feat(render) Campaign FW3.2b-2 step 1b: walk registry plumbing to the renderer
LandblockPresentationPipeline exposes its render publisher; FrameRootComposition hands the publisher's WalkBuildings/WalkLandscape registries (FW3.1, published/retired per landblock) into RetailPViewRenderer via two additive constructor parameters. Nothing reads them yet - the static cutover flip is the next commit, executing the plan section FW3.2b-2 design with the carve points now surveyed: the EARLY per-slice sky/terrain/static loop, the look-in barrier + DrawBuildingLookIns, the LATE dynamics phase, and the shells/cell- statics passes. Suites: full Release build 0 warnings; hermetic 6,753/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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3 changed files with 23 additions and 2 deletions
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@ -512,7 +512,12 @@ internal sealed class FrameRootCompositionPhase
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new WorldScenePViewRenderer(
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new WorldScenePViewRenderer(
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new RetailPViewRenderer(
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new RetailPViewRenderer(
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currentRenderSceneOracle,
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currentRenderSceneOracle,
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renderFrameProduct),
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renderFrameProduct,
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// Campaign FW3.2b-2: the walk's production world
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// data, published/retired with each landblock by the
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// render publisher (FW3.1).
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live.LandblockPipeline.RenderPublisher?.WalkBuildings,
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live.LandblockPipeline.RenderPublisher?.WalkLandscape),
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retailPViewPassExecutor,
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retailPViewPassExecutor,
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retailPViewPassExecutor),
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retailPViewPassExecutor),
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retailPViewCells,
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retailPViewCells,
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@ -93,10 +93,21 @@ public sealed class RetailPViewRenderer
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{
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{
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}
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}
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// Campaign FW3.2b-2: the walk's production world-data registries
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// (published/retired by LandblockRenderPublisher) plus the per-frame
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// driver state. Null until the composition passes them; the static
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// cutover requires both.
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private readonly Walk.WalkBuildingRegistry? _walkBuildings;
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private readonly Walk.WalkLandscapeAssembler? _walkLandscape;
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internal RetailPViewRenderer(
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internal RetailPViewRenderer(
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InteriorEntityPartition.IObserver? partitionObserver,
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InteriorEntityPartition.IObserver? partitionObserver,
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RenderScenePViewFrameProductController? sceneFrameProduct = null)
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RenderScenePViewFrameProductController? sceneFrameProduct = null,
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Walk.WalkBuildingRegistry? walkBuildings = null,
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Walk.WalkLandscapeAssembler? walkLandscape = null)
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{
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{
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_walkBuildings = walkBuildings;
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_walkLandscape = walkLandscape;
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_partitionObserver = partitionObserver;
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_partitionObserver = partitionObserver;
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_candidateObserver = partitionObserver as ICurrentRenderPViewObserver;
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_candidateObserver = partitionObserver as ICurrentRenderPViewObserver;
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_sceneFrameProduct = sceneFrameProduct;
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_sceneFrameProduct = sceneFrameProduct;
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@ -76,6 +76,11 @@ public sealed class LandblockPresentationPipeline
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private readonly Action<LandblockBuild, LandblockMeshData>?
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private readonly Action<LandblockBuild, LandblockMeshData>?
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_publishBeforeSpatialCommit;
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_publishBeforeSpatialCommit;
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private readonly LandblockRenderPublisher? _renderPublisher;
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private readonly LandblockRenderPublisher? _renderPublisher;
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/// <summary>Campaign FW3.2b-2: the render publisher, exposed so the
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/// frame composition can hand its walk world-data registries
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/// (<c>WalkBuildings</c>/<c>WalkLandscape</c>) to the PView renderer.</summary>
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internal LandblockRenderPublisher? RenderPublisher => _renderPublisher;
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private readonly LandblockPhysicsPublisher? _physicsPublisher;
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private readonly LandblockPhysicsPublisher? _physicsPublisher;
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private readonly LandblockStaticPresentationPublisher? _staticPublisher;
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private readonly LandblockStaticPresentationPublisher? _staticPublisher;
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private readonly GpuWorldState _state;
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private readonly GpuWorldState _state;
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