# acdream Phase 2 design: static meshes, textures, neighbor landblocks

**Date:** 2026-04-10
**Status:** Approved — design locked, ready for implementation planning.
**Builds on:** Phase 1 (`docs/plans/2026-04-10-phase-1-terrain-and-plugin-scaffold.md`, merged as commit `2089bf3`).

## Goal

Turn the single flat-shaded Holtburg terrain patch from Phase 1 into a recognizable textured 3×3 landblock world with all static objects (buildings, trees, rocks) rendered from their GfxObj / Setup sources, explorable by both orbit and free-fly cameras, with a minimal plugin API exposing the world entity list.

## Non-goals

- Lighting (flat color + diffuse texture only). Deferred to later phase.
- Frustum culling. 9 landblocks is small enough that drawing everything every frame is fine.
- Skeletal animation. Static objects only. Monsters/NPCs/players are Phase 3+.
- Collision. Free-fly clips through walls.
- Level-of-detail (LOD) swaps. Draw the full-res mesh at all distances.
- Hot world changes (`IGameState.Entities` is a one-shot snapshot built at load time).
- Per-cell terrain texture blending. Hard edges between adjacent terrain types are acceptable.

## Locked decisions (from brainstorming)

1. **Full scope:** geometry + textures + 3×3 neighbor landblocks.
2. **Both cameras:** `OrbitCamera` remains default, `FlyCamera` added, `F` key toggles. `ICamera` interface unifies them.
3. **Minimal plugin API:** `IGameState.Entities` (snapshot) + `IEvents.EntitySpawned` (per-entity-at-load). No overlay yet.
4. **BCnEncoder.Net** for DXT/BCn texture decoding (matches WorldBuilder's choice).

## Architecture overview

```
┌─────────────────────────────────────────────────────────────────────┐
│                         acdream client                             │
│                                                                     │
│   dat directory                                                     │
│        │                                                            │
│        ▼                                                            │
│   ┌──────────────────────────────────────────────────────┐          │
│   │ AcDream.Core                                         │          │
│   │                                                       │          │
│   │  ┌──────────┐  ┌──────────────┐  ┌────────────┐      │          │
│   │  │ Terrain  │  │ World        │  │ Textures   │      │          │
│   │  │ (P1)     │  │              │  │            │      │          │
│   │  │          │  │ LandblockLdr │  │ Surface    │      │          │
│   │  │ Landblock│  │ WorldView    │  │ Decoder    │      │          │
│   │  │ Mesh     │  │ (3x3 grid)   │  │ (BCn)      │      │          │
│   │  └──────────┘  │ WorldEntity  │  └────────────┘      │          │
│   │                └──────────────┘                       │          │
│   │  ┌──────────────────────────────┐                    │          │
│   │  │ Meshing                      │                    │          │
│   │  │                              │                    │          │
│   │  │ GfxObjMesh.Build             │                    │          │
│   │  │ SetupMesh.Flatten            │                    │          │
│   │  └──────────────────────────────┘                    │          │
│   └──────┬───────────────┬──────────────┬────────────────┘          │
│          │               │              │                           │
│          ▼               ▼              ▼                           │
│   ┌──────────────────────────────────────────────────────┐          │
│   │ AcDream.App / Rendering                              │          │
│   │                                                       │          │
│   │  TerrainRenderer(updated)   StaticMeshRenderer(new)  │          │
│   │      ↳ atlas sampling           ↳ one VAO per GfxObj │          │
│   │                                                       │          │
│   │  TextureCache(new)                                   │          │
│   │      ↳ Surface.id → GL handle                        │          │
│   │                                                       │          │
│   │  Shader: terrain.vert/frag (updated, samples atlas)  │          │
│   │  Shader: mesh.vert/frag (new)                        │          │
│   │                                                       │          │
│   │  ICamera(new)                                        │          │
│   │    ├── OrbitCamera (P1, refactored behind interface) │          │
│   │    └── FlyCamera (new, WASD + mouse look)            │          │
│   │  CameraController (F key toggles)                    │          │
│   └──────────────┬───────────────────────────────────────┘          │
│                  │                                                   │
│                  ▼                                                   │
│        ┌─────────────────────────┐                                  │
│        │ Plugin pipeline (P1)    │                                  │
│        │                         │                                  │
│        │ + IGameState.Entities   │  (snapshot)                      │
│        │ + IEvents.EntitySpawned │  (per-entity, at load)           │
│        └─────────────────────────┘                                  │
└─────────────────────────────────────────────────────────────────────┘
```

