feat(O-T3): extract GL infrastructure to AcDream.App
Phase O Task 3 — verbatim-copy GL infra from Chorizite.OpenGLSDLBackend
into src/AcDream.App/Rendering/Wb/ (namespace AcDream.App.Rendering.Wb).
18 files extracted (all namespace-changed; no algorithm changes):
OpenGLGraphicsDevice, ManagedGLTexture, ManagedGLTextureArray,
ManagedGLVertexBuffer, ManagedGLIndexBuffer, ManagedGLVertexArray,
ManagedGLFrameBuffer, ManagedGLUniformBuffer, GLSLShader, GLHelpers,
GLStateScope, GpuMemoryTracker, SceneData, DebugRenderSettings,
TextureParameters, TextureFormatExtensions, BufferUsageExtensions,
EmbeddedResourceReader.
3 internals promoted to public (O-D9):
EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions.
SixLabors.ImageSharp not reachable: TextureHelpers was placed in
AcDream.Core (no GL/ImageSharp dep); only the GL types went to App.
TextureHelpers.GetCompressedLayerSize added to AcDream.Core.Rendering.Wb
(was in Chorizite.OpenGLSDLBackend.Lib.TextureHelpers; uses
Chorizite.Core.Render.Enums.TextureFormat which Core gets transitively
via the still-present WB project refs).
T3/T4 boundary interims:
- WbMeshAdapter._graphicsDevice stays Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice
(T4 will swap it when ObjectMeshManager is extracted).
- OpenGLGraphicsDevice.ParticleBatcher deferred to null! (T4 extracts
ParticleBatcher alongside ObjectMeshManager; can't pass `this` of our
new type to the WB-original ctor before T4).
- ManagedGLTextureArray uses our TextureHelpers via explicit alias.
- IUniformBuffer is in Chorizite.Core.dll under Chorizite.OpenGLSDLBackend
namespace (unusual packaging); resolved via type alias.
- AcDream.App.csproj gets explicit Chorizite.Core 0.0.18 PackageReference
(IUniformBuffer + other Chorizite.Core types now used directly in App).
Build green. Test baseline 1147+8 maintained (1902 passing, 8 pre-existing
MotionInterpreterTests failures unrelated to T3).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
16bc10c99d
commit
4cc38805b5
21 changed files with 3018 additions and 4 deletions
77
src/AcDream.App/Rendering/Wb/ManagedGLVertexArray.cs
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77
src/AcDream.App/Rendering/Wb/ManagedGLVertexArray.cs
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using Chorizite.Core.Render.Enums;
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using Chorizite.Core.Render.Vertex;
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using Silk.NET.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using VertexAttribType = Silk.NET.OpenGL.VertexAttribType;
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namespace AcDream.App.Rendering.Wb {
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public unsafe class ManagedGLVertexArray : IVertexArray {
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private readonly OpenGLGraphicsDevice _device;
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private GL GL => _device.GL;
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private uint _vaoId = 0;
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public ManagedGLVertexArray(OpenGLGraphicsDevice device, IVertexBuffer buffer, VertexFormat format) {
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_device = device;
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// Generate the vertex array
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_vaoId = GL.GenVertexArray();
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GLHelpers.CheckErrors(GL);
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if (_vaoId == 0) {
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throw new Exception("Failed to generate vertex array.");
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}
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GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.VAO);
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SetVertexBuffer(buffer, format);
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}
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public void SetVertexBuffer(IVertexBuffer buffer, VertexFormat format) {
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GL.BindVertexArray(_vaoId);
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GLHelpers.CheckErrors(GL);
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buffer.Bind();
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for (int i = 0; i < format.Attributes.Length; i++) {
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var attr = format.Attributes[i];
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GL.EnableVertexAttribArray((uint)i);
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GLHelpers.CheckErrors(GL);
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GL.VertexAttribPointer((uint)i, attr.Size, Convert(attr.Type), attr.Normalized, (uint)format.Stride, attr.Offset);
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GLHelpers.CheckErrors(GL);
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}
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GL.BindVertexArray(0);
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GLHelpers.CheckErrors(GL);
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}
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private GLEnum Convert(Chorizite.Core.Render.Enums.VertexAttribType type) => type switch {
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Chorizite.Core.Render.Enums.VertexAttribType.Float => GLEnum.Float,
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Chorizite.Core.Render.Enums.VertexAttribType.Int => GLEnum.Int,
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Chorizite.Core.Render.Enums.VertexAttribType.UnsignedInt => GLEnum.UnsignedInt,
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Chorizite.Core.Render.Enums.VertexAttribType.UnsignedByte => GLEnum.UnsignedByte,
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Chorizite.Core.Render.Enums.VertexAttribType.Byte => GLEnum.Byte,
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_ => throw new NotSupportedException()
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};
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public void Bind() {
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GL.BindVertexArray(_vaoId);
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GLHelpers.CheckErrors(GL);
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}
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public void Unbind() {
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GL.BindVertexArray(0);
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GLHelpers.CheckErrors(GL);
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}
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public void Dispose() {
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_device.QueueGLAction(GL => {
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if (_vaoId != 0) {
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GL.DeleteVertexArray(_vaoId);
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GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.VAO);
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_vaoId = 0;
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}
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GLHelpers.CheckErrors(GL);
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});
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}
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}
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}
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