feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb

Phase O Task 4: extract the WB mesh pipeline (ObjectMeshManager + 7 support files)
from references/WorldBuilder into src/AcDream.App/Rendering/Wb/ and bridge dat I/O
through our DatCollection via a thin DatCollectionAdapter.

O-D7 adapter path taken: ObjectMeshManager has 26 _dats.X call sites (threshold 20),
so a DatCollectionAdapter : IDatReaderWriter is introduced rather than refactoring
ObjectMeshManager's internal dat access directly.

Files added (verbatim copies, namespace-only changes):
- ObjectMeshManager.cs — mesh pipeline hub; IDatReaderWriter field satisfied by adapter
- GlobalMeshBuffer.cs — single global VAO/VBO/IBO manager
- EdgeLineBuilder.cs — wireframe edge geometry from CellStruct polygons
- ModernRenderData.cs — ModernBatchData + LandblockMdiCommand structs
- TextureAtlasManager.cs — texture array grouping by (Width, Height, Format)
- ParticleBatcher.cs — GPU particle batching; T4 interim uses BaseObjectRenderManager
  static fields from Chorizite.OpenGLSDLBackend.Lib (stays until T7)
- ParticleEmitterRenderer.cs — per-emitter particle lifecycle + rendering
- ActiveParticleEmitter.cs — wrapper holding renderer + part index + local offset
- DatCollectionAdapter.cs — NEW: bridges DatCollection → IDatReaderWriter; implements
  ResolveId() via DatDatabase.TypeFromId + Tree.TryGetFile in HighRes→Portal→Language→Cell
  order matching DefaultDatReaderWriter; DatDatabaseWrapper wraps DatDatabase as IDatDatabase

WbMeshAdapter.cs changes (T4 Step 6):
- _graphicsDevice switched from Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice to
  extracted AcDream.App.Rendering.Wb.OpenGLGraphicsDevice
- ParticleBatcher = new ParticleBatcher(_graphicsDevice) restored (T3 had null! placeholder)
- ObjectMeshManager now constructed with new DatCollectionAdapter(dats) instead of _wbDats
- _wbDats field + its construction + disposal + [indoor-upload] NULL_RESULT diagnostic block
  left intact — T7 cleanup removes these once WorldBuilder project ref is dropped

EmbeddedResourceReader.cs: replaced assembly manifest lookup (wrong prefix for our assembly)
with disk-based lookup mapping "Shaders.Particle.vert" → Rendering/Shaders/wb_particle.vert;
consistent with all other acdream shaders.

wb_particle.vert / wb_particle.frag: WB particle shaders copied verbatim with wb_ prefix
to distinguish from acdream's own particle.vert.

OpenGLGraphicsDevice.cs: ParticleBatcher property type updated to extracted ParticleBatcher;
setter changed from private to internal so WbMeshAdapter (same assembly) can assign post-ctor.

Build: green (0 errors, 0 warnings in AcDream.App).
Tests: 1147+8 baseline maintained (8 pre-existing failures unchanged).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-21 16:37:55 +02:00
parent 4cc38805b5
commit d16d8cd4e5
14 changed files with 3535 additions and 19 deletions

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#version 330 core
in vec2 TexCoord;
in float Opacity;
in float TextureIndex;
uniform sampler2DArray uTextureArray;
out vec4 FragColor;
void main() {
// Reverting to standard non-premultiplied sampling.
vec4 color = texture(uTextureArray, vec3(TexCoord, TextureIndex));
// Standard alpha blending: SrcAlpha, OneMinusSrcAlpha.
color.a *= Opacity;
// Alpha test to discard fully transparent pixels (standard AC behavior)
if (color.a < 0.005) discard;
FragColor = color;
}

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#version 330 core
layout (location = 0) in vec3 aPosition; // Basic quad vertex (-0.5 to 0.5)
layout (location = 1) in vec2 aTexCoord;
// Instance attributes
layout (location = 2) in vec3 iPosition;
layout (location = 3) in vec3 iScaleOpacityActive; // x=Scale, y=Opacity, z=Active
layout (location = 4) in float iTextureIndex;
layout (location = 5) in vec4 iRotation; // Quaternion
layout (location = 6) in vec2 iSize;
layout (location = 7) in float iIsBillboard;
uniform mat4 uViewProjection;
uniform vec3 uCameraUp;
uniform vec3 uCameraRight;
out vec2 TexCoord;
out float Opacity;
out float TextureIndex;
vec3 rotate_vector(vec3 v, vec4 q) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
void main() {
TexCoord = aTexCoord;
Opacity = iScaleOpacityActive.y;
TextureIndex = iTextureIndex;
float scale = iScaleOpacityActive.x;
vec3 worldPos;
if (iIsBillboard > 0.5) {
// Spherical billboarding - always face camera
vec3 billboardRight = uCameraRight;
vec3 billboardUp = uCameraUp;
worldPos = iPosition
+ billboardRight * aPosition.x * iSize.x * scale
+ billboardUp * aPosition.z * iSize.y * scale;
} else {
// Standard 3D rotation using quaternion
vec3 localPos = vec3(aPosition.x * iSize.x * scale,
0.0,
aPosition.z * iSize.y * scale);
worldPos = iPosition + rotate_vector(localPos, iRotation);
}
gl_Position = uViewProjection * vec4(worldPos, 1.0);
}