**Key principles:**

1. Pure CPU work (`World/`, `Meshing/`, `Textures/`) lives under `AcDream.Core` and is TDD-tested.
2. GPU work (`StaticMeshRenderer`, `TextureCache`, shaders, cameras) lives under `AcDream.App` and is manual-smoke tested against real retail dats.
3. Meshes are **deduplicated by GfxObj id.** One VAO per unique mesh. Entities sharing a GfxObj share its VAO — the draw loop iterates entities and sets per-entity model matrices.
4. Textures are **deduplicated by Surface id.** `TextureCache` lazily uploads on miss.
5. The 3×3 neighbor grid is a concern of `WorldView`, not `LandblockLoader`. The loader loads one landblock; the view composes nine.
6. Plugins receive **immutable snapshots** (`WorldEntitySnapshot`), not live `WorldEntity` references. Protects core state.

## Data flow

```
startup
  │
  ▼
Load center landblock ID (Holtburg 0xA9B4)
  │
  ▼
For each of 9 landblocks in 3x3 grid around center:
  │
  ├─► LandBlock (heightmap) ──► LandblockMesh.Build (Phase 1)
  │
  └─► LandBlockInfo (static objects)
        │
        ▼
      For each "stab" (static object placement):
        │
        ├─► Read object id + position + rotation + scale
        │
        ├─► Resolve the id to a GfxObj or a Setup
        │     │
        │     ├── GfxObj  ──► extract one CPU mesh
        │     │
        │     └── Setup   ──► recursively flatten into N (GfxObjId, PartTransform)
        │                     tuples — one per part
        │
        ├─► Create WorldEntity { Id, SourceId, Position, Rotation, Scale, MeshRefs[] }
        │
        └─► Fire IEvents.EntitySpawned(snapshot)
  │
  ▼
For each unique GfxObj referenced by any entity:
  │
  ├─► Decode its Surfaces through Surface → SurfaceTexture → RenderSurface
  │     using BCnEncoder.Net for DXT, palette lookup for indexed textures
  │
  ├─► Upload RGBA8 bytes as a GL texture (via TextureCache)
  │
  └─► Build VAO/VBO/EBO for the mesh (via StaticMeshRenderer)
  │
  ▼
Main loop:
  │
  ├─► camera (orbit or fly, via ICamera)
  │
  ├─► TerrainRenderer.Draw(camera, LandblockMeshData[] + origins)
  │     for each of 9 landblock meshes:
  │       bind terrain shader + terrain atlas texture
  │       set model matrix (translate by landblock origin)
  │       draw
  │
  └─► StaticMeshRenderer.Draw(camera, IEnumerable<WorldEntity>)
        group entities by GfxObj id
        for each group:
          bind mesh shader
          bind the GfxObj's diffuse texture
          for each entity in group:
            set model matrix (translate + rotate + scale)
            draw
```

## Components

### `AcDream.Core/World/`

**`WorldEntity`** — sealed class holding per-spawn state:

```csharp
public sealed class WorldEntity
{
    public required uint Id { get; init; }
    public required uint SourceGfxObjOrSetupId { get; init; }
    public required Vector3 Position { get; init; }
    public required Quaternion Rotation { get; init; }
    public required IReadOnlyList<MeshRef> MeshRefs { get; init; }
}

public readonly record struct MeshRef(uint GfxObjId, Matrix4x4 PartTransform);
```

`Id` is a monotonic counter assigned at load time (no wire protocol yet). `SourceGfxObjOrSetupId` is the dat id that this entity was built from; used for deduplication in rendering.

**No `Scale` field:** `Stab` and `BuildingInfo` both store a `Frame` with `Origin: Vector3` and `Orientation: Quaternion` — no scale component. Phase 2 renders at unit scale. If Phase 3+ needs scale (e.g., for loot drops or resized objects), it can be added then.

**`LandblockLoader`** — static class with `Load(DatCollection dats, uint landblockId) → LoadedLandblock`. Returns the heightmap `LandBlock` + the flat list of `WorldEntity` from `LandBlockInfo`. Loads **both** `LandBlockInfo.Objects` (`Stab` list — small decorations, barrels, rocks, trees) **and** `LandBlockInfo.Buildings` (`BuildingInfo` list — actual buildings). Both types share the same `Frame` shape so they map to `WorldEntity` uniformly. No GPU state. Testable.

```csharp
public sealed record LoadedLandblock(
    uint LandblockId,
    LandBlock Heightmap,
    IReadOnlyList<WorldEntity> Entities);
```

**`WorldView`** — the 3×3 aggregate:

```csharp
public sealed class WorldView
{
    public uint CenterLandblockId { get; }
    public IReadOnlyList<LoadedLandblock> Landblocks { get; }
    public IEnumerable<WorldEntity> AllEntities => Landblocks.SelectMany(lb => lb.Entities);

    public static WorldView Load(DatCollection dats, uint centerLandblockId);
}
```

Computes neighbor ids from the center: the high 16 bits of a landblock id are an `0xXXYY` coordinate, so neighbors are `(x-1..x+1, y-1..y+1)`. Missing neighbors (edges of the world, or missing in the dat) are silently skipped.

