feat(rendering): establish current-path scene referee
Capture deterministic, landblock-aware fingerprints from the accepted partition only during lifecycle automation. This gives the F/G shadow scene an independent oracle without changing normal draw decisions or adding disabled-path per-entity cost.
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9 changed files with 845 additions and 5 deletions
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@ -12,6 +12,7 @@ namespace AcDream.App.Rendering;
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/// </summary>
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public sealed class RetailPViewRenderer
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{
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private readonly InteriorEntityPartition.IObserver? _partitionObserver;
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private readonly PortalVisibilityFrame _mainPortalFrameScratch = new();
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private readonly ClipFrameAssembly _clipAssemblyScratch = new();
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private readonly ViewconeCuller _viewconeScratch = new();
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@ -63,6 +64,16 @@ public sealed class RetailPViewRenderer
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private readonly HashSet<uint> _drawableCellsScratch = new();
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private readonly RetailPViewScratchRetention _scratchRetention = new();
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public RetailPViewRenderer()
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{
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}
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internal RetailPViewRenderer(
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InteriorEntityPartition.IObserver? partitionObserver)
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{
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_partitionObserver = partitionObserver;
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}
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// T2 (BR-4): retail has NO distance constant on the flood-admission chain
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// (DrawBuilding → portal walk → ConstructView: viewconeCheck + side test +
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// GetClip + GetVisible only). The old 48 m seed cap is replaced by the
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@ -156,7 +167,11 @@ public sealed class RetailPViewRenderer
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passes.PrepareCellBatches(ctx, prepareCells);
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InteriorEntityPartition.Partition(_partitionResult, prepareCells, ctx.LandblockEntries);
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InteriorEntityPartition.Partition(
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_partitionResult,
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prepareCells,
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ctx.LandblockEntries,
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_partitionObserver);
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var partition = _partitionResult;
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RetailPViewFrameResult result = _frameResultScratch.Reset(
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pvFrame,
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