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using System.Numerics;
using Chorizite.OpenGLSDLBackend.Lib;
using WorldBuilder.Shared.Models;
namespace AcDream.App.Rendering.Wb {
public class ActiveParticleEmitter {
public ParticleEmitterRenderer Renderer { get; }
public uint PartIndex { get; }
public Matrix4x4 LocalOffset { get; }
// Store reference info instead of struct copy
public ObjectLandblock? ParentLandblock { get; set; }
public ObjectId? ParentInstanceId { get; set; }
public ActiveParticleEmitter(ParticleEmitterRenderer renderer, uint partIndex, Matrix4x4 localOffset, ObjectLandblock? parentLandblock = null, ObjectId? parentInstanceId = null) {
Renderer = renderer;
PartIndex = partIndex;
LocalOffset = localOffset;
ParentLandblock = parentLandblock;
ParentInstanceId = parentInstanceId;
}
public void Update(float deltaTime, Matrix4x4 parentTransform) {
Renderer.ParentTransform = parentTransform;
Renderer.LocalOffset = LocalOffset;
Renderer.Update(deltaTime);
}
public void Render(ParticleBatcher batcher) {
Renderer.Render(batcher);
}
public void Dispose() {
Renderer.Dispose();
}
}
}

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using DatReaderWriter;
using DatReaderWriter.Enums;
using DatReaderWriter.Lib.IO;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using WorldBuilder.Shared.Services;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Adapts acdream's <see cref="DatCollection"/> to WB's <see cref="IDatReaderWriter"/> interface.
///
/// O-D7 fallback path: taken because ObjectMeshManager has 26 _dats.X call sites (threshold is 20),
/// making a full refactor to DatCollection larger than spec permits in a single task.
/// This adapter lets ObjectMeshManager stay byte-identical to the WB original while
/// routing all DAT I/O through our single DatCollection. The adapter is dropped in T7
/// when the WorldBuilder project reference is removed entirely.
/// </summary>
internal sealed class DatCollectionAdapter : IDatReaderWriter
{
private readonly DatCollection _dats;
private readonly DatDatabaseWrapper _portal;
private readonly DatDatabaseWrapper _cell;
private readonly DatDatabaseWrapper _highRes;
private readonly DatDatabaseWrapper _language;
private readonly ReadOnlyDictionary<uint, IDatDatabase> _cellRegions;
public DatCollectionAdapter(DatCollection dats)
{
ArgumentNullException.ThrowIfNull(dats);
_dats = dats;
_portal = new DatDatabaseWrapper(dats.Portal);
_cell = new DatDatabaseWrapper(dats.Cell);
_highRes = new DatDatabaseWrapper(dats.HighRes);
_language = new DatDatabaseWrapper(dats.Local);
// DatCollection has a single Cell, not multiple cell regions.
// Expose it as region 0 to satisfy callers that iterate CellRegions.
var regions = new Dictionary<uint, IDatDatabase> { [0u] = _cell };
_cellRegions = new ReadOnlyDictionary<uint, IDatDatabase>(regions);
}
/// <summary>Source directory of the underlying DatCollection.</summary>
public string SourceDirectory => _dats.Options.DatDirectory ?? string.Empty;
public IDatDatabase Portal => _portal;
public ReadOnlyDictionary<uint, IDatDatabase> CellRegions => _cellRegions;
public IDatDatabase HighRes => _highRes;
public IDatDatabase Language => _language;
// RegionFileMap is used by some WB internals but not by ObjectMeshManager.
public ReadOnlyDictionary<uint, uint> RegionFileMap =>
new ReadOnlyDictionary<uint, uint>(new Dictionary<uint, uint>());
// Iteration properties — not used by ObjectMeshManager, so delegate to 0.
public int PortalIteration => 0;
public int CellIteration => 0;
public int HighResIteration => 0;
public int LanguageIteration => 0;
public bool TryGetFileBytes(uint regionId, uint fileId, ref byte[] bytes, out int bytesRead)
{
// Route to cell db (the only region we expose)
return _dats.Cell.TryGetFileBytes(fileId, ref bytes, out bytesRead);
}
/// <summary>
/// Resolves a DAT id to all databases that contain it, along with the DBObjType.
/// Mirrors DefaultDatReaderWriter.ResolveId — checks each underlying DatDatabase
/// via DatDatabase.TypeFromId (which reads the type range tables).
/// </summary>
public IEnumerable<IDatReaderWriter.IdResolution> ResolveId(uint id)
{
var results = new List<IDatReaderWriter.IdResolution>();
void CheckDb(DatDatabaseWrapper wrapper)
{
var rawDb = wrapper.RawDatabase;
if (rawDb.Tree.TryGetFile(id, out _))
{
var type = rawDb.TypeFromId(id);
if (type != DBObjType.Unknown)
results.Add(new IDatReaderWriter.IdResolution(wrapper, type));
}
}
// Match DefaultDatReaderWriter ordering: HighRes → Portal → Language → Cell
CheckDb(_highRes);
CheckDb(_portal);
CheckDb(_language);
CheckDb(_cell);
return results;
}
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
throw new NotSupportedException("DatCollectionAdapter is read-only.");
public bool TrySave<T>(uint regionId, T obj, int iteration = 0) where T : IDBObj =>
throw new NotSupportedException("DatCollectionAdapter is read-only.");
public void Dispose()
{
// The underlying DatCollection is owned by the caller — do not dispose it here.
// Individual wrapper objects hold no unmanaged resources.
}
}
/// <summary>
/// Wraps a <see cref="DatDatabase"/> as <see cref="IDatDatabase"/>.
/// Mirrors WorldBuilder.Shared.Services.DefaultDatDatabase but lives in our namespace
/// so the WorldBuilder project reference can be dropped in T7.
/// </summary>
internal sealed class DatDatabaseWrapper : IDatDatabase
{
private readonly DatDatabase _db;
private readonly ConcurrentDictionary<(Type, uint), IDBObj> _cache = new();
public DatDatabaseWrapper(DatDatabase db)
{
ArgumentNullException.ThrowIfNull(db);
_db = db;
}
/// <summary>Exposes the raw DatDatabase for ResolveId's Tree.TryGetFile + TypeFromId calls.</summary>
internal DatDatabase RawDatabase => _db;
public DatDatabase Db => _db;
public int Iteration => _db.Iteration?.CurrentIteration ?? 0;
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
_db.GetAllIdsOfType<T>();
public bool TryGet<T>(uint fileId, [MaybeNullWhen(false)] out T value) where T : IDBObj
{
if (_cache.TryGetValue((typeof(T), fileId), out var cached))
{
value = (T)cached;
return true;
}
if (_db.TryGet<T>(fileId, out value))
{
_cache.TryAdd((typeof(T), fileId), value);
return true;
}
return false;
}
public bool TryGetFileBytes(uint fileId, [MaybeNullWhen(false)] out byte[] value) =>
_db.TryGetFileBytes(fileId, out value);
public bool TryGetFileBytes(uint fileId, ref byte[] bytes, out int bytesRead) =>
_db.TryGetFileBytes(fileId, ref bytes, out bytesRead);
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
throw new NotSupportedException("DatDatabaseWrapper is read-only.");
public void Dispose()
{
// The underlying DatDatabase is owned by DatCollection — do not dispose here.
}
}

