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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using System;
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using DatReaderWriter;
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using Chorizite.OpenGLSDLBackend;
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using Chorizite.OpenGLSDLBackend.Lib;
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using Microsoft.Extensions.Logging;
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using Microsoft.Extensions.Logging.Abstractions;
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using Silk.NET.OpenGL;
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using WorldBuilder.Shared.Models;
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using WorldBuilder.Shared.Services;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Single seam between acdream and WB's render pipeline. Owns the
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/// <c>ObjectMeshManager</c> instance (when fully initialized) and exposes
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/// a stable acdream-shaped API so the rest of the renderer doesn't need
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/// to know about WB's types directly.
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/// <c>ObjectMeshManager</c> instance and exposes a stable acdream-shaped API
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/// so the rest of the renderer doesn't need to know about WB's types directly.
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///
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/// <para>
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/// <b>Phase N.4 staging:</b> currently a stub. Real <c>ObjectMeshManager</c>
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/// + <c>OpenGLGraphicsDevice</c> initialization is added in Task 9 once
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/// the dat-reader adapter (Task 6) lands. Until then, methods no-op so
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/// call sites can wire the adapter without behavioral effect when the
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/// <see cref="WbFoundationFlag.IsEnabled"/> flag is on.
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/// The adapter constructs its own <c>DefaultDatReaderWriter</c> internally; it
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/// does NOT share file handles with our <c>DatCollection</c>. This duplicates
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/// index-cache memory (~50–100 MB) but keeps the two subsystems fully decoupled.
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/// Acceptable for Phase N.4 foundation work (plan Adjustment 1).
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/// </para>
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/// </summary>
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public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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{
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// _meshManager and _graphicsDevice will be wired in Task 9 once
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// WbDatReaderAdapter (Task 6) lands. For now, both are null and all
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// methods no-op.
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// private ObjectMeshManager? _meshManager;
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// private OpenGLGraphicsDevice? _graphicsDevice;
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private readonly OpenGLGraphicsDevice? _graphicsDevice;
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private readonly DefaultDatReaderWriter? _wbDats;
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private readonly ObjectMeshManager? _meshManager;
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/// <summary>
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/// True when this instance was created via <see cref="CreateUninitialized"/>;
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/// all public methods no-op when uninitialized.
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/// </summary>
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private readonly bool _isUninitialized;
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private bool _disposed;
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public WbMeshAdapter(GL gl, DatCollection dats, ILogger<WbMeshAdapter> logger)
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/// <summary>
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/// Constructs the full WB pipeline: OpenGLGraphicsDevice → DefaultDatReaderWriter
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/// → ObjectMeshManager.
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/// </summary>
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/// <param name="gl">Active Silk.NET GL context. Must be bound to the current
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/// thread (construction runs GL queries; call from OnLoad).</param>
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/// <param name="datDir">Path to the dat directory (same as the one supplied
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/// to our DatCollection). DefaultDatReaderWriter opens its own file handles.</param>
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/// <param name="logger">Logger for the adapter; ObjectMeshManager uses
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/// NullLogger internally.</param>
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public WbMeshAdapter(GL gl, string datDir, ILogger<WbMeshAdapter> logger)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(datDir);
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ArgumentNullException.ThrowIfNull(logger);
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// TODO(N.4 Task 9): construct OpenGLGraphicsDevice and ObjectMeshManager
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// once WbDatReaderAdapter (Task 6) is available to bridge our DatCollection
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// to WB's IDatReaderWriter.
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_graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings());
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_wbDats = new DefaultDatReaderWriter(datDir);
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_meshManager = new ObjectMeshManager(
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_graphicsDevice,
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_wbDats,
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NullLogger<ObjectMeshManager>.Instance);
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}
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private WbMeshAdapter()
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{
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// Uninitialized constructor — only for tests / for cases where the
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// flag is off and the caller wants a Dispose-safe no-op instance.
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// Uninitialized constructor — only for tests / flag-off cases where
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// the caller wants a Dispose-safe no-op instance.
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_isUninitialized = true;
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}
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/// <summary>Test/init helper — produces a Dispose-safe instance with no
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/// underlying mesh manager. Public methods are all no-ops.</summary>
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public static WbMeshAdapter CreateUninitialized() => new();
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/// <summary>Returns null until Task 9 wires up the real mesh manager.</summary>
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public object? GetRenderData(ulong id) => null;
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/// <summary>
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/// Returns the WB render data for <paramref name="id"/>, or null if not
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/// yet uploaded or if this adapter is uninitialized.
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/// </summary>
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public ObjectRenderData? GetRenderData(ulong id)
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{
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if (_isUninitialized || _meshManager is null) return null;
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return _meshManager.GetRenderData(id);
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}
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/// <inheritdoc/>
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public void IncrementRefCount(ulong id)
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{
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// No-op until Task 9.
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if (_isUninitialized || _meshManager is null) return;
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_meshManager.IncrementRefCount(id);
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}
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/// <inheritdoc/>
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public void DecrementRefCount(ulong id)
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{
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// No-op until Task 9.
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if (_isUninitialized || _meshManager is null) return;
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_meshManager.DecrementRefCount(id);
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}
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/// <inheritdoc/>
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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// _meshManager?.Dispose();
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// _graphicsDevice?.Dispose();
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_meshManager?.Dispose();
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_wbDats?.Dispose();
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_graphicsDevice?.Dispose();
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}
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}
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