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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@ -20,6 +20,7 @@
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// needs to update the shader and uniform setup at the call sites.
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using System.Numerics;
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using System.Runtime.InteropServices;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Meshing;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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@ -33,6 +34,20 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
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private readonly Shader _shader;
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private readonly TextureCache _textures;
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/// <summary>
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/// Optional WB adapter. When non-null and <see cref="WbFoundationFlag.IsEnabled"/>,
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/// <see cref="EnsureUploaded"/> hands the GfxObj ref to the WB pipeline instead of
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/// uploading into our own VAO pool. The draw loop skips sentinel entries — Task 22's
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/// WbDrawDispatcher will eventually draw them.
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/// </summary>
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private readonly WbMeshAdapter? _wbMeshAdapter;
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// Sentinel: a GfxObj that has been handed to the WB pipeline gets this list
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// stored in _gpuByGfxObj. The Draw loop recognises it by reference identity
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// (object.ReferenceEquals) and skips it — no legacy VAO draw for WB-managed
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// objects until Task 22 wires up WbDrawDispatcher.
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private static readonly List<SubMeshGpu> WbManagedSentinel = new(0);
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// One GPU bundle per unique GfxObj id. Each GfxObj can have multiple sub-meshes.
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private readonly Dictionary<uint, List<SubMeshGpu>> _gpuByGfxObj = new();
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@ -67,11 +82,13 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
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private readonly record struct GroupKey(uint GfxObjId, ulong TextureSignature);
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public InstancedMeshRenderer(GL gl, Shader shader, TextureCache textures)
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public InstancedMeshRenderer(GL gl, Shader shader, TextureCache textures,
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WbMeshAdapter? wbMeshAdapter = null)
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{
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_gl = gl;
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_shader = shader;
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_textures = textures;
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_wbMeshAdapter = wbMeshAdapter;
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_instanceVbo = _gl.GenBuffer();
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}
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@ -83,6 +100,17 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
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if (_gpuByGfxObj.ContainsKey(gfxObjId))
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return;
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// Phase N.4 Task 9: when the WB foundation flag is on and we have an
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// adapter, hand this GfxObj to the WB pipeline instead of uploading our
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// own VAO. The sentinel entry marks "this GfxObj lives in WB now" so the
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// draw loop knows to skip it. Task 22's WbDrawDispatcher will draw them.
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if (WbFoundationFlag.IsEnabled && _wbMeshAdapter is not null)
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{
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_wbMeshAdapter.IncrementRefCount(gfxObjId);
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_gpuByGfxObj[gfxObjId] = WbManagedSentinel;
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return;
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}
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var list = new List<SubMeshGpu>(subMeshes.Count);
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foreach (var sm in subMeshes)
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list.Add(UploadSubMesh(sm));
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@ -217,6 +245,11 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
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if (!_gpuByGfxObj.TryGetValue(key.GfxObjId, out var subMeshes))
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continue;
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// WB-managed GfxObjs have a sentinel entry; Task 22 (WbDrawDispatcher)
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// will draw them. Skip here to avoid drawing with stale/null VAO data.
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if (object.ReferenceEquals(subMeshes, WbManagedSentinel))
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continue;
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bool hasOpaqueSubMesh = false;
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foreach (var sub in subMeshes)
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{
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@ -292,6 +325,10 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
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if (!_gpuByGfxObj.TryGetValue(key.GfxObjId, out var subMeshes))
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continue;
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// WB-managed GfxObjs — skip; Task 22 will draw them.
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if (object.ReferenceEquals(subMeshes, WbManagedSentinel))
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continue;
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bool hasTranslucentSubMesh = false;
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foreach (var sub in subMeshes)
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{
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@ -419,7 +456,10 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
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foreach (var meshRef in entity.MeshRefs)
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{
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if (!_gpuByGfxObj.ContainsKey(meshRef.GfxObjId))
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if (!_gpuByGfxObj.TryGetValue(meshRef.GfxObjId, out var cachedMeshes))
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continue;
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// WB-managed GfxObjs don't go through our instance pipeline.
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if (object.ReferenceEquals(cachedMeshes, WbManagedSentinel))
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continue;
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var model = meshRef.PartTransform * entityRoot;
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@ -525,6 +565,11 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
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{
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foreach (var subs in _gpuByGfxObj.Values)
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{
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// WB-managed entries use the sentinel — no GL resources to free here;
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// ObjectMeshManager owns those resources.
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if (object.ReferenceEquals(subs, WbManagedSentinel))
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continue;
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foreach (var sub in subs)
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{
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_gl.DeleteBuffer(sub.Vbo);
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