### `AcDream.Core/Meshing/`

**`GfxObjMesh.Build(GfxObj) → IReadOnlyList<GfxObjSubMesh>`** — walks `GfxObj.VertexArray` + `GfxObj.Polygons` into one sub-mesh **per referenced `Surface`**. This is the hardest piece of Phase 2.

```csharp
public readonly record struct GfxObjSubMesh(
    uint SurfaceId,         // from GfxObj.Surfaces[Polygon.PosSurface]
    Vertex[] Vertices,
    uint[] Indices);
```

Key facts (verified in DatReaderWriter and cross-checked against WorldBuilder's `ObjectMeshManager`):
- `GfxObj.Surfaces` is a `List<QualifiedDataId<Surface>>` — **multiple surfaces per GfxObj are the norm, not the exception.**
- `Polygon.PosSurface` is a `short` index into `GfxObj.Surfaces`. Different polygons in the same GfxObj can use different surfaces.
- `GfxObj.VertexArray.Vertices` is a `Dictionary<ushort, SWVertex>` — sparse indexing.
- `SWVertex.UVs` is a `List<Vec2Duv>` — a single position may have multiple UV sets.
- `Polygon.VertexIds` is a `List<short>` — position indices for this polygon's vertices in order.
- `Polygon.PosUVIndices` is a `List<byte>` — for each vertex in this polygon, which of the `SWVertex.UVs[]` slots to use.

So the real rule is: **for each polygon, group by `PosSurface`, emit output vertices `(swVertex.Origin, swVertex.Normal, swVertex.UVs[PosUVIndices[i]])` for each `VertexIds[i]`, deduplicate by `(posIdx, uvIdx)` tuple, fan-triangulate the polygon's output vertices into sub-mesh indices.** The result is one `GfxObjSubMesh` per unique surface.

Other challenges:
- Polygons can have more than 3 vertices (4, 5, ...). Simple fan triangulation works for convex polygons (AC's polygons are convex).
- `Polygon.CullMode` could mean we need to render both sides or one — for Phase 2 we ignore it and render both (no backface culling).
- `Polygon.NegSurface` and `NegUVIndices` support double-sided polys with different textures per face — ignored for Phase 2, same reason.

We reuse the `Vertex` struct from Phase 1 (`Position`, `Normal`, `TexCoord`) and take `Normal` straight from `SWVertex.Normal` (AC already bakes per-vertex normals).

**`SetupMesh.Flatten(Setup, DatCollection) → IReadOnlyList<(uint GfxObjId, Matrix4x4 PartTransform)>`** — walks a `Setup`'s parts and placement frames, yields the flat list of (GfxObjId, transform) tuples for a single `WorldEntity` to reference.

### `AcDream.Core/Textures/`

**`SurfaceDecoder.Decode(Surface, DatCollection) → DecodedTexture`** — resolves Surface → SurfaceTexture → RenderSurface, decodes compressed or palette-indexed pixel data.

```csharp
public sealed record DecodedTexture(byte[] Rgba8, int Width, int Height);
```

Uses `BCnEncoder.Net` for BC1/BC2/BC3. Handles palette indexed via `Palette` lookup. Falls back to a 1×1 magenta texture on any failure.

Testable: feed it a synthetic uncompressed `RenderSurface` and assert byte-exact output.

### `AcDream.App/Rendering/`

**`ICamera`** — interface:

```csharp
public interface ICamera
{
    Matrix4x4 View { get; }
    Matrix4x4 Projection { get; }
    float Aspect { get; set; }
}
```

**`OrbitCamera`** — refactored to implement `ICamera` (existing behavior preserved).

**`FlyCamera`** — new implementation:

```csharp
public sealed class FlyCamera : ICamera
{
    public Vector3 Position { get; set; } = new(96, 96, 100);
    public float Yaw { get; set; }
    public float Pitch { get; set; }
    public float MoveSpeed { get; set; } = 80f;  // world units / sec
    public float MouseSensitivity { get; set; } = 0.002f;
    public float FovY { get; set; } = MathF.PI / 3f;
    public float Aspect { get; set; } = 16f / 9f;

    public Matrix4x4 View { get; }
    public Matrix4x4 Projection { get; }

    public void Update(double dt, bool w, bool a, bool s, bool d, bool up, bool down);
    public void Look(float deltaX, float deltaY);
}
```

WASD moves in the horizontal plane relative to yaw. Space/Ctrl (or up/down) move vertically. Mouse captured with `CursorMode.Raw`.

