acdream/tests/AcDream.App.Tests/Rendering
Erik 3973596468 feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder
The pipeline class owns the portal_stencil shader + a dynamic VBO/VAO
for per-frame portal triangle uploads. MarkAndPunch runs WB's two-step
stencil setup (mark portals = 1, then write gl_FragDepth=1.0 into
stencil=1 regions). EnableOutdoorPass switches to read-only stencil
for the subsequent terrain + outdoor-entity passes.

PortalMeshBuilder.BuildTriangles is the pure-math triangle-fan
extractor — unit-testable without a GL context. Only exit portals
(OtherCellId == 0xFFFF) are emitted; inner portals are skipped to
prevent outdoor geometry from bleeding into adjacent rooms.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:02:14 +02:00
..
CameraControllerTests.cs feat(camera): InputAction + DebugVM surface for retail chase camera 2026-05-18 20:04:34 +02:00
CellVisibilityPortalPolygonsTests.cs feat(render): Phase A8 — populate LoadedCell.PortalPolygons 2026-05-26 07:43:24 +02:00
IndoorCellStencilPipelineTests.cs feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder 2026-05-26 08:02:14 +02:00
RetailChaseCameraTests.cs fix(camera): retail-faithful jump-tracking via contact-plane projection 2026-05-19 09:32:50 +02:00