acdream/src/AcDream.App/Rendering/Wb/WbRenderPass.cs
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

31 lines
1 KiB
C#

namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Phase A8 (2026-05-28): WB's RenderPass enum, extracted verbatim from
/// <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/RenderPass.cs:1-22</c>.
///
/// Renamed to <c>WbRenderPass</c> to keep the WB-faithful name distinct
/// from any future acdream-side RenderPass with different semantics.
/// Consumed by <see cref="EnvCellRenderer"/> and matches the
/// <c>uRenderPass</c> uniform in the modern mesh shaders.
/// </summary>
public enum WbRenderPass
{
/// <summary>
/// The opaque pass. Only non-transparent objects are rendered.
/// </summary>
Opaque = 0,
/// <summary>
/// The transparent pass. Only transparent objects are rendered,
/// usually after the opaque pass.
/// </summary>
Transparent = 1,
/// <summary>
/// A single-pass render that includes both opaque and (sometimes)
/// transparent objects, or for special cases like skyboxes and
/// certain UI elements.
/// </summary>
SinglePass = 2,
}