feat(studio): RenderBootstrap — shared render stack for the UI previewer

Extracts the subset of GameWindow.OnLoad the UI Studio needs into a
standalone RenderBootstrap.Create factory: bindless detection, shaderDir,
SceneLightingUboBinding, mesh shader, TextureCache, animLoader,
WbMeshAdapter, SequencerFactory, EntitySpawnAdapter,
EntityClassificationCache, WbDrawDispatcher (+ A2C gate from
QualitySettings), UiDatFont load, and UiHost.  No terrain / sky /
physics / streaming — only the pieces listed in the RenderStack record.

GameWindow is untouched; this is additive new code only.

Note: task spec listed VitalsDatFont as AcDream.App.UI.Layout.UiDatFont
but the type lives in AcDream.App.UI — corrected here.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-25 14:17:43 +02:00
parent f55650fdcd
commit 79ee3ffbe2

View file

@ -0,0 +1,162 @@
using DatReaderWriter;
using Microsoft.Extensions.Logging.Abstractions;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// The subset of the production render stack that the UI Studio needs:
/// GL + dats + UiHost + the WB mesh pipeline. Constructed from the same
/// classes and the same order as <see cref="GameWindow.OnLoad"/>, minus
/// terrain / sky / physics / streaming.
/// </summary>
public sealed record RenderStack(
GL Gl,
DatReaderWriter.DatCollection Dats,
string ShaderDir,
Wb.BindlessSupport Bindless,
TextureCache TextureCache,
Shader MeshShader,
Wb.WbMeshAdapter MeshAdapter,
Wb.EntitySpawnAdapter EntitySpawnAdapter,
Wb.WbDrawDispatcher DrawDispatcher,
SceneLightingUboBinding LightingUbo,
AcDream.App.UI.UiHost UiHost,
AcDream.App.UI.UiDatFont? VitalsDatFont)
{
/// <summary>
/// Resolves a sprite id (0x06xxxxxx) to a (GL handle, width, height) triple.
/// Copied verbatim from GameWindow's ResolveChrome closure — it calls
/// TextureCache.GetOrUploadRenderSurface(id, out w, out h).
/// </summary>
public (uint handle, int width, int height) ResolveChrome(uint spriteId)
{
uint t = TextureCache.GetOrUploadRenderSurface(spriteId, out int w, out int h);
return (t, w, h);
}
}
/// <summary>Options for <see cref="RenderBootstrap.Create"/>.</summary>
public sealed record RenderBootstrapOptions(
AcDream.UI.Abstractions.Settings.QualitySettings Quality);
/// <summary>
/// Constructs the UI Studio's render stack from the production classes,
/// in the same order as <see cref="GameWindow.OnLoad"/>.
/// </summary>
public static class RenderBootstrap
{
/// <summary>
/// Build the studio's render stack. Throws <see cref="NotSupportedException"/>
/// (same message as GameWindow) if GL_ARB_bindless_texture or
/// GL_ARB_shader_draw_parameters are absent — the modern path is mandatory.
/// </summary>
public static RenderStack Create(
GL gl,
DatReaderWriter.DatCollection dats,
RenderBootstrapOptions opts)
{
// --- Bindless detection (GameWindow ~1701-1723) ---
if (!Wb.BindlessSupport.TryCreate(gl, out var bindless)
|| bindless is null
|| !bindless.HasShaderDrawParameters(gl))
{
throw new NotSupportedException(
"acdream requires GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters " +
"(GL 4.3+ with bindless support). Your GPU/driver does not expose these extensions. " +
"If this is unexpected, please file a bug report with your GPU vendor + driver version.");
}
