feat(render): implement Campaign AR and terrain fidelity
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parent
99cf26e00c
commit
7a5f96ede5
368 changed files with 50611 additions and 950 deletions
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@ -149,6 +149,15 @@ if (runtimeOptions.DevTools)
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var worldGameState = new AcDream.Core.Plugins.WorldGameState();
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var worldEvents = new AcDream.Core.Plugins.WorldEvents();
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var uiRegistry = new AcDream.App.Plugins.BufferedUiRegistry();
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using var renderPackRegistry = new AcDream.App.Plugins.BufferedRenderPackRegistry();
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using IDisposable atmosphericPackRegistration = renderPackRegistry.Register(
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AcDream.App.Rendering.Packs.BuiltInAtmosphericRenderPack.Descriptor,
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AcDream.App.Rendering.Packs.BuiltInAtmosphericRenderPack.CreateAssets(
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Path.Combine(
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AppContext.BaseDirectory,
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"Rendering",
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"Shaders",
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"spv")));
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// Constructed here and handed to both sides: GameWindow binds it to the live
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// session's Runtime owners, the plugin host exposes it to plugins.
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using var automation = new AcDream.App.Plugins.AppAutomationSurface();
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@ -158,7 +167,8 @@ using var window = new GameWindow(
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worldEvents,
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uiRegistry,
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graphicalPlatform,
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automation);
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automation,
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renderPackRegistry);
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var host = new AppPluginHost(
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new SerilogAdapter(Log.Logger),
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worldGameState,
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@ -171,7 +181,8 @@ GraphicalPluginSession pluginSession = GraphicalPluginSession.Create(
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runtimeOptions.Plugins,
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runtimeOptions.SessionId ?? "app",
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host,
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window.StatusWriter);
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window.StatusWriter,
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renderPackRegistry);
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window.StartPluginHosting(pluginSession);
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try
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