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
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commit
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21 changed files with 3018 additions and 4 deletions
35
src/AcDream.App/Rendering/Wb/TextureParameters.cs
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src/AcDream.App/Rendering/Wb/TextureParameters.cs
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering.Wb {
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/// <summary>
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/// Configurable OpenGL texture parameters for wrap mode, filtering, mipmaps, and anisotropic filtering.
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/// </summary>
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public struct TextureParameters {
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public TextureWrapMode WrapS;
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public TextureWrapMode WrapT;
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public TextureMinFilter MinFilter;
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public TextureMagFilter MagFilter;
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public bool EnableMipmaps;
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public bool EnableAnisotropicFiltering;
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/// <summary>Standard tiling textures — Repeat + trilinear + aniso.</summary>
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public static readonly TextureParameters Default = new() {
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WrapS = TextureWrapMode.Repeat,
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WrapT = TextureWrapMode.Repeat,
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MinFilter = TextureMinFilter.LinearMipmapLinear,
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MagFilter = TextureMagFilter.Linear,
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EnableMipmaps = true,
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EnableAnisotropicFiltering = true,
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};
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/// <summary>Non-tiling textures (alpha maps, fonts, UI, object atlases) — ClampToEdge + trilinear + aniso.</summary>
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public static readonly TextureParameters ClampToEdge = new() {
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WrapS = TextureWrapMode.ClampToEdge,
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WrapT = TextureWrapMode.ClampToEdge,
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MinFilter = TextureMinFilter.LinearMipmapLinear,
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MagFilter = TextureMagFilter.Linear,
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EnableMipmaps = true,
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EnableAnisotropicFiltering = true,
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};
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}
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}
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