// --- Shared infra (GameWindow ~1198, ~1211) ---
string shaderDir = Path.Combine(AppContext.BaseDirectory, "Rendering", "Shaders");
var lightingUbo = new SceneLightingUboBinding(gl);
// --- Mesh shader (GameWindow ~1769-1771) ---
var meshShader = new Shader(gl,
Path.Combine(shaderDir, "mesh_modern.vert"),
Path.Combine(shaderDir, "mesh_modern.frag"));
// --- TextureCache (GameWindow ~1774) ---
var textureCache = new TextureCache(gl, dats, bindless);
// --- AnimLoader (GameWindow ~1240) ---
var animLoader = new AcDream.Core.Physics.DatCollectionLoader(dats);
// --- WbMeshAdapter (GameWindow ~2286-2287) ---
var wbLogger = NullLogger<Wb.WbMeshAdapter>.Instance;
var meshAdapter = new Wb.WbMeshAdapter(gl, dats, wbLogger);
// --- SequencerFactory (GameWindow ~2306-2334) ---
var capturedDats = dats;
var capturedAnimLoader = animLoader;
AcDream.Core.Physics.AnimationSequencer SequencerFactory(AcDream.Core.World.WorldEntity e)
{
if (capturedDats is not null && capturedAnimLoader is not null)
{
var setup = capturedDats.Get<DatReaderWriter.DBObjs.Setup>(e.SourceGfxObjOrSetupId);
if (setup is not null)
{
uint mtableId = (uint)setup.DefaultMotionTable;
if (mtableId != 0)
{
var mtable = capturedDats.Get<DatReaderWriter.DBObjs.MotionTable>(mtableId);
if (mtable is not null)
return new AcDream.Core.Physics.AnimationSequencer(
setup, mtable, capturedAnimLoader);
}
// Setup exists but no motion table — no-op sequencer.
return new AcDream.Core.Physics.AnimationSequencer(
setup,
new DatReaderWriter.DBObjs.MotionTable(),
capturedAnimLoader);
}
}
// Complete fallback: empty setup + empty motion table + null loader.
return new AcDream.Core.Physics.AnimationSequencer(
new DatReaderWriter.DBObjs.Setup(),
new DatReaderWriter.DBObjs.MotionTable(),
new NullAnimLoader());
}
// --- EntitySpawnAdapter (GameWindow ~2335-2336) ---
var entitySpawnAdapter = new Wb.EntitySpawnAdapter(
textureCache, SequencerFactory, meshAdapter);
// --- EntityClassificationCache (GameWindow ~217 — field initializer, new()) ---
var classificationCache = new Wb.EntityClassificationCache();
// --- WbDrawDispatcher (GameWindow ~2377-2381) ---
var drawDispatcher = new Wb.WbDrawDispatcher(
gl, meshShader, textureCache, meshAdapter, entitySpawnAdapter,
bindless, classificationCache);
drawDispatcher.AlphaToCoverage = opts.Quality.AlphaToCoverage;
// --- Vitals dat font (GameWindow ~1820-1822) ---
var vitalsDatFont = AcDream.App.UI.UiDatFont.Load(dats, textureCache);
// --- UiHost (GameWindow ~1790); pass null for debugFont (only used as
// a fallback BitmapFont for the world-space HUD — not needed for the
// UI Studio, and BitmapFont requires a system font byte array) ---
var uiHost = new AcDream.App.UI.UiHost(gl, shaderDir, defaultFont: null);
return new RenderStack(
Gl: gl,
Dats: dats,
ShaderDir: shaderDir,
Bindless: bindless,
TextureCache: textureCache,
MeshShader: meshShader,
MeshAdapter: meshAdapter,
EntitySpawnAdapter: entitySpawnAdapter,
DrawDispatcher: drawDispatcher,
LightingUbo: lightingUbo,
UiHost: uiHost,
VitalsDatFont: vitalsDatFont);
}
// NullAnimLoader mirrors GameWindow's private NullAnimLoader (GameWindow ~13327-13330).
private sealed class NullAnimLoader : AcDream.Core.Physics.IAnimationLoader
{
public DatReaderWriter.DBObjs.Animation? LoadAnimation(uint id) => null;
}
}