refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 105 additions and 32 deletions
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@ -142,7 +142,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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private uint _globalLightsSsbo;
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private uint _instLightSetSsbo;
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private int[] _lightSetData = new int[256 * LightManager.MaxLightsPerObject];
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private float[] _globalLightData = new float[16 * 16]; // 16 floats (4 vec4) per GlobalLight
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private float[] _globalLightData = new float[GlobalLightPacker.FloatsPerLight * 16]; // 16 floats (4 vec4) per GlobalLight
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// This frame's point-light snapshot, handed in by GameWindow before Draw via
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// SetSceneLights. Null/empty ⇒ only ambient + sun render (all instance sets -1).
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private IReadOnlyList<LightSource>? _pointSnapshot;
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@ -1812,39 +1812,12 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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/// </summary>
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private unsafe void UploadGlobalLights()
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{
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var snap = _pointSnapshot;
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int n = snap?.Count ?? 0;
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int n = GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
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int count = n > 0 ? n : 1; // never zero-size
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int floatsNeeded = count * 16;
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if (_globalLightData.Length < floatsNeeded)
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_globalLightData = new float[floatsNeeded + 16 * 16];
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Array.Clear(_globalLightData, 0, floatsNeeded);
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for (int i = 0; i < n; i++)
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{
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var L = snap![i];
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int o = i * 16;
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// posAndKind (xyz world pos, w kind)
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_globalLightData[o + 0] = L.WorldPosition.X;
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_globalLightData[o + 1] = L.WorldPosition.Y;
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_globalLightData[o + 2] = L.WorldPosition.Z;
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_globalLightData[o + 3] = (int)L.Kind;
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// dirAndRange (xyz forward, w range = Falloff×1.3)
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_globalLightData[o + 4] = L.WorldForward.X;
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_globalLightData[o + 5] = L.WorldForward.Y;
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_globalLightData[o + 6] = L.WorldForward.Z;
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_globalLightData[o + 7] = L.Range;
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// colorAndIntensity (xyz linear colour, w intensity)
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_globalLightData[o + 8] = L.ColorLinear.X;
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_globalLightData[o + 9] = L.ColorLinear.Y;
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_globalLightData[o + 10] = L.ColorLinear.Z;
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_globalLightData[o + 11] = L.Intensity;
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// coneAngleEtc (x cone radians; yzw reserved)
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_globalLightData[o + 12] = L.ConeAngle;
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}
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// Pack guarantees _globalLightData holds at least max(n,1) * FloatsPerLight floats.
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fixed (float* gp = _globalLightData)
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UploadSsbo(_globalLightsSsbo, 4, gp, count * 16 * sizeof(float));
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UploadSsbo(_globalLightsSsbo, 4, gp,
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count * GlobalLightPacker.FloatsPerLight * sizeof(float));
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}
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/// <summary>
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55
src/AcDream.Core/Lighting/GlobalLightPacker.cs
Normal file
55
src/AcDream.Core/Lighting/GlobalLightPacker.cs
Normal file
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@ -0,0 +1,55 @@
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using System;
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using System.Collections.Generic;
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namespace AcDream.Core.Lighting;
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/// <summary>
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/// Packs a point-light snapshot into the flat float layout the bindless mesh
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/// shader reads at SSBO binding=4 (<c>mesh_modern.vert</c> <c>GlobalLight gLights[]</c>):
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/// 16 floats (4 vec4) per light — posAndKind, dirAndRange, colorAndIntensity,
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/// coneAngleEtc. Pure (no GL), so both <c>WbDrawDispatcher</c> and
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/// <c>EnvCellRenderer</c> share ONE layout and cannot drift.
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/// </summary>
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public static class GlobalLightPacker
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{
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public const int FloatsPerLight = 16;
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/// <summary>
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/// Fill <paramref name="buffer"/> (grown + zero-cleared as needed) with the
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/// packed snapshot; returns the light count <c>n</c>. The buffer always has at
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/// least <see cref="FloatsPerLight"/> floats (so a zero-light frame still
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/// uploads a non-empty SSBO). Callers upload <c>max(n,1) * FloatsPerLight</c> floats.
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/// </summary>
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public static int Pack(IReadOnlyList<LightSource>? snapshot, ref float[] buffer)
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{
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int n = snapshot?.Count ?? 0;
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int floatsNeeded = Math.Max(n, 1) * FloatsPerLight;
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if (buffer.Length < floatsNeeded)
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buffer = new float[floatsNeeded + FloatsPerLight * 16];
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Array.Clear(buffer, 0, floatsNeeded);
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for (int i = 0; i < n; i++)
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{
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var L = snapshot![i];
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int o = i * FloatsPerLight;
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// posAndKind (xyz world pos, w kind)
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buffer[o + 0] = L.WorldPosition.X;
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buffer[o + 1] = L.WorldPosition.Y;
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buffer[o + 2] = L.WorldPosition.Z;
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buffer[o + 3] = (int)L.Kind;
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// dirAndRange (xyz forward, w range)
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buffer[o + 4] = L.WorldForward.X;
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buffer[o + 5] = L.WorldForward.Y;
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buffer[o + 6] = L.WorldForward.Z;
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buffer[o + 7] = L.Range; // w = Range = Falloff × static_light_factor (1.3), pre-multiplied by LightInfoLoader — NOT the raw dat Falloff
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// colorAndIntensity (xyz linear colour, w intensity)
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buffer[o + 8] = L.ColorLinear.X;
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buffer[o + 9] = L.ColorLinear.Y;
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buffer[o + 10] = L.ColorLinear.Z;
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buffer[o + 11] = L.Intensity;
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// coneAngleEtc (x cone radians; yzw reserved)
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buffer[o + 12] = L.ConeAngle;
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}
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return n;
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}
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}
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