Add real 3D rendering pipeline (camera, view/projection, QuadRenderer)
Replaces M2's single hardcoded NDC-space triangle with a real perspective pipeline: ICameraService/CameraService (fixed camera at (0,3,6) looking at the origin), a QuadRenderer marker component, and a Draw() that iterates world.Query<QuadRenderer>() to draw every such GameObject at its own WorldMatrix. Needed as the foundation for M3's gizmos, which have to map a screen-space drag onto a real 3D axis — a 2D quad and no camera can't support that. Two real bugs found and fixed empirically, not designed in from the start: - SystemAccessScope correctly threw on Draw() querying QuadRenderer without declaring Reads<QuadRenderer>() on its Schedule.Add registration — the safety net catching a real omission, exactly as designed. - UniformMatrix4 needed transpose:true, not false. System.Numerics.Matrix4x4 is row-major in memory; glUniformMatrix4fv with transpose=GL_FALSE reads that layout as column-major instead. With transpose=false the quad simply didn't render — no error, no crash, just a blank screen. Confirmed via a correctly perspective-foreshortened, texture-mapped quad after the fix. Also adds samples/WindowDemo/scene.json (a single Quad GameObject with a QuadRenderer) so the new pipeline has something real to draw, loaded via the existing --scene flag. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\..\src\Engine.Kernel\Engine.Kernel.csproj" />
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</ItemGroup>
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</Project>
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using System.Numerics;
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namespace Engine.Render.Contracts;
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/// <summary>
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/// The one camera engine.render draws through — read for gizmo/ray-picking
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/// math (editor.shell needs View/Projection to turn a 2D mouse position
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/// into a 3D ray), settable for camera controls (orbit, fly) that don't
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/// exist yet. Not a Component/GameObject-driven multi-camera system —
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/// there's exactly one camera and nothing needs more than that yet; see
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/// the note on RenderPlugin for why that's a deliberate scope line, not
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/// an oversight.
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/// </summary>
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public interface ICameraService
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{
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Vector3 Position { get; set; }
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Vector3 Target { get; set; }
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Matrix4x4 View { get; }
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/// <summary>Recomputed against the window's current size on every
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/// read — a cached value would go stale the moment the window
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/// resizes.</summary>
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Matrix4x4 Projection { get; }
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}
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using Engine.Kernel.World;
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namespace Engine.Render.Contracts;
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/// <summary>
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/// Marks a GameObject as a flat, unit-sized (1x1 world unit before
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/// scaling) quad, drawn at its own WorldMatrix — the only renderable
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/// component that exists yet. No size fields here: Transform.LocalScale
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/// already means "how big," and a second, competing way to say the same
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/// thing would just raise the question of which one wins. A real
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/// mesh/material system (arbitrary geometry, per-instance textures) is
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/// real content-pipeline work, out of scope here — this exists so M3's
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/// gizmos have something real to select and move, not to be a renderer.
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/// Every QuadRenderer shares engine.render's one hardcoded texture for
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/// the same reason TexturePath itself is hardcoded — there's no
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/// material/asset-reference system yet to point it at one per instance.
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/// </summary>
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public sealed class QuadRenderer : Component;
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