**`CameraController`** — owns both cameras and the active selection:

```csharp
public sealed class CameraController
{
    public ICamera Active { get; private set; }
    public OrbitCamera Orbit { get; }
    public FlyCamera Fly { get; }

    public void Toggle();  // flips Active, also flips cursor capture
}
```

**`StaticMeshRenderer`** — draws all `WorldEntity` via their `MeshRefs`:

```csharp
public sealed unsafe class StaticMeshRenderer : IDisposable
{
    public StaticMeshRenderer(GL gl, Shader meshShader, TextureCache textures);

    // Upload all sub-meshes for a given GfxObj id (idempotent; cached).
    public void EnsureUploaded(uint gfxObjId, IReadOnlyList<GfxObjSubMesh> subMeshes);

    // Draw all entities grouped by GfxObj, then within each GfxObj by sub-mesh
    // (each sub-mesh has its own surface/texture).
    public void Draw(ICamera camera, IEnumerable<WorldEntity> entities);

    public void Dispose();
}
```

Internally holds a `Dictionary<uint, GfxObjGpu>` where `GfxObjGpu` bundles a list of `SubMeshGpu` records — one VAO/VBO/EBO per sub-mesh, each with its own `SurfaceId`. The draw loop iterates entities, and for each entity iterates that entity's GfxObj's sub-meshes, switching texture between sub-meshes.

**`TextureCache`** — App-side GL texture ownership:

```csharp
public sealed class TextureCache : IDisposable
{
    public TextureCache(GL gl, DatCollection dats);

    // Get or upload the texture for a Surface id. Returns GL texture handle.
    public uint GetOrUpload(uint surfaceId);

    public void Dispose();  // delete all handles
}
```

On cache miss, calls `SurfaceDecoder.Decode`, uploads the RGBA8 bytes as a `GL_RGBA8` texture, stores the handle.

**Terrain atlas** — separate concern from per-GfxObj textures. At load time we gather the unique terrain-type texture ids from the loaded landblocks, decode each, and upload as a `GL_TEXTURE_2D_ARRAY` with each terrain type as a layer. The updated terrain shader samples the array with the per-vertex `aTerrainIndex` (a byte value taken from `TerrainInfo[i]`).

**Shader updates:**

`terrain.vert` — gains `in uint aTerrainIndex; out flat uint vTerrainIndex; uniform mat4 uModel;`. Position transformed by `uModel` before view/projection.

`terrain.frag` — gains `uniform sampler2DArray uTerrainAtlas;`. Samples atlas at `(vTexCoord, vTerrainIndex)`. Falls back to the Phase 1 height ramp if texture is missing.

`mesh.vert` / `mesh.frag` — new pair for static meshes. Position × model × view × projection. Single `sampler2D uDiffuse`. No lighting.

### `AcDream.Plugin.Abstractions/`

**`IGameState`** — new interface:

```csharp
public interface IGameState
{
    IReadOnlyList<WorldEntitySnapshot> Entities { get; }
}

public readonly record struct WorldEntitySnapshot(
    uint Id,
    uint SourceId,
    Vector3 Position,
    Quaternion Rotation);
```

(No `Scale` field — Phase 2 renders at unit scale because `Stab.Frame` and `BuildingInfo.Frame` don't carry a scale component.)

**`IEvents`** — new interface:

```csharp
public interface IEvents
{
    event Action<WorldEntitySnapshot> EntitySpawned;
}
```

**`IPluginHost`** — gains two properties:

```csharp
public interface IPluginHost
{
    IPluginLogger Log    { get; }
    IGameState    State  { get; }  // NEW
    IEvents       Events { get; }  // NEW
}
```

Plugins get snapshots, not live `WorldEntity` references — this protects core state from plugin mutation and prevents coupling to rendering details like `MeshRef`.

### `AcDream.App/Plugins/`

**`WorldGameState`** — sealed class implementing `IGameState`. Built from a `WorldView`. `Entities` returns a cached snapshot list rebuilt lazily when the world changes (in Phase 2, only at initial load).

