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
15 lines
284 B
JSON
15 lines
284 B
JSON
[
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{
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"name": "Quad",
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"transform": {
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"position": [0, 0, 0],
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"rotation": [0, 0, 0, 1],
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"scale": [2, 2, 1]
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},
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"components": [
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{ "type": "Engine.Render.Contracts.QuadRenderer, Engine.Render.Contracts", "data": {} }
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],
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"children": []
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}
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]
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