phase(N.4) Tasks 22+23: WbDrawDispatcher + surface metadata side-table

WbDrawDispatcher draws all entities through WB's ObjectRenderData
(VAO/VBO per GfxObj, per-batch IBO) using acdream's TextureCache for
texture resolution. Two-pass rendering (opaque+ClipMap, then
translucent) matching the existing InstancedMeshRenderer pattern.
Per-entity single-instance drawing for N.4 simplicity — true
instancing grouping deferred to N.6.

Atlas-tier entities: mesh from WB, texture from TextureCache via
batch SurfaceId. Per-instance-tier entities: AnimatedEntityState
drives part overrides + hidden-parts, palette/surface overrides
resolve through TextureCache's composite-key caches.

Side-table population (Task 23 folded in): WbMeshAdapter now takes
DatCollection and populates AcSurfaceMetadataTable on first
IncrementRefCount per GfxObj. The side-table provides TranslucencyKind
(critical for ClipMap alpha-test on vegetation) plus Luminosity,
Diffuse, SurfOpacity, NeedsUvRepeat, DisableFog for sky-pass and
lighting.

GameWindow wiring: when WbFoundationFlag is enabled, WbDrawDispatcher
draws everything and InstancedMeshRenderer is skipped. Flag-off path
is unchanged.

Matrix composition: restPose * animOverride * entityWorld, matching
the spec. Three MatrixCompositionTests verify the contract.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-08 15:30:33 +02:00
parent 5b4fd4b61d
commit 01cff4144f
5 changed files with 507 additions and 8 deletions