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using System.Numerics;
using DatReaderWriter.Types;
namespace AcDream.App.Rendering.Wb {
public static class EdgeLineBuilder {
public static List<Vector3> BuildEdgeLines(CellStruct cellStruct) {
var edgeMap = new Dictionary<EdgeKey, List<Edge>>();
foreach (var kvp in cellStruct.Polygons) {
var polyIdx = kvp.Key;
var vertexIds = kvp.Value.VertexIds;
var v0 = cellStruct.VertexArray.Vertices[(ushort)vertexIds[0]].Origin;
// AC polys can either be triangles or triangle fans
for (var i = 1; i < vertexIds.Count - 1; i++) {
var v1 = cellStruct.VertexArray.Vertices[(ushort)vertexIds[i]].Origin;
var v2 = cellStruct.VertexArray.Vertices[(ushort)vertexIds[i + 1]].Origin;
AddEdge(edgeMap, polyIdx, v0, v1);
AddEdge(edgeMap, polyIdx, v1, v2);
AddEdge(edgeMap, polyIdx, v2, v0);
}
}
var output = new List<Vector3>();
var processedEdges = new HashSet<EdgeKey>();
foreach (var kvp in edgeMap) {
var edgeKey = kvp.Key;
var edgeList = kvp.Value;
if (processedEdges.Contains(edgeKey)) continue;
processedEdges.Add(edgeKey);
if (edgeList.Count == 2) {
var poly1 = cellStruct.Polygons[edgeList[0].PolyIdx];
var poly2 = cellStruct.Polygons[edgeList[1].PolyIdx];
if (HaveSameTexture(poly1, poly2) && IsCoplanar(poly1, poly2, cellStruct))
continue;
}
output.Add(edgeList[0].P0);
output.Add(edgeList[0].P1);
}
return output;
}
private static void AddEdge(Dictionary<EdgeKey, List<Edge>> edgeMap, ushort polyIdx, Vector3 p0, Vector3 p1) {
var key = new EdgeKey(p0, p1);
var edge = new Edge(polyIdx, p0, p1);
if (!edgeMap.ContainsKey(key))
edgeMap[key] = new List<Edge>();
edgeMap[key].Add(edge);
}
private static bool HaveSameTexture(Polygon a, Polygon b) {
return a.PosSurface == b.PosSurface;
}
private static Vector3 CalculateNormal(Polygon poly, CellStruct cellStruct) {
var vertexIds = poly.VertexIds;
var verts = cellStruct.VertexArray.Vertices;
var v0 = verts[(ushort)vertexIds[0]];
var v1 = verts[(ushort)vertexIds[1]];
var v2 = verts[(ushort)vertexIds[2]];
var edge1 = v1.Origin - v0.Origin;
var edge2 = v2.Origin - v0.Origin;
return Vector3.Normalize(Vector3.Cross(edge1, edge2));
}
private static bool IsCoplanar(Polygon a, Polygon b, CellStruct cellStruct) {
var normA = CalculateNormal(a, cellStruct);
var normB = CalculateNormal(b, cellStruct);
var dp = Vector3.Dot(normA, normB);
// If dot product is 1 or -1, normals are parallel (coplanar)
// Allow for both same and opposite facing normals
const float tolerance = 0.01f;
return Math.Abs(Math.Abs(dp) - 1) < tolerance;
}
private class Edge {
public ushort PolyIdx { get; }
public Vector3 P0 { get; }
public Vector3 P1 { get; }
public Edge(ushort polyIdx, Vector3 p0, Vector3 p1) {
PolyIdx = polyIdx;
P0 = p0;
P1 = p1;
}
}
private class EdgeKey : IEquatable<EdgeKey> {
private readonly Vector3 _p0;
private readonly Vector3 _p1;
public EdgeKey(Vector3 p0, Vector3 p1) {
if (CompareVector3(p0, p1) > 0) {
_p0 = p1;
_p1 = p0;
}
else {
_p0 = p0;
_p1 = p1;
}
}
public bool Equals(EdgeKey? e) {
if (e == null) return false;
return _p0 == e._p0 && _p1 == e._p1;
}
public override int GetHashCode() {
return HashCode.Combine(_p0, _p1);
}
private static int CompareVector3(Vector3 a, Vector3 b) {
if (a.X != b.X) return a.X.CompareTo(b.X);
if (a.Y != b.Y) return a.Y.CompareTo(b.Y);
return a.Z.CompareTo(b.Z);
}
}
}
}