**`WorldEvents`** — sealed class implementing `IEvents`. Holds the `EntitySpawned` event. Fired by `WorldGameState` during snapshot building.

**`AppPluginHost`** extended to own `State` and `Events`, handed to all plugins via `Initialize`.

## Testing strategy

**TDD (pure CPU, xUnit):**
- `GfxObjMesh.Build` — synthetic GfxObj, vertex/index count assertions, UV forwarding, triangulation of N-gons
- `SetupMesh.Flatten` — synthetic Setup with 2-3 parts, assert flattened (GfxObjId, Matrix4x4) tuples
- `SurfaceDecoder.Decode` — synthetic uncompressed RenderSurface, RGBA8 byte-exact assertion; BC1 decode exercised with a known small blob
- `LandblockLoader.Load` — synthetic or real Holtburg, entity count assertion
- `WorldView` — neighbor id math, edge handling

**Manual smoke (against retail dats):**
- `StaticMeshRenderer` — do buildings appear?
- `TextureCache` — do textures look right?
- `FlyCamera` — does WASD move, does mouse look work?
- `CameraController` — does F toggle?
- Plugin round-trip — `SmokePlugin` subscribes to `EntitySpawned` and logs entity count at `Enable` time

**Expected test count:** ~30-35 (17 from Phase 1 + 13-18 new).

## Error handling & failure modes

**Dat-level (load):**
- Missing neighbor → silent skip
- `LandBlockInfo` missing → log warning, render terrain without objects
- GfxObj/Setup unresolvable → log warning, skip entity, continue
- Surface/RenderSurface missing/corrupt → 1×1 magenta fallback texture

**GL-level (runtime):**
- Texture upload fails → log error, magenta fallback
- Shader compile fails → throw at load time (same as Phase 1)
- Degenerate mesh (zero triangles) → log warning, skip rendering

**Plugin-level:**
- `EntitySpawned` handler throws → catch, log, continue (don't mark plugin faulted — too disruptive)
- `IGameState.Entities` accessed during load → returns current snapshot, may be mid-build

**Primary risk:** `GfxObjMesh.Build` is the piece most likely to produce visually wrong output. The test suite catches gross errors (counts, triangulation); subtle bugs (flipped triangles, wrong UV mapping) only show visually. Mitigation: smoke-test each sub-step separately — wireframe first, then UVs, then textures.

## Task sequence (rough, full bite-sized plan in a separate doc)

1. Add `Meshing/`, `World/`, `Textures/` folder scaffolding under `AcDream.Core`
2. `GfxObjMesh.Build` (TDD, pure CPU — the hardest piece)
3. `SurfaceDecoder.Decode` (TDD, BCnEncoder.Net)
4. `LandblockLoader.Load` (TDD)
5. `SetupMesh.Flatten` (TDD)
6. `WorldView` 3×3 grid + neighbor id math (TDD)
7. `TextureCache` (App-side GL wrapper)
8. `StaticMeshRenderer` + new mesh shader (manual smoke)
9. Integrate `StaticMeshRenderer` into `GameWindow` — buildings flat white
10. Hook textures into `StaticMeshRenderer` — buildings now textured
11. Terrain atlas texture + updated terrain shader — ground textured
12. Render neighbor landblocks — horizon no longer cliffs
13. Extract `ICamera`, refactor `OrbitCamera` behind it
14. `FlyCamera` implementation
15. `CameraController` + F toggle
16. Add `IGameState` + `IEvents` to abstractions
17. `WorldGameState` + `WorldEvents` + `AppPluginHost` wire-up
18. Extend `SmokePlugin` to subscribe to `EntitySpawned` — end-to-end smoke

**Ordering rationale:**
- Pure CPU (1-6) first so TDD works without GL
- Static meshes (7-10) before terrain textures (11) because they're the bigger visual reward
- Neighbors (12) after single-landblock works — isolates the neighbor logic
- Camera (13-15) late because independent and doesn't block visual work
- Plugin API (16-18) last — discipline requires it, touches less than the rest

## Open questions (deferred, not blocking)

- ~~Does `GfxObj` always reference one `Surface`?~~ **Answered during design spike:** multiple surfaces per GfxObj are the norm. Mesh builder produces one sub-mesh per referenced surface. WorldBuilder's `ObjectMeshManager` confirms this is the canonical approach.
- Terrain atlas size — 16 layers enough, or more? Deferred to Task 11 once we know the retail terrain type count.
- Should `WorldEntitySnapshot` be sent as a single list or as an `IEnumerable` (lazy)? Plugins want indexed access. Locked: list.
- Collision, animation, hot reload of plugins — all Phase 3+.