View file

@ -31,6 +31,8 @@ public sealed class GameWindow : IDisposable
/// <summary>Phase N.4: WB-backed rendering pipeline adapter. Non-null only /// <summary>Phase N.4: WB-backed rendering pipeline adapter. Non-null only
/// when <c>ACDREAM_USE_WB_FOUNDATION=1</c> is set; null otherwise.</summary> /// when <c>ACDREAM_USE_WB_FOUNDATION=1</c> is set; null otherwise.</summary>
private AcDream.App.Rendering.Wb.WbMeshAdapter? _wbMeshAdapter; private AcDream.App.Rendering.Wb.WbMeshAdapter? _wbMeshAdapter;
private AcDream.App.Rendering.Wb.EntitySpawnAdapter? _wbEntitySpawnAdapter;
private AcDream.App.Rendering.Wb.WbDrawDispatcher? _wbDrawDispatcher;
private SamplerCache? _samplerCache; private SamplerCache? _samplerCache;
private DebugLineRenderer? _debugLines; private DebugLineRenderer? _debugLines;
// K-fix4 (2026-04-26): default OFF. The orange BSP / green cylinder // K-fix4 (2026-04-26): default OFF. The orange BSP / green cylinder
@ -1434,7 +1436,7 @@ public sealed class GameWindow : IDisposable
if (AcDream.App.Rendering.Wb.WbFoundationFlag.IsEnabled) if (AcDream.App.Rendering.Wb.WbFoundationFlag.IsEnabled)
{ {
var wbLogger = Microsoft.Extensions.Logging.Abstractions.NullLogger<AcDream.App.Rendering.Wb.WbMeshAdapter>.Instance; var wbLogger = Microsoft.Extensions.Logging.Abstractions.NullLogger<AcDream.App.Rendering.Wb.WbMeshAdapter>.Instance;
_wbMeshAdapter = new AcDream.App.Rendering.Wb.WbMeshAdapter(_gl, _datDir, wbLogger); _wbMeshAdapter = new AcDream.App.Rendering.Wb.WbMeshAdapter(_gl, _datDir, _dats, wbLogger);
Console.WriteLine("[N.4] WbFoundation flag is ENABLED — routing static content through ObjectMeshManager."); Console.WriteLine("[N.4] WbFoundation flag is ENABLED — routing static content through ObjectMeshManager.");
} }
@ -1486,12 +1488,20 @@ public sealed class GameWindow : IDisposable
} }
wbEntitySpawnAdapter = new AcDream.App.Rendering.Wb.EntitySpawnAdapter( wbEntitySpawnAdapter = new AcDream.App.Rendering.Wb.EntitySpawnAdapter(
_textureCache, SequencerFactory); _textureCache, SequencerFactory);
_wbEntitySpawnAdapter = wbEntitySpawnAdapter;
} }
_worldState = new AcDream.App.Streaming.GpuWorldState(wbSpawnAdapter, wbEntitySpawnAdapter); _worldState = new AcDream.App.Streaming.GpuWorldState(wbSpawnAdapter, wbEntitySpawnAdapter);
} }
_staticMesh = new InstancedMeshRenderer(_gl, _meshShader, _textureCache, _wbMeshAdapter); _staticMesh = new InstancedMeshRenderer(_gl, _meshShader, _textureCache, _wbMeshAdapter);
if (AcDream.App.Rendering.Wb.WbFoundationFlag.IsEnabled
&& _wbMeshAdapter is not null && _wbEntitySpawnAdapter is not null)
{
_wbDrawDispatcher = new AcDream.App.Rendering.Wb.WbDrawDispatcher(
_gl, _meshShader, _textureCache, _wbMeshAdapter, _wbEntitySpawnAdapter);
}
// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag) // Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
// with depth writes off + far plane 1e6 so celestial meshes // with depth writes off + far plane 1e6 so celestial meshes
// never clip. Shares the TextureCache with the static pipeline. // never clip. Shares the TextureCache with the static pipeline.
@ -6326,10 +6336,20 @@ public sealed class GameWindow : IDisposable
animatedIds.Add(k); animatedIds.Add(k);
} }
if (_wbDrawDispatcher is not null)
{
_wbDrawDispatcher.Draw(camera, _worldState.LandblockEntries, frustum,
neverCullLandblockId: playerLb,
visibleCellIds: visibility?.VisibleCellIds,
animatedEntityIds: animatedIds);
}
else
{
_staticMesh?.Draw(camera, _worldState.LandblockEntries, frustum, _staticMesh?.Draw(camera, _worldState.LandblockEntries, frustum,
neverCullLandblockId: playerLb, neverCullLandblockId: playerLb,
visibleCellIds: visibility?.VisibleCellIds, visibleCellIds: visibility?.VisibleCellIds,
animatedEntityIds: animatedIds); animatedEntityIds: animatedIds);
}
// Phase G.1 / E.3: draw all live particles after opaque // Phase G.1 / E.3: draw all live particles after opaque
// scene geometry so alpha blending composites correctly. // scene geometry so alpha blending composites correctly.
@ -8710,6 +8730,7 @@ public sealed class GameWindow : IDisposable
_combatChatTranslator?.Dispose(); _combatChatTranslator?.Dispose();
_liveSession?.Dispose(); _liveSession?.Dispose();
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context _audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
_wbDrawDispatcher?.Dispose();
_staticMesh?.Dispose(); _staticMesh?.Dispose();
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first _skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_samplerCache?.Dispose(); _samplerCache?.Dispose();