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@ -1,22 +1,45 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using System.IO;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Resolves WB-style shader resource names (e.g. "Shaders.Particle.vert") to
/// the corresponding file under the acdream binary's Rendering/Shaders directory.
///
/// WB embeds shaders as assembly resources under the Chorizite.OpenGLSDLBackend
/// namespace. acdream ships shaders as plain files copied to the output directory.
/// This class adapts between the two conventions so ParticleBatcher and
/// ParticleEmitterRenderer can call GetEmbeddedResource without modification.
///
/// Mapping rule: "Shaders.Foo.vert" → Rendering/Shaders/wb_foo.vert
/// (lower-case, wb_ prefix to distinguish WB-origin shaders from acdream's own)
/// </summary>
public static class EmbeddedResourceReader {
internal static string GetEmbeddedResource(string filename) {
var assembly = Assembly.GetExecutingAssembly();
var resourceName = "Chorizite.OpenGLSDLBackend." + filename;
// Convert "Shaders.Particle.vert" → "wb_particle.vert"
// Strip leading "Shaders." then lowercase and prefix with wb_
string leafName;
const string shadersPrefix = "Shaders.";
if (filename.StartsWith(shadersPrefix, StringComparison.Ordinal))
{
var rest = filename.Substring(shadersPrefix.Length); // e.g. "Particle.vert"
leafName = "wb_" + rest.ToLowerInvariant(); // e.g. "wb_particle.vert"
}
else
{
leafName = "wb_" + filename.ToLowerInvariant();
}
using var stream = assembly.GetManifestResourceStream(resourceName)
?? throw new InvalidOperationException($"Could not find embedded resource '{resourceName}'");
using var reader = new StreamReader(stream);
var shadersDir = Path.Combine(AppContext.BaseDirectory, "Rendering", "Shaders");
var fullPath = Path.Combine(shadersDir, leafName);
return reader.ReadToEnd();
if (!File.Exists(fullPath))
throw new InvalidOperationException(
$"WB shader not found: '{fullPath}' (mapped from resource '{filename}'). " +
$"Ensure {leafName} is in src/AcDream.App/Rendering/Shaders/ with CopyToOutputDirectory.");
return File.ReadAllText(fullPath);
}
}
}

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using Chorizite.Core.Render.Enums;
using Silk.NET.OpenGL;
using System;
namespace AcDream.App.Rendering.Wb {
public class GlobalMeshBuffer : IDisposable {
private readonly GL _gl;
public uint VAO { get; private set; }
public uint VBO { get; private set; }
public uint IBO { get; private set; }
private int _vboCapacity = 1024 * 1024; // 1M vertices (~32MB)
private int _iboCapacity = 3 * 1024 * 1024; // 3M indices (~6MB)
private int _vboOffset = 0;
private int _iboOffset = 0;
public GlobalMeshBuffer(GL gl) {
_gl = gl;
InitBuffers();
}
private unsafe void InitBuffers() {
_gl.GenVertexArrays(1, out uint vao);
VAO = vao;
_gl.BindVertexArray(VAO);
_gl.GenBuffers(1, out uint vbo);
VBO = vbo;
_gl.BindBuffer(GLEnum.ArrayBuffer, VBO);
_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(_vboCapacity * VertexPositionNormalTexture.Size), null, GLEnum.StaticDraw);
int stride = VertexPositionNormalTexture.Size;
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, GLEnum.Float, false, (uint)stride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 3, GLEnum.Float, false, (uint)stride, (void*)(3 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 2, GLEnum.Float, false, (uint)stride, (void*)(6 * sizeof(float)));
_gl.GenBuffers(1, out uint ibo);
IBO = ibo;
_gl.BindBuffer(GLEnum.ElementArrayBuffer, IBO);
_gl.BufferData(GLEnum.ElementArrayBuffer, (nuint)(_iboCapacity * sizeof(ushort)), null, GLEnum.StaticDraw);
_gl.BindVertexArray(0);
}
public unsafe (int baseVertex, int firstIndex) Append(VertexPositionNormalTexture[] vertices, ushort[] indices) {
if (vertices.Length == 0 || indices.Length == 0) return (0, 0);
// Check capacity
if (_vboOffset + vertices.Length > _vboCapacity) {
ResizeVBO(Math.Max(_vboCapacity * 2, _vboCapacity + vertices.Length));
}
if (_iboOffset + indices.Length > _iboCapacity) {
ResizeIBO(Math.Max(_iboCapacity * 2, _iboCapacity + indices.Length));
}
int baseVertex = _vboOffset;
int firstIndex = _iboOffset;
_gl.BindBuffer(GLEnum.ArrayBuffer, VBO);
fixed (VertexPositionNormalTexture* ptr = vertices) {
_gl.BufferSubData(GLEnum.ArrayBuffer, (nint)(baseVertex * VertexPositionNormalTexture.Size), (nuint)(vertices.Length * VertexPositionNormalTexture.Size), ptr);
}
_gl.BindBuffer(GLEnum.ElementArrayBuffer, IBO);
fixed (ushort* ptr = indices) {
_gl.BufferSubData(GLEnum.ElementArrayBuffer, (nint)(firstIndex * sizeof(ushort)), (nuint)(indices.Length * sizeof(ushort)), ptr);
}
_vboOffset += vertices.Length;
_iboOffset += indices.Length;
return (baseVertex, firstIndex);
}
private unsafe void ResizeVBO(int newCapacity) {
_gl.GenBuffers(1, out uint newVbo);
_gl.BindBuffer(GLEnum.ArrayBuffer, newVbo);
_gl.BufferData(GLEnum.ArrayBuffer, (nuint)(newCapacity * VertexPositionNormalTexture.Size), null, GLEnum.StaticDraw);
_gl.BindBuffer(GLEnum.CopyReadBuffer, VBO);
_gl.BindBuffer(GLEnum.CopyWriteBuffer, newVbo);
_gl.CopyBufferSubData(GLEnum.CopyReadBuffer, GLEnum.CopyWriteBuffer, 0, 0, (nuint)(_vboOffset * VertexPositionNormalTexture.Size));
_gl.DeleteBuffer(VBO);
VBO = newVbo;
_vboCapacity = newCapacity;
// Re-bind to VAO
_gl.BindVertexArray(VAO);
_gl.BindBuffer(GLEnum.ArrayBuffer, VBO);
int stride = VertexPositionNormalTexture.Size;
_gl.VertexAttribPointer(0, 3, GLEnum.Float, false, (uint)stride, (void*)0);
_gl.VertexAttribPointer(1, 3, GLEnum.Float, false, (uint)stride, (void*)(3 * sizeof(float)));
_gl.VertexAttribPointer(2, 2, GLEnum.Float, false, (uint)stride, (void*)(6 * sizeof(float)));
_gl.BindVertexArray(0);
}
private unsafe void ResizeIBO(int newCapacity) {
_gl.GenBuffers(1, out uint newIbo);
_gl.BindBuffer(GLEnum.ElementArrayBuffer, newIbo);
_gl.BufferData(GLEnum.ElementArrayBuffer, (nuint)(newCapacity * sizeof(ushort)), null, GLEnum.StaticDraw);
_gl.BindBuffer(GLEnum.CopyReadBuffer, IBO);
_gl.BindBuffer(GLEnum.CopyWriteBuffer, newIbo);
_gl.CopyBufferSubData(GLEnum.CopyReadBuffer, GLEnum.CopyWriteBuffer, 0, 0, (nuint)(_iboOffset * sizeof(ushort)));
_gl.DeleteBuffer(IBO);
IBO = newIbo;
_iboCapacity = newCapacity;
// Re-bind to VAO
_gl.BindVertexArray(VAO);
_gl.BindBuffer(GLEnum.ElementArrayBuffer, IBO);
_gl.BindVertexArray(0);
}
public void Dispose() {
if (VAO != 0) _gl.DeleteVertexArray(VAO);
if (VBO != 0) _gl.DeleteBuffer(VBO);
if (IBO != 0) _gl.DeleteBuffer(IBO);
VAO = VBO = IBO = 0;
}
}
}

