4918677b45
8 changed files with 919 additions and 612 deletions

View file

@ -343,6 +343,63 @@ deeper commitment.
landscape turn; the `_drawCullModes`/alpha-scope sequencing constraint
resolved (own cull scratch or strict sequencing). Route-keyed particle
owners re-sourced from the walk.
- **FW3.2b-2 — the production rooting (DESIGN, 2026-08-30; execute
INLINE, not via subagent — the integration-slice rule).** The
dual-compute split for this stage: the OLD visibility
(`PortalVisibilityBuilder` + look-in frames + clip assembly +
viewcone) KEEPS RUNNING to feed everything dynamic; the WALK draws
everything static. No old static DRAWS remain (no double draw):
1. `RetailPViewRenderer.DrawInside` keeps steps 18 and 1011
(visibility, merge/look-in seeding, clip frame, prepare — with
`prepareCells` UNIONED with the walk's flood/look-in cells —
viewcone, route build) but `RenderScenePViewFrameProduct` STOPS
emitting `LandscapeOutdoorStatic`, `LandscapeBuildingShell`, and
`CellStatic` ranges. Per the plan's route split, LOOK-IN OBJECTS
(`LookInObject`) are dynamic-side and STAY PACKED this stage —
the old look-in machinery keeps drawing look-in cell content and
its punches; the WALK's building turns therefore draw shell
content + punches for NON-look-in... NO — resolve the overlap the
other way: the walk's building turns run their punch+look-in
machinery ONLY for the walk's own conformance events; production
look-in DRAWS (punch fans + content) stay entirely on the old
path this stage, and the walk's `BuildingShell` stage content +
`OnPunchGeometry`/look-in DC draws are SUPPRESSED in the driver's
production wiring for look-in-owned buildings… REJECTED — that is
a dual path. FINAL: the walk owns ALL of it — building shells,
punches, look-in STATIC content (stage LookInStatic) — and the
`LookInObject` route survives ONLY for the DYNAMICS inside
look-in cells (`BuildLookInRoutes` filtered to dynamic
classifications). The old `DrawBuildingLookIns` static half and
`DrawLookInPortalPunch` retire with the static routes.
2. `WalkFrameDriver`'s leaf renderer maps to:
sky → `RetailPViewPassExecutor` sky call; terrain slice →
`_terrain.Draw(camera, frustum, clipPlanes: slice.Planes,
ndcClipAabb: slice.NdcAabb)`; cell shell →
`EnvCellRenderer.Render(pass, singleCellSet)` (+ transparent
ordered per cell); punch fan → `PortalDepthMaskRenderer.
DrawDepthFan(worldVerts, viewProjection, slicePlanes,
forceFarZ: true)`; `ClearInteriorDepth` →
`IWorldPassScope.ClearInteriorDepth` (keep production's
slices>0 gate); `DrawExitSeals` → the existing seal-fan loop
(`DrawPortalDepthWrite` seal flavor over the root flood's exit
portals); alpha barrier → `RetailAlphaQueue.FlushFartherThan`.
3. Static records: cell statics via `RenderSceneQuery.
CopyCellStaticsTo(cellId)`; outdoor statics via a per-landscape-
cell index built once per frame from
`CopyIndexTo(OutdoorStatic)`; building shells via the
`IsBuildingShell` entities keyed by anchor cell.
4. Consumers re-pointed: particle owners
(`RenderFrameRouteOwnerSelector.Replace(LandscapeOutdoorStatic…)`
sites) re-source from the walk's populated cells; diagnostics
source counts tolerate the route removal; `EmitRenderSignature`'s
terrain/scenery counts re-source or annotate.
5. Sky/weather: sky moves into the walk's LS turn (once); weather
stays in the old late-dynamics slice loop this stage (it is
dynamic-adjacent and the plan's FW4 moves it fully).
6. Gates before the owner sees a build: hermetic + InstalledDat
suites; the connected lifecycle route; the offline pixel gate
(outdoor statics); dense-Arwic pre/post pair (physical display).
- **FW3.3 — ShellDrawLiftZ retirement.** THREE sites (the register row
AP-32 lists only two — `LandblockBuildFactory.cs` bakes the lift into
the drawn cell transform and is unlisted): delete all three, flip the