View file

@ -0,0 +1,364 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Meshing;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using Chorizite.OpenGLSDLBackend.Lib;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Draws entities using WB's <see cref="ObjectRenderData"/> (VAO/VBO per GfxObj,
/// per-batch IBO) with acdream's <see cref="TextureCache"/> for texture resolution
/// and <see cref="AcSurfaceMetadataTable"/> for translucency classification.
///
/// <para>
/// <b>Atlas-tier</b> entities (<c>ServerGuid == 0</c>): mesh data comes from WB's
/// <see cref="ObjectMeshManager"/> via <see cref="WbMeshAdapter.TryGetRenderData"/>.
/// Textures resolve through <see cref="TextureCache.GetOrUpload"/> using the batch's
/// <c>SurfaceId</c>.
/// </para>
///
/// <para>
/// <b>Per-instance-tier</b> entities (<c>ServerGuid != 0</c>): mesh data also from
/// WB, but textures resolve through <see cref="TextureCache"/> with palette and
/// surface overrides applied. Part overrides and hidden-parts from
/// <see cref="AnimatedEntityState"/> control which GfxObj renders per part.
/// </para>
///
/// <para>
/// <b>GL strategy:</b> per-entity single-instance drawing. Each draw call uploads
/// one model matrix to the instance VBO, binds WB's VAO (with instance attribute
/// slots patched on first use), binds the batch's IBO, and calls DrawElements with
/// instance count 1. True instancing grouping deferred to N.6.
/// </para>
///
/// <para>
/// <b>Shader:</b> reuses <c>mesh_instanced</c> (vert locations 0-2 = Position/
/// Normal/UV from WB's <c>VertexPositionNormalTexture</c>; locations 3-6 = instance
/// matrix from our VBO). WB's 32-byte vertex stride is compatible.
/// </para>
/// </summary>
public sealed unsafe class WbDrawDispatcher : IDisposable
{
private readonly GL _gl;
private readonly Shader _shader;
private readonly TextureCache _textures;
private readonly WbMeshAdapter _meshAdapter;
private readonly EntitySpawnAdapter _entitySpawnAdapter;
private readonly uint _instanceVbo;
private readonly float[] _matrixBuf = new float[16];
private readonly HashSet<uint> _patchedVaos = new();
private bool _disposed;
public WbDrawDispatcher(
GL gl,
Shader shader,
TextureCache textures,
WbMeshAdapter meshAdapter,
EntitySpawnAdapter entitySpawnAdapter)
{
ArgumentNullException.ThrowIfNull(gl);
ArgumentNullException.ThrowIfNull(shader);
ArgumentNullException.ThrowIfNull(textures);
ArgumentNullException.ThrowIfNull(meshAdapter);
ArgumentNullException.ThrowIfNull(entitySpawnAdapter);
_gl = gl;
_shader = shader;
_textures = textures;
_meshAdapter = meshAdapter;
_entitySpawnAdapter = entitySpawnAdapter;
_instanceVbo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
_gl.BufferData(BufferTargetARB.ArrayBuffer, 64, null, BufferUsageARB.DynamicDraw);
}
public static Matrix4x4 ComposePartWorldMatrix(
Matrix4x4 entityWorld,
Matrix4x4 animOverride,
Matrix4x4 restPose)
=> restPose * animOverride * entityWorld;
public void Draw(
ICamera camera,
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax, IReadOnlyList<WorldEntity> Entities)> landblockEntries,
FrustumPlanes? frustum = null,
uint? neverCullLandblockId = null,
HashSet<uint>? visibleCellIds = null,
HashSet<uint>? animatedEntityIds = null)
{
_shader.Use();
var vp = camera.View * camera.Projection;
_shader.SetMatrix4("uViewProjection", vp);
var metaTable = _meshAdapter.MetadataTable;
// Collect visible entities into opaque and translucent lists for two-pass rendering.
// We walk entities once and classify each (entity, meshRef, batch) triple.
