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3 commits

Author SHA1 Message Date
Erik
fc68d6d01f feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
Five tasks shipped together (interdependent at build time):

Task 1: WbRenderPass enum — verbatim port of WB RenderPass.cs:1-22
Task 2: WbFrustum + WbBoundingBox + FrustumTestResult — verbatim port
  of WB Frustum.cs (98 LOC) with namespace + BoundingBox-type adaptations.
  +7 unit tests.
Task 3: EnvCellSceneryInstance + EnvCellLandblock — verbatim port of WB
  SceneryInstance.cs:1-161, renamed scope-narrow. Dropped editor-only
  fields (DisqualificationReason, ParticleEmitters, IsQueuedForUpload,
  InstanceBufferOffset, InstanceCount, MdiCommands, IsTransformOnlyUpdate)
  + InstanceId narrowed uint (we don't use ObjectId's editor methods).
  +5 unit tests.
Task 4: EnvCellVisibilitySnapshot — direct port of WB VisibilitySnapshot
  narrowed to BatchedByCell + VisibleLandblocks only.
Task 7: IndoorCellStencilPipeline.RenderBuildingStencilMask — new
  low-level WB-faithful entry mirroring PortalRenderManager:471-484.
  No surrounding GL state setup (caller's responsibility). Probe fields
  LastStencilVertexCount / LastStencilWasFarPunch / LastStencilBuildingId
  for the [stencil] probe emitter in Task 9.

Build green, 18 tests pass (7 new Frustum + 5 new SceneryInstance + 6
existing stencil pipeline). Ready for Wave 2 (EnvCellRenderer port).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 14:46:07 +02:00
Erik
f8d0499d8b feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load
LoadedCell.BuildingId (init + internal setter) — set exactly once at
    landblock load time by BuildingLoader; null when the cell isn't
    part of any building (outdoor surface cells; dungeon cells not
    enumerated in LandBlockInfo.Buildings).

  GameWindow landblock-load path: builds BuildingRegistry from
    LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
    registry on _buildingRegistries[landblockId] (GameWindow-level dict)
    for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
    (a sealed record) — adding an App-type field there would violate
    Code Structure Rule #2, so the registry is stored in a new
    GameWindow-level dictionary instead. Cleanup wired in both
    removeTerrain lambdas (OnLoad + OnResize paths).

  drainedCells dict: the existing _pendingCells drain loop is extended
    to also build a local CellId→LoadedCell dict; BuildingLoader.Build
    uses this dict for the stamping pass so no second iteration is needed.

  New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
  tests total (4 from RR3 + 1 new).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:13:48 +02:00
Erik
f125fdb220 feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
New per-landblock data model for WB-style per-building cell scoping:

  Building            — BuildingId, EnvCellIds, ExitPortalPolygons,
                        occlusion-query state (Step 5 lifecycle)
  BuildingRegistry    — two-way indexed (by cellId + by buildingId);
                        single source of truth per landblock
  BuildingLoader      — static factory from LandBlockInfo.Buildings;
                        walks interior portals to expand cell sets;
                        collects exit portal polygons in world space

10 new unit tests cover data invariants + registry indexing + loader
mapping per the algorithm resolved in RR2 findings.

LoadedCell.BuildingId stamping wired in RR4. Render-time consumption
arrives in RR7 (Steps 1-4) + RR9 (Step 5) + RR11 (RenderOutsideIn).

Design: docs/superpowers/specs/2026-05-26-phase-a8-wb-full-port-design.md
Spike: docs/research/2026-05-26-a8-buildings-data-shape.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:08:43 +02:00