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using System.Runtime.InteropServices;
using DatReaderWriter.Enums;
using Chorizite.Core.Render;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Per-batch (draw call) data for modern rendering.
/// Consists of a bindless texture handle to a texture array and the layer index.
/// Indexed by gl_DrawIDARB in the vertex shader.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 8)]
public struct ModernBatchData {
public ulong TextureHandle; // 8 bytes
public uint TextureIndex; // 4 bytes
public uint Padding; // 4 bytes
}
public struct LandblockMdiCommand {
public ulong SortKey;
public ulong ObjectId;
public DrawElementsIndirectCommand Command;
public ModernBatchData BatchData;
public uint TextureIndex;
public ManagedGLTextureArray Atlas;
public uint VAO;
public uint IBO;
public bool IsTransparent;
public bool IsAdditive;
public bool HasWrappingUVs;
}
}

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@ -55,7 +55,7 @@ namespace AcDream.App.Rendering.Wb {
public uint SharedDebugVAO { get; private set; }
public uint SharedDebugInstanceVBO { get; private set; }
public Chorizite.OpenGLSDLBackend.Lib.ParticleBatcher ParticleBatcher { get; private set; } = null!;
public ParticleBatcher ParticleBatcher { get; internal set; } = null!;
/// <summary>OpenGL sampler object with TextureWrapMode.Repeat (for meshes with wrapping UVs).</summary>
public uint WrapSampler { get; private set; }