var opaqueDraws = new List<DrawItem>();
var translucentDraws = new List<DrawItem>();
foreach (var entry in landblockEntries)
{
bool landblockVisible = frustum is null
|| entry.LandblockId == neverCullLandblockId
|| FrustumCuller.IsAabbVisible(frustum.Value, entry.AabbMin, entry.AabbMax);
if (!landblockVisible && (animatedEntityIds is null || animatedEntityIds.Count == 0))
continue;
foreach (var entity in entry.Entities)
{
if (entity.MeshRefs.Count == 0) continue;
bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
if (!landblockVisible && !isAnimated) continue;
if (entity.ParentCellId.HasValue && visibleCellIds is not null
&& !visibleCellIds.Contains(entity.ParentCellId.Value))
continue;
var entityWorld =
Matrix4x4.CreateFromQuaternion(entity.Rotation) *
Matrix4x4.CreateTranslation(entity.Position);
bool isPerInstance = entity.ServerGuid != 0;
AnimatedEntityState? animState = isPerInstance
? _entitySpawnAdapter.GetState(entity.ServerGuid)
: null;
for (int partIdx = 0; partIdx < entity.MeshRefs.Count; partIdx++)
{
if (animState is not null && animState.IsPartHidden(partIdx))
continue;
var meshRef = entity.MeshRefs[partIdx];
ulong gfxObjId = meshRef.GfxObjId;
if (animState is not null)
gfxObjId = animState.ResolvePartGfxObj(partIdx, gfxObjId);
var renderData = _meshAdapter.TryGetRenderData(gfxObjId);
if (renderData is null) continue;
// For Setup objects, WB stores sub-parts in SetupParts. For
// single GfxObjs, SetupParts is empty and the render data
// itself contains the batches.
if (renderData.IsSetup && renderData.SetupParts.Count > 0)
{
foreach (var (partGfxObjId, partTransform) in renderData.SetupParts)
{
var partData = _meshAdapter.TryGetRenderData(partGfxObjId);
if (partData is null) continue;
var model = ComposePartWorldMatrix(
entityWorld, meshRef.PartTransform, partTransform);
ClassifyBatches(partData, partGfxObjId, model,
entity, meshRef, metaTable, opaqueDraws, translucentDraws);
}
}
else
{
var model = meshRef.PartTransform * entityWorld;
ClassifyBatches(renderData, gfxObjId, model,
entity, meshRef, metaTable, opaqueDraws, translucentDraws);
}
}
}
}
// ── Pass 1: Opaque + ClipMap ─────────────────────────────────────────
if (string.Equals(Environment.GetEnvironmentVariable("ACDREAM_NO_CULL"), "1", StringComparison.Ordinal))
_gl.Disable(EnableCap.CullFace);
foreach (var item in opaqueDraws)
{
_shader.SetInt("uTranslucencyKind", (int)item.Translucency);
UploadMatrixAndDraw(item);
}
// ── Pass 2: Translucent ──────────────────────────────────────────────
_gl.Enable(EnableCap.Blend);
_gl.DepthMask(false);
if (string.Equals(Environment.GetEnvironmentVariable("ACDREAM_NO_CULL"), "1", StringComparison.Ordinal))
{
_gl.Disable(EnableCap.CullFace);
}
else
{
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Back);
_gl.FrontFace(FrontFaceDirection.Ccw);
}
foreach (var item in translucentDraws)
{
switch (item.Translucency)
{
case TranslucencyKind.Additive:
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
break;
case TranslucencyKind.InvAlpha:
_gl.BlendFunc(BlendingFactor.OneMinusSrcAlpha, BlendingFactor.SrcAlpha);
break;
default:
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
break;
}
_shader.SetInt("uTranslucencyKind", (int)item.Translucency);
UploadMatrixAndDraw(item);
}
_gl.DepthMask(true);
_gl.Disable(EnableCap.Blend);
_gl.Disable(EnableCap.CullFace);
_gl.BindVertexArray(0);
}
private void ClassifyBatches(
ObjectRenderData renderData,
ulong gfxObjId,
Matrix4x4 model,
WorldEntity entity,
MeshRef meshRef,
AcSurfaceMetadataTable metaTable,
