//! ternlang-gfx: Triadic Graphics Pipeline (T-GPU).
//!
//! Standardizes Depth-as-a-Trit. 
//! Enables hardware-level fragment shader bypass for occluded pixels.

pub mod pipeline {
    #[derive(Debug, Clone, Copy, PartialEq)]
    pub enum DepthTrit {
        Foreground = 1,
        Hidden = 0,   // Occluded/Clipped - Physical hardware bypass
        Background = -1,
    }

    pub struct TriadicVoxel {
        pub color_rgb: [u8; 3],
        pub depth: DepthTrit,
    }

    pub struct TriadicGPU;

    impl TriadicGPU {
        /// Simulates the T-GPU rendering pass.
        /// If depth is 0 (Hidden), the fragment shader is physically bypassed.
        pub fn process_voxel(&self, voxel: &TriadicVoxel) -> Option<[u8; 3]> {
            match voxel.depth {
                DepthTrit::Foreground | DepthTrit::Background => {
                    println!("T-GPU: Processing shader for voxel...");
                    Some(voxel.color_rgb)
                }
                DepthTrit::Hidden => {
                    // THE SPEEDUP: Zero clock cycles spent on this voxel
                    println!("T-GPU: [BYPASS] Voxel occluded (State 0). Arithmetic skipped.");
                    None
                }
            }
        }
    }
}
