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Author SHA1 Message Date
Erik
9618c66813 feat(render): Phase G.1 — billboard particle renderer for weather + spells
Add ParticleRenderer that draws every live particle from the shared
ParticleSystem as a billboarded quad. Unit quad VBO + per-instance
(pos, size, color) VBO with glVertexAttribDivisor for one draw call
per emitter. Billboards using the camera's basis vectors so quads
always face the viewer.

Fragment shader does a procedural radial falloff (no texture pipeline
needed — raindrops / snowflakes read as soft dots). AttachLocal
emitters get re-centred on the camera each frame so the rain volume
follows the player per r12 §7.

Two-pass render splits additive from alpha-blend emitters so blend
state flips once per kind rather than per-emitter.

Wired into GameWindow.OnRender after static-mesh draw with depth
write off (particles occluded by walls but don't self-occlude).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:42:05 +02:00