List<DrawItem> opaqueDraws,
List<DrawItem> translucentDraws)
{
for (int batchIdx = 0; batchIdx < renderData.Batches.Count; batchIdx++)
{
var batch = renderData.Batches[batchIdx];
TranslucencyKind translucency;
if (metaTable.TryLookup(gfxObjId, batchIdx, out var meta))
{
translucency = meta.Translucency;
}
else
{
// Fallback: derive from WB batch flags.
translucency = batch.IsAdditive ? TranslucencyKind.Additive
: batch.IsTransparent ? TranslucencyKind.AlphaBlend
: TranslucencyKind.Opaque;
}
uint texHandle = ResolveTexture(entity, meshRef, batch);
if (texHandle == 0) continue;
var item = new DrawItem
{
Vao = renderData.VAO,
Ibo = batch.IBO,
IndexCount = batch.IndexCount,
Model = model,
TextureHandle = texHandle,
Translucency = translucency,
};
if (translucency == TranslucencyKind.Opaque || translucency == TranslucencyKind.ClipMap)
opaqueDraws.Add(item);
else
translucentDraws.Add(item);
}
}
private uint ResolveTexture(WorldEntity entity, MeshRef meshRef, ObjectRenderBatch batch)
{
uint surfaceId = batch.SurfaceId;
if (surfaceId == 0) return 0;
uint overrideOrigTex = 0;
bool hasOrigTexOverride = meshRef.SurfaceOverrides is not null
&& meshRef.SurfaceOverrides.TryGetValue(surfaceId, out overrideOrigTex);
uint? origTexOverride = hasOrigTexOverride ? overrideOrigTex : (uint?)null;
if (entity.PaletteOverride is not null)
{
return _textures.GetOrUploadWithPaletteOverride(
surfaceId, origTexOverride, entity.PaletteOverride);
}
else if (hasOrigTexOverride)
{
return _textures.GetOrUploadWithOrigTextureOverride(surfaceId, overrideOrigTex);
}
else
{
return _textures.GetOrUpload(surfaceId);
}
}
private void EnsureInstanceAttribs(uint vao)
{
if (!_patchedVaos.Add(vao)) return;
_gl.BindVertexArray(vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
for (uint row = 0; row < 4; row++)
{
uint loc = 3 + row;
_gl.EnableVertexAttribArray(loc);
_gl.VertexAttribPointer(loc, 4, VertexAttribPointerType.Float, false, 64, (void*)(row * 16));
_gl.VertexAttribDivisor(loc, 1);
}
}
private void UploadMatrixAndDraw(in DrawItem item)
{
WriteMatrix(_matrixBuf, 0, item.Model);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
fixed (float* p = _matrixBuf)
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, 64, p);
EnsureInstanceAttribs(item.Vao);
_gl.BindVertexArray(item.Vao);
// Re-point instance attributes to offset 0 (single matrix).
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
for (uint row = 0; row < 4; row++)
_gl.VertexAttribPointer(3 + row, 4, VertexAttribPointerType.Float, false, 64, (void*)(row * 16));
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, item.TextureHandle);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, item.Ibo);
_gl.DrawElementsInstanced(PrimitiveType.Triangles,
(uint)item.IndexCount, DrawElementsType.UnsignedShort,
(void*)0, 1);
}
private static void WriteMatrix(float[] buf, int offset, in Matrix4x4 m)
{
buf[offset + 0] = m.M11; buf[offset + 1] = m.M12; buf[offset + 2] = m.M13; buf[offset + 3] = m.M14;
buf[offset + 4] = m.M21; buf[offset + 5] = m.M22; buf[offset + 6] = m.M23; buf[offset + 7] = m.M24;
buf[offset + 8] = m.M31; buf[offset + 9] = m.M32; buf[offset + 10] = m.M33; buf[offset + 11] = m.M34;
buf[offset + 12] = m.M41; buf[offset + 13] = m.M42; buf[offset + 14] = m.M43; buf[offset + 15] = m.M44;
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_gl.DeleteBuffer(_instanceVbo);
}
private struct DrawItem
{
public uint Vao;
public uint Ibo;
public int IndexCount;
public Matrix4x4 Model;
public uint TextureHandle;
public TranslucencyKind Translucency;
}
}