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using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using Chorizite.Core.Render;
using Chorizite.OpenGLSDLBackend.Lib;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Wb {
[StructLayout(LayoutKind.Sequential)]
public struct ParticleInstance {
public Vector3 Position;
public Vector3 ScaleOpacityActive; // x=scale, y=opacity, z=active (1.0 or 0.0)
public float TextureIndex;
public Quaternion Rotation;
public Vector2 Size;
public float IsBillboard; // 1.0 for true, 0.0 for false
}
public struct ParticleRenderData {
public ParticleInstance Instance;
public float DistanceSq;
public ManagedGLTextureArray? Atlas;
public bool IsAdditive;
}
public unsafe class ParticleBatcher : IDisposable {
private const int MAX_PARTICLES_TOTAL = 65536;
private readonly OpenGLGraphicsDevice _graphicsDevice;
private readonly uint _vao;
private readonly uint _vbo;
private readonly uint _ibo;
private readonly uint _instanceVbo;
private readonly IShader _shader;
private readonly ParticleInstance[] _instanceData = new ParticleInstance[MAX_PARTICLES_TOTAL];
private readonly List<ParticleRenderData> _allParticles = new();
private int _currentInstanceCount = 0;
private ManagedGLTextureArray? _currentAtlas;
private bool _currentIsAdditive;
private Matrix4x4 _viewProjection;
private Vector3 _cameraUp;
private Vector3 _cameraRight;
public ParticleBatcher(OpenGLGraphicsDevice graphicsDevice) {
_graphicsDevice = graphicsDevice;
var gl = _graphicsDevice.GL;
var vertSource = EmbeddedResourceReader.GetEmbeddedResource("Shaders.Particle.vert");
var fragSource = EmbeddedResourceReader.GetEmbeddedResource("Shaders.Particle.frag");
_shader = _graphicsDevice.CreateShader("Particle", vertSource, fragSource);
// Create quad vertices - centered to match ACViewer expansion logic
float[] vertices = {
// x, y, z, u, v
-0.5f, 0.0f, -0.5f, 0.0f, 1.0f,
0.5f, 0.0f, -0.5f, 1.0f, 1.0f,
0.5f, 0.0f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.0f, 0.5f, 0.0f, 0.0f
};
ushort[] indices = { 0, 1, 2, 2, 3, 0 };
_vao = gl.GenVertexArray();
gl.BindVertexArray(_vao);
_vbo = gl.GenBuffer();
gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
unsafe {
fixed (float* p = vertices) {
gl.BufferData(BufferTargetARB.ArrayBuffer, (uint)(vertices.Length * sizeof(float)), p, BufferUsageARB.StaticDraw);
}
}
_ibo = gl.GenBuffer();
gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ibo);
unsafe {
fixed (ushort* p = indices) {
gl.BufferData(BufferTargetARB.ElementArrayBuffer, (uint)(indices.Length * sizeof(ushort)), p, BufferUsageARB.StaticDraw);
}
}
// Quad attributes
gl.EnableVertexAttribArray(0);
gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), (void*)0);
gl.EnableVertexAttribArray(1);
gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), (void*)(3 * sizeof(float)));
// Instance attributes
_instanceVbo = gl.GenBuffer();
gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
gl.BufferData(BufferTargetARB.ArrayBuffer, (uint)(MAX_PARTICLES_TOTAL * Marshal.SizeOf<ParticleInstance>()), (void*)0, BufferUsageARB.DynamicDraw);
uint stride = (uint)Marshal.SizeOf<ParticleInstance>();
// iPosition
gl.EnableVertexAttribArray(2);
gl.VertexAttribPointer(2, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
gl.VertexAttribDivisor(2, 1);
// iScaleOpacityActive
gl.EnableVertexAttribArray(3);
gl.VertexAttribPointer(3, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
gl.VertexAttribDivisor(3, 1);
// iTextureIndex
gl.EnableVertexAttribArray(4);
gl.VertexAttribPointer(4, 1, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
gl.VertexAttribDivisor(4, 1);
// iRotation (Quaternion)
gl.EnableVertexAttribArray(5);
gl.VertexAttribPointer(5, 4, VertexAttribPointerType.Float, false, stride, (void*)(7 * sizeof(float)));
gl.VertexAttribDivisor(5, 1);
// iSize
gl.EnableVertexAttribArray(6);
gl.VertexAttribPointer(6, 2, VertexAttribPointerType.Float, false, stride, (void*)(11 * sizeof(float)));
gl.VertexAttribDivisor(6, 1);
// iIsBillboard
gl.EnableVertexAttribArray(7);
gl.VertexAttribPointer(7, 1, VertexAttribPointerType.Float, false, stride, (void*)(13 * sizeof(float)));
gl.VertexAttribDivisor(7, 1);
gl.BindVertexArray(0);
_shader.Bind();
_shader.SetUniform("uTextureArray", 0);
_shader.Unbind();
}
public void Begin(Matrix4x4 viewProjection, Vector3 cameraUp, Vector3 cameraRight) {
_viewProjection = viewProjection;
_cameraUp = cameraUp;
_cameraRight = cameraRight;
_allParticles.Clear();
}
public void AddParticle(ManagedGLTextureArray? atlas, bool isAdditive, ParticleInstance instance, float distanceSq) {
_allParticles.Add(new ParticleRenderData {
Instance = instance,
DistanceSq = distanceSq,
Atlas = atlas,
IsAdditive = isAdditive
});
}
public void Flush() {
if (_allParticles.Count == 0) return;
// Sort back-to-front
_allParticles.Sort((a, b) => b.DistanceSq.CompareTo(a.DistanceSq));
var gl = _graphicsDevice.GL;
gl.BindVertexArray(_vao);
gl.DepthMask(false);
gl.Enable(EnableCap.DepthTest);
gl.Disable(EnableCap.StencilTest);
gl.Disable(EnableCap.CullFace);
gl.Disable(EnableCap.SampleAlphaToCoverage);
gl.Disable(EnableCap.SampleAlphaToOne);
gl.Enable(EnableCap.Blend);
int i = 0;
while (i < _allParticles.Count) {
var p = _allParticles[i];
_currentAtlas = p.Atlas;
_currentIsAdditive = p.IsAdditive;
_currentInstanceCount = 0;
while (i < _allParticles.Count && _allParticles[i].Atlas == _currentAtlas && _allParticles[i].IsAdditive == _currentIsAdditive) {
_instanceData[_currentInstanceCount++] = _allParticles[i].Instance;
i++;
if (_currentInstanceCount >= MAX_PARTICLES_TOTAL) break;
}
if (_currentInstanceCount > 0 && _currentAtlas != null) {
if (_currentIsAdditive) {
gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
}
else {
gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
}
gl.ActiveTexture(TextureUnit.Texture0);
gl.BindTexture(GLEnum.Texture2DArray, (uint)_currentAtlas.NativePtr);
// T4 interim: BaseObjectRenderManager state fields stay on the WB type until T7
// when the WorldBuilder project reference is dropped entirely.
BaseObjectRenderManager.CurrentAtlas = (uint)_currentAtlas.Slot;
gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
unsafe {
fixed (ParticleInstance* pData = _instanceData) {
gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, (uint)(_currentInstanceCount * Marshal.SizeOf<ParticleInstance>()), pData);
}
}
_shader.Bind();
_shader.SetUniform("uViewProjection", _viewProjection);
_shader.SetUniform("uCameraUp", _cameraUp);
_shader.SetUniform("uCameraRight", _cameraRight);
gl.DrawElementsInstanced(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedShort, (void*)0, (uint)_currentInstanceCount);
}
}
gl.DepthMask(true);
_allParticles.Clear();
// T4 interim: BaseObjectRenderManager state fields stay on the WB type until T7
BaseObjectRenderManager.CurrentVAO = 0;
BaseObjectRenderManager.CurrentIBO = 0;
}
public void End() {
Flush();
}
public void Dispose() {
var gl = _graphicsDevice.GL;
gl.DeleteVertexArray(_vao);
gl.DeleteBuffer(_vbo);
gl.DeleteBuffer(_instanceVbo);
gl.DeleteBuffer(_ibo);
(_shader as IDisposable)?.Dispose();
}
}
}

