refactor(render): remove the production portal frame carrier

This commit is contained in:
Erik 2026-08-31 05:34:46 +02:00
parent 69e69408e8
commit cb22691beb
10 changed files with 128 additions and 443 deletions

View file

@ -739,24 +739,16 @@ public sealed class WorldSceneRendererTests
// Distinct flood-only vs in-view sets: 0x01010003 is a look-in
// cell that is drawn but never part of the main flood.
_interiorResult = new RetailPViewFrameResult().Reset(
new PortalVisibilityFrame(),
new ClipFrameAssembly(),
ClipFrameAssembler.BeginWalkFrame(
ClipFrame.NoClip(), outdoorRoot: false),
[0x01010001u],
[0x01010001u, 0x01010003u],
default,
default,
diagnosticPartition: null);
var outdoorPortalFrame = new PortalVisibilityFrame();
outdoorPortalFrame.OutsideView.Add(new ViewPolygon(
[
new Vector2(-1f, -1f),
new Vector2(1f, -1f),
new Vector2(1f, 1f),
new Vector2(-1f, 1f),
]));
_outdoorResult = new RetailPViewFrameResult().Reset(
outdoorPortalFrame,
ClipFrameAssembler.Assemble(ClipFrame.NoClip(), outdoorPortalFrame),
ClipFrameAssembler.BeginWalkFrame(
ClipFrame.NoClip(), outdoorRoot: true),
[],
[],
default,
@ -886,7 +878,8 @@ public sealed class WorldSceneRendererTests
public CameraCellResolution CameraCellResolution => CameraCellResolution.None;
public void EmitPViewInput(
PortalVisibilityFrame portalFrame,
IReadOnlySet<uint> visibleCells,
int outsideViewCount,
Matrix4x4 viewProjection,
LoadedCell clipRoot,
Vector3 cameraPosition,