View file

@ -1,6 +1,10 @@
using System; using System;
using System.Collections.Generic;
using AcDream.Core.Meshing;
using Chorizite.OpenGLSDLBackend; using Chorizite.OpenGLSDLBackend;
using Chorizite.OpenGLSDLBackend.Lib; using Chorizite.OpenGLSDLBackend.Lib;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using Microsoft.Extensions.Logging; using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Logging.Abstractions; using Microsoft.Extensions.Logging.Abstractions;
using Silk.NET.OpenGL; using Silk.NET.OpenGL;
@ -26,6 +30,9 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
private readonly OpenGLGraphicsDevice? _graphicsDevice; private readonly OpenGLGraphicsDevice? _graphicsDevice;
private readonly DefaultDatReaderWriter? _wbDats; private readonly DefaultDatReaderWriter? _wbDats;
private readonly ObjectMeshManager? _meshManager; private readonly ObjectMeshManager? _meshManager;
private readonly DatCollection? _dats;
private readonly AcSurfaceMetadataTable _metadataTable = new();
private readonly HashSet<ulong> _metadataPopulated = new();
/// <summary> /// <summary>
/// True when this instance was created via <see cref="CreateUninitialized"/>; /// True when this instance was created via <see cref="CreateUninitialized"/>;
@ -43,14 +50,19 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
/// thread (construction runs GL queries; call from OnLoad).</param> /// thread (construction runs GL queries; call from OnLoad).</param>
/// <param name="datDir">Path to the dat directory (same as the one supplied /// <param name="datDir">Path to the dat directory (same as the one supplied
/// to our DatCollection). DefaultDatReaderWriter opens its own file handles.</param> /// to our DatCollection). DefaultDatReaderWriter opens its own file handles.</param>
/// <param name="dats">acdream's DatCollection, used to populate the surface
/// metadata side-table via <c>GfxObjMesh.Build</c>. Shares file handles with
/// the rest of the client; read-only access from the render thread.</param>
/// <param name="logger">Logger for the adapter; ObjectMeshManager uses /// <param name="logger">Logger for the adapter; ObjectMeshManager uses
/// NullLogger internally.</param> /// NullLogger internally.</param>
public WbMeshAdapter(GL gl, string datDir, ILogger<WbMeshAdapter> logger) public WbMeshAdapter(GL gl, string datDir, DatCollection dats, ILogger<WbMeshAdapter> logger)
{ {
ArgumentNullException.ThrowIfNull(gl); ArgumentNullException.ThrowIfNull(gl);
ArgumentNullException.ThrowIfNull(datDir); ArgumentNullException.ThrowIfNull(datDir);
ArgumentNullException.ThrowIfNull(dats);
ArgumentNullException.ThrowIfNull(logger); ArgumentNullException.ThrowIfNull(logger);
_dats = dats;
_graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings()); _graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings());
_wbDats = new DefaultDatReaderWriter(datDir); _wbDats = new DefaultDatReaderWriter(datDir);
_meshManager = new ObjectMeshManager( _meshManager = new ObjectMeshManager(
@ -70,9 +82,18 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
/// underlying mesh manager. Public methods are all no-ops.</summary> /// underlying mesh manager. Public methods are all no-ops.</summary>
public static WbMeshAdapter CreateUninitialized() => new(); public static WbMeshAdapter CreateUninitialized() => new();
/// <summary>
/// The surface metadata side-table populated on each first
/// <see cref="IncrementRefCount"/>. Queried by the draw dispatcher
/// to determine translucency, luminosity, and fog behavior per batch.
/// </summary>
public AcSurfaceMetadataTable MetadataTable => _metadataTable;
/// <summary> /// <summary>
/// Returns the WB render data for <paramref name="id"/>, or null if not /// Returns the WB render data for <paramref name="id"/>, or null if not
/// yet uploaded or if this adapter is uninitialized. /// yet uploaded or if this adapter is uninitialized. Increments WB's
/// internal usage counter — use <see cref="TryGetRenderData"/> for
/// render-loop lookups that should not affect lifecycle.
/// </summary> /// </summary>
public ObjectRenderData? GetRenderData(ulong id) public ObjectRenderData? GetRenderData(ulong id)
{ {
@ -80,11 +101,25 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
return _meshManager.GetRenderData(id); return _meshManager.GetRenderData(id);
} }
/// <summary>
/// Returns the WB render data for <paramref name="id"/> without
/// modifying reference counts. Returns null if the mesh is not yet
/// uploaded. Safe for render-loop lookups.
/// </summary>
public ObjectRenderData? TryGetRenderData(ulong id)
{
if (_isUninitialized || _meshManager is null) return null;
return _meshManager.TryGetRenderData(id);
}
/// <inheritdoc/> /// <inheritdoc/>
public void IncrementRefCount(ulong id) public void IncrementRefCount(ulong id)
{ {
if (_isUninitialized || _meshManager is null) return; if (_isUninitialized || _meshManager is null) return;
_meshManager.IncrementRefCount(id); _meshManager.IncrementRefCount(id);
if (_metadataPopulated.Add(id))
PopulateMetadata(id);
} }
/// <inheritdoc/> /// <inheritdoc/>
@ -126,6 +161,21 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
} }
} }
private void PopulateMetadata(ulong id)
{
if (_dats is null) return;
if (!_dats.Portal.TryGet<GfxObj>((uint)id, out var gfxObj)) return;
var subMeshes = GfxObjMesh.Build(gfxObj, _dats);
for (int i = 0; i < subMeshes.Count; i++)
{
var sm = subMeshes[i];
_metadataTable.Add(id, i, new AcSurfaceMetadata(
sm.Translucency, sm.Luminosity, sm.Diffuse,
sm.SurfOpacity, sm.NeedsUvRepeat, sm.DisableFog));
}
}
/// <inheritdoc/> /// <inheritdoc/>
public void Dispose() public void Dispose()
{ {