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using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using Chorizite.Core.Lib;
using Chorizite.Core.Render;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Wb {
public class ParticleEmitterRenderer : IDisposable {
private const float EPSILON = 0.0002f;
private readonly OpenGLGraphicsDevice _graphicsDevice;
private readonly ObjectMeshManager _meshManager;
private readonly ParticleEmitter _emitter;
private readonly List<Particle> _particles = new();
private readonly Random _random = new();
private ObjectRenderData? _gfxRenderData;
private ObjectRenderData? _textureRenderData;
private bool _isPointSprite;
private Quaternion _planeRotation = Quaternion.Identity;
private float _emissionTimer;
private int _totalEmitted;
private float _timeRunning;
private float _deadTimer;
public bool IsActive => true; // Previews always loop
public Matrix4x4 ParentTransform { get; set; } = Matrix4x4.Identity;
public Matrix4x4 LocalOffset { get; set; } = Matrix4x4.Identity;
struct Particle {
public Vector3 WorldOffset;
public Vector3 WorldA;
public Vector3 WorldB;
public Vector3 WorldC;
public float Lifetime;
public float MaxLifetime;
public float FinalStartScale;
public float FinalFinalScale;
public float FinalStartTrans;
public float FinalFinalTrans;
public bool IsActive;
public Vector3 EmissionOrigin;
public Quaternion Orientation;
public Vector3 CalculatedPosition;
public float DistanceToCameraSq;
}
public ParticleEmitterRenderer(OpenGLGraphicsDevice graphicsDevice, ObjectMeshManager meshManager, ParticleEmitter emitter) {
_graphicsDevice = graphicsDevice;
_meshManager = meshManager;
_emitter = emitter;
if (emitter.HwGfxObjId.DataId != 0) {
_meshManager.IncrementRefCount(emitter.HwGfxObjId.DataId);
}
if (emitter.GfxObjId.DataId != 0 && emitter.GfxObjId.DataId != emitter.HwGfxObjId.DataId) {
_meshManager.IncrementRefCount(emitter.GfxObjId.DataId);
}
}
public void Update(float deltaTime) {
// Make sure textures are loaded
if (_gfxRenderData == null) {
var gfxId = _emitter.HwGfxObjId.DataId != 0 ? _emitter.HwGfxObjId.DataId : _emitter.GfxObjId.DataId;
if (gfxId != 0) {
_gfxRenderData = _meshManager.TryGetRenderData(gfxId);
}
}
if (_textureRenderData == null && _emitter.GfxObjId.DataId != 0) {
_textureRenderData = _meshManager.TryGetRenderData(_emitter.GfxObjId.DataId);
}
_isPointSprite = _gfxRenderData == null;
if (_gfxRenderData != null) {
var degradeId = _gfxRenderData.DIDDegrade;
if (degradeId != 0) {
if (_meshManager.Dats.Portal.TryGet<GfxObjDegradeInfo>(degradeId, out var degrades) && degrades.Degrades.Count > 0) {
_isPointSprite = degrades.Degrades[0].DegradeMode == 2;
}
}
}
bool isPersistent = _emitter.TotalParticles == 0 && _emitter.TotalSeconds == 0;
bool isPersistentStill = isPersistent && _emitter.ParticleType == ParticleType.Still;
// 1. Update existing particles and kill immediately if expired
for (int i = _particles.Count - 1; i >= 0; i--) {
var p = _particles[i];
if (isPersistentStill) {
p.Lifetime = 0;
}
else {
p.Lifetime += deltaTime;
}
if (!isPersistentStill && p.Lifetime >= p.MaxLifetime) {
_particles.RemoveAt(i);
continue;
}
p.CalculatedPosition = CalculatePosition(ref p);
_particles[i] = p;
}
_timeRunning += deltaTime;
// 2. Emission check
bool canEmit = (isPersistent || _timeRunning < _emitter.TotalSeconds) &&
(_emitter.TotalParticles == 0 || _totalEmitted < _emitter.TotalParticles);
if (!canEmit && _particles.Count == 0) {
_deadTimer += deltaTime;
if (_deadTimer >= 1.0f) {
_timeRunning = 0;
_totalEmitted = 0;
_emissionTimer = 0;
_deadTimer = 0f;
canEmit = true;
}
} else {
_deadTimer = 0f;
}
if (canEmit) {
if (_totalEmitted == 0 && _emitter.InitialParticles > 0) {
for (int i = 0; i < _emitter.InitialParticles; i++) {
if (_particles.Count < _emitter.MaxParticles) {
Emit();
}
}
}
if (_emitter.EmitterType == EmitterType.BirthratePerSec || _emitter.EmitterType == EmitterType.Unknown) {
_emissionTimer += deltaTime;
float interval = (float)_emitter.Birthrate;
if (interval <= 0.001f) {
while (_particles.Count < Math.Max(1, _emitter.MaxParticles)) {
if (_emitter.TotalParticles > 0 && _totalEmitted >= _emitter.TotalParticles) break;
Emit();
}
} else {
while (_emissionTimer >= interval) {
if (_emitter.TotalParticles > 0 && _totalEmitted >= _emitter.TotalParticles) break;
if (_particles.Count < _emitter.MaxParticles) {
