refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-18 17:19:27 +02:00
parent ad53180190
commit 180b4af2a9
3 changed files with 105 additions and 32 deletions

View file

@ -142,7 +142,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
private uint _globalLightsSsbo;
private uint _instLightSetSsbo;
private int[] _lightSetData = new int[256 * LightManager.MaxLightsPerObject];
private float[] _globalLightData = new float[16 * 16]; // 16 floats (4 vec4) per GlobalLight
private float[] _globalLightData = new float[GlobalLightPacker.FloatsPerLight * 16]; // 16 floats (4 vec4) per GlobalLight
// This frame's point-light snapshot, handed in by GameWindow before Draw via
// SetSceneLights. Null/empty ⇒ only ambient + sun render (all instance sets -1).
private IReadOnlyList<LightSource>? _pointSnapshot;
@ -1812,39 +1812,12 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
/// </summary>
private unsafe void UploadGlobalLights()
{
var snap = _pointSnapshot;
int n = snap?.Count ?? 0;
int n = GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
int count = n > 0 ? n : 1; // never zero-size
int floatsNeeded = count * 16;
if (_globalLightData.Length < floatsNeeded)
_globalLightData = new float[floatsNeeded + 16 * 16];
Array.Clear(_globalLightData, 0, floatsNeeded);
for (int i = 0; i < n; i++)
{
var L = snap![i];
int o = i * 16;
// posAndKind (xyz world pos, w kind)
_globalLightData[o + 0] = L.WorldPosition.X;
_globalLightData[o + 1] = L.WorldPosition.Y;
_globalLightData[o + 2] = L.WorldPosition.Z;
_globalLightData[o + 3] = (int)L.Kind;
// dirAndRange (xyz forward, w range = Falloff×1.3)
_globalLightData[o + 4] = L.WorldForward.X;
_globalLightData[o + 5] = L.WorldForward.Y;
_globalLightData[o + 6] = L.WorldForward.Z;
_globalLightData[o + 7] = L.Range;
// colorAndIntensity (xyz linear colour, w intensity)
_globalLightData[o + 8] = L.ColorLinear.X;
_globalLightData[o + 9] = L.ColorLinear.Y;
_globalLightData[o + 10] = L.ColorLinear.Z;
_globalLightData[o + 11] = L.Intensity;
// coneAngleEtc (x cone radians; yzw reserved)
_globalLightData[o + 12] = L.ConeAngle;
}
// Pack guarantees _globalLightData holds at least max(n,1) * FloatsPerLight floats.
fixed (float* gp = _globalLightData)
UploadSsbo(_globalLightsSsbo, 4, gp, count * 16 * sizeof(float));
UploadSsbo(_globalLightsSsbo, 4, gp,
count * GlobalLightPacker.FloatsPerLight * sizeof(float));
}
/// <summary>

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@ -0,0 +1,55 @@
using System;
using System.Collections.Generic;
namespace AcDream.Core.Lighting;
/// <summary>
/// Packs a point-light snapshot into the flat float layout the bindless mesh
/// shader reads at SSBO binding=4 (<c>mesh_modern.vert</c> <c>GlobalLight gLights[]</c>):
/// 16 floats (4 vec4) per light — posAndKind, dirAndRange, colorAndIntensity,
/// coneAngleEtc. Pure (no GL), so both <c>WbDrawDispatcher</c> and
/// <c>EnvCellRenderer</c> share ONE layout and cannot drift.
/// </summary>
public static class GlobalLightPacker
{
public const int FloatsPerLight = 16;
/// <summary>
/// Fill <paramref name="buffer"/> (grown + zero-cleared as needed) with the
/// packed snapshot; returns the light count <c>n</c>. The buffer always has at
/// least <see cref="FloatsPerLight"/> floats (so a zero-light frame still
/// uploads a non-empty SSBO). Callers upload <c>max(n,1) * FloatsPerLight</c> floats.
/// </summary>
public static int Pack(IReadOnlyList<LightSource>? snapshot, ref float[] buffer)
{
int n = snapshot?.Count ?? 0;
int floatsNeeded = Math.Max(n, 1) * FloatsPerLight;
if (buffer.Length < floatsNeeded)
buffer = new float[floatsNeeded + FloatsPerLight * 16];
Array.Clear(buffer, 0, floatsNeeded);
for (int i = 0; i < n; i++)
{
var L = snapshot![i];
int o = i * FloatsPerLight;
// posAndKind (xyz world pos, w kind)
buffer[o + 0] = L.WorldPosition.X;
buffer[o + 1] = L.WorldPosition.Y;
buffer[o + 2] = L.WorldPosition.Z;
buffer[o + 3] = (int)L.Kind;
// dirAndRange (xyz forward, w range)
buffer[o + 4] = L.WorldForward.X;
buffer[o + 5] = L.WorldForward.Y;
buffer[o + 6] = L.WorldForward.Z;
buffer[o + 7] = L.Range; // w = Range = Falloff × static_light_factor (1.3), pre-multiplied by LightInfoLoader — NOT the raw dat Falloff
// colorAndIntensity (xyz linear colour, w intensity)
buffer[o + 8] = L.ColorLinear.X;
buffer[o + 9] = L.ColorLinear.Y;
buffer[o + 10] = L.ColorLinear.Z;
buffer[o + 11] = L.Intensity;
// coneAngleEtc (x cone radians; yzw reserved)
buffer[o + 12] = L.ConeAngle;
}
return n;
}
}

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@ -0,0 +1,45 @@
using System.Numerics;
using AcDream.Core.Lighting;
using Xunit;
namespace AcDream.Core.Tests.Lighting;
public class GlobalLightPackerTests
{
[Fact]
public void Pack_WritesSixteenFloatsPerLight_InTheExpectedLayout()
{
var light = new LightSource
{
Kind = LightKind.Point,
WorldPosition = new Vector3(10f, 20f, 30f),
WorldForward = new Vector3(0f, 0f, 1f),
ColorLinear = new Vector3(1.0f, 0.588f, 0.314f),
Intensity = 100f,
Range = 5.2f,
ConeAngle = 0f,
};
float[] buffer = System.Array.Empty<float>();
int count = GlobalLightPacker.Pack(new[] { light }, ref buffer);
Assert.Equal(1, count);
Assert.True(buffer.Length >= 16);
Assert.Equal(10f, buffer[0]); Assert.Equal(20f, buffer[1]); Assert.Equal(30f, buffer[2]);
Assert.Equal((float)(int)LightKind.Point, buffer[3]);
Assert.Equal(0f, buffer[4]); Assert.Equal(0f, buffer[5]); Assert.Equal(1f, buffer[6]);
Assert.Equal(5.2f, buffer[7]);
Assert.Equal(1.0f, buffer[8]); Assert.Equal(0.588f, buffer[9]); Assert.Equal(0.314f, buffer[10]);
Assert.Equal(100f, buffer[11]);
Assert.Equal(0f, buffer[12]);
}
[Fact]
public void Pack_NullOrEmpty_ReturnsZero_AndBufferHasAtLeastOneSlot()
{
float[] buffer = System.Array.Empty<float>();
int count = GlobalLightPacker.Pack(null, ref buffer);
Assert.Equal(0, count);
Assert.True(buffer.Length >= GlobalLightPacker.FloatsPerLight);
}
}