phase(N.4) Task 9: real WB pipeline bring-up + InstancedMeshRenderer routing
WbMeshAdapter now actually constructs the WB pipeline: - OpenGLGraphicsDevice(gl, logger, DebugRenderSettings) - DefaultDatReaderWriter(datDir) — opens its own file handles for now (memory cost ~50-100MB of duplicate index caches, acceptable for foundation work per plan Adjustment 1) - ObjectMeshManager(graphicsDevice, dats, NullLogger) InstancedMeshRenderer.EnsureUploaded routes through the adapter when ACDREAM_USE_WB_FOUNDATION=1 is set; uses a WbManagedSentinel entry in the local cache to mark "this GfxObj lives in WB now". CollectGroups skips sentinel entries; both Draw passes skip them; Dispose skips them (no GL resources to free — ObjectMeshManager owns those). Task 22's WbDrawDispatcher will eventually draw WB-managed objects. With flag off, behavior is byte-identical to before. WbMeshAdapter constructor signature changed from (GL, DatCollection, Logger) to (GL, string datDir, Logger). Updated tests to use CreateUninitialized() for behavior tests and single null-GL guard test for constructor validation. GameWindow updated to pass _datDir and to wire _wbMeshAdapter into InstancedMeshRenderer. AcDream.App.csproj gets direct ProjectReferences to WorldBuilder.Shared and Chorizite.OpenGLSDLBackend — project refs are not transitive in .NET, so AcDream.App must list them explicitly even though AcDream.Core already references them. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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5 changed files with 137 additions and 49 deletions
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@ -1427,17 +1427,18 @@ public sealed class GameWindow : IDisposable
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// Phase N.4 — WB rendering pipeline foundation. Constructed only when
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// ACDREAM_USE_WB_FOUNDATION=1 is set; otherwise the legacy renderer
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// path stays in charge. The full ObjectMeshManager bring-up is
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// deferred to Task 9 — for now this is a stub adapter that exposes
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// the public API so call sites can wire without behavioral effect.
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// path stays in charge. The full ObjectMeshManager bring-up lives in
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// WbMeshAdapter (Task 9): OpenGLGraphicsDevice + DefaultDatReaderWriter
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// + ObjectMeshManager. WbMeshAdapter opens its own file handles for
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// the dat files (independent of our DatCollection).
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if (AcDream.App.Rendering.Wb.WbFoundationFlag.IsEnabled)
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{
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var wbLogger = Microsoft.Extensions.Logging.Abstractions.NullLogger<AcDream.App.Rendering.Wb.WbMeshAdapter>.Instance;
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_wbMeshAdapter = new AcDream.App.Rendering.Wb.WbMeshAdapter(_gl, _dats, wbLogger);
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_wbMeshAdapter = new AcDream.App.Rendering.Wb.WbMeshAdapter(_gl, _datDir, wbLogger);
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Console.WriteLine("[N.4] WbFoundation flag is ENABLED — routing static content through ObjectMeshManager.");
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}
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_staticMesh = new InstancedMeshRenderer(_gl, _meshShader, _textureCache);
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_staticMesh = new InstancedMeshRenderer(_gl, _meshShader, _textureCache, _wbMeshAdapter);
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// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
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// with depth writes off + far plane 1e6 so celestial meshes
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