View file

@ -0,0 +1,64 @@
using System.Numerics;
using AcDream.App.Rendering.Wb;
namespace AcDream.Core.Tests.Rendering.Wb;
public sealed class MatrixCompositionTests
{
[Fact]
public void Compose_EntityAnimRest_ProducesExpectedWorldMatrix()
{
var entityWorld = Matrix4x4.CreateTranslation(100, 200, 300);
var animOverride = Matrix4x4.CreateRotationZ(MathF.PI / 4);
var restPose = Matrix4x4.CreateTranslation(1, 0, 0);
var result = WbDrawDispatcher.ComposePartWorldMatrix(entityWorld, animOverride, restPose);
var expected = restPose * animOverride * entityWorld;
AssertMatrixEqual(expected, result);
}
[Fact]
public void Compose_IdentityAnim_EqualsRestTimesEntity()
{
var entityWorld = Matrix4x4.CreateFromQuaternion(
Quaternion.CreateFromYawPitchRoll(0.5f, 0, 0)) *
Matrix4x4.CreateTranslation(10, 20, 30);
var restPose = Matrix4x4.CreateTranslation(0.5f, -0.3f, 0.1f);
var result = WbDrawDispatcher.ComposePartWorldMatrix(
entityWorld, Matrix4x4.Identity, restPose);
var expected = restPose * entityWorld;
AssertMatrixEqual(expected, result);
}
[Fact]
public void Compose_AllIdentity_ReturnsIdentity()
{
var result = WbDrawDispatcher.ComposePartWorldMatrix(
Matrix4x4.Identity, Matrix4x4.Identity, Matrix4x4.Identity);
AssertMatrixEqual(Matrix4x4.Identity, result);
}
private static void AssertMatrixEqual(Matrix4x4 expected, Matrix4x4 actual, float eps = 1e-5f)
{
Assert.Equal(expected.M11, actual.M11, eps);
Assert.Equal(expected.M12, actual.M12, eps);
Assert.Equal(expected.M13, actual.M13, eps);
Assert.Equal(expected.M14, actual.M14, eps);
Assert.Equal(expected.M21, actual.M21, eps);
Assert.Equal(expected.M22, actual.M22, eps);
Assert.Equal(expected.M23, actual.M23, eps);
Assert.Equal(expected.M24, actual.M24, eps);
Assert.Equal(expected.M31, actual.M31, eps);
Assert.Equal(expected.M32, actual.M32, eps);
Assert.Equal(expected.M33, actual.M33, eps);
Assert.Equal(expected.M34, actual.M34, eps);
Assert.Equal(expected.M41, actual.M41, eps);
Assert.Equal(expected.M42, actual.M42, eps);
Assert.Equal(expected.M43, actual.M43, eps);
Assert.Equal(expected.M44, actual.M44, eps);
}
}

View file

@ -14,7 +14,7 @@ public sealed class WbMeshAdapterTests
// We can't pass a real GL (no context in tests), so we verify only the // We can't pass a real GL (no context in tests), so we verify only the
// null-GL guard. The real pipeline is tested via integration. // null-GL guard. The real pipeline is tested via integration.
Assert.Throws<ArgumentNullException>(() => Assert.Throws<ArgumentNullException>(() =>
new WbMeshAdapter(gl: null!, datDir: "some/path", logger: NullLogger<WbMeshAdapter>.Instance)); new WbMeshAdapter(gl: null!, datDir: "some/path", dats: null!, logger: NullLogger<WbMeshAdapter>.Instance));
} }
[Fact] [Fact]