Emit();
_emissionTimer -= interval;
}
else {
// Cap timer debt if we're full
_emissionTimer = interval;
break;
}
}
}
}
}
}
private void Emit() {
var p = new Particle();
p.Lifetime = 0;
p.MaxLifetime = GetRandomLifespan();
if (p.MaxLifetime < 0.001f) p.MaxLifetime = 0.001f;
var localRandomOffset = GetRandomOffset();
var localA = GetRandomA();
var localB = GetRandomB();
var localC = GetRandomC();
var startFrame = LocalOffset * ParentTransform;
p.EmissionOrigin = startFrame.Translation;
p.WorldOffset = Vector3.Transform(localRandomOffset, startFrame) - p.EmissionOrigin;
// AC Client Logic for vector spaces (Particle::Init):
p.WorldA = localA;
p.WorldB = localB;
p.WorldC = localC;
switch (_emitter.ParticleType) {
case ParticleType.LocalVelocity: // 2
case ParticleType.ParabolicLVGA: // 3
p.WorldA = Vector3.TransformNormal(localA, startFrame);
break;
case ParticleType.ParabolicLVLA: // 8
p.WorldA = Vector3.TransformNormal(localA, startFrame);
p.WorldB = Vector3.TransformNormal(localB, startFrame);
break;
case ParticleType.ParabolicLVGAGR: // 4
p.WorldA = Vector3.TransformNormal(localA, startFrame);
p.WorldC = localC;
break;
case ParticleType.Swarm: // 5
p.WorldA = Vector3.TransformNormal(localA, startFrame);
break;
case ParticleType.Explode: // 6
// Type 6 (Explode) A and B are global
p.WorldA = localA;
p.WorldB = localB;
// Special WorldC initialization for Explode
float randA = (float)(_random.NextDouble() * 2.0 * Math.PI - Math.PI);
float randB = (float)(_random.NextDouble() * 2.0 * Math.PI - Math.PI);
float cosB = (float)Math.Cos(randB);
p.WorldC = new Vector3(
(float)(Math.Cos(randA) * localC.X * cosB),
(float)(Math.Sin(randA) * localC.Y * cosB),
(float)(Math.Sin(randB) * localC.Z)
);
if (NormalizeCheckSmall(ref p.WorldC)) p.WorldC = Vector3.Zero;
break;
case ParticleType.Implode: // 7
p.WorldOffset *= localC.X;
p.WorldC = p.WorldOffset;
break;
case ParticleType.ParabolicLVLALR: // 9
p.WorldA = Vector3.TransformNormal(localA, startFrame);
p.WorldC = Vector3.TransformNormal(localC, startFrame);
break;
case ParticleType.ParabolicGVGAGR: // 11
p.WorldC = localC;
break;
}
p.FinalStartScale = Math.Clamp(_emitter.StartScale + (float)(_random.NextDouble() * 2.0 - 1.0) * _emitter.ScaleRand, 0.1f, 10.0f);
p.FinalFinalScale = Math.Clamp(_emitter.FinalScale + (float)(_random.NextDouble() * 2.0 - 1.0) * _emitter.ScaleRand, 0.1f, 10.0f);
p.FinalStartTrans = Math.Clamp(_emitter.StartTrans + (float)(_random.NextDouble() * 2.0 - 1.0) * _emitter.TransRand, 0.0f, 1.0f);
p.FinalFinalTrans = Math.Clamp(_emitter.FinalTrans + (float)(_random.NextDouble() * 2.0 - 1.0) * _emitter.TransRand, 0.0f, 1.0f);
p.IsActive = true;
p.Orientation = Quaternion.CreateFromRotationMatrix(startFrame);
p.CalculatedPosition = CalculatePosition(ref p);
_particles.Add(p);
_totalEmitted++;
}
private float GetRandomLifespan() {
var result = (_random.NextDouble() * 2.0 - 1.0) * _emitter.LifespanRand + _emitter.Lifespan;
return (float)Math.Max(0.0, result);
}
private Vector3 GetRandomOffset() {
var rng = new Vector3(
(float)(_random.NextDouble() * 2.0 - 1.0),
(float)(_random.NextDouble() * 2.0 - 1.0),
(float)(_random.NextDouble() * 2.0 - 1.0)
);
var offsetDir = _emitter.OffsetDir;
var dot = Vector3.Dot(offsetDir, rng);
var randomAngle = rng - offsetDir * dot;
if (NormalizeCheckSmall(ref randomAngle))
return Vector3.Zero;
var magnitude = (float)(_random.NextDouble() * (_emitter.MaxOffset - _emitter.MinOffset) + _emitter.MinOffset);
return randomAngle * magnitude;
}
private Vector3 GetRandomA() {
var magnitude = (_emitter.MaxA - _emitter.MinA) * _random.NextDouble() + _emitter.MinA;
return _emitter.A * (float)magnitude;
}
private Vector3 GetRandomB() {
var magnitude = (_emitter.MaxB - _emitter.MinB) * _random.NextDouble() + _emitter.MinB;
return _emitter.B * (float)magnitude;
}
private Vector3 GetRandomC() {
var magnitude = (_emitter.MaxC - _emitter.MinC) * _random.NextDouble() + _emitter.MinC;
return _emitter.C * (float)magnitude;
}
private bool NormalizeCheckSmall(ref Vector3 v) {
var dist = v.Length();
if (dist < EPSILON)
return true;
v *= 1.0f / dist;
return false;
}
private Vector3 CalculatePosition(ref Particle p) {
float t = p.Lifetime;
Vector3 parentOrigin = _emitter.IsParentLocal ? (LocalOffset * ParentTransform).Translation : p.EmissionOrigin;
switch (_emitter.ParticleType) {
case ParticleType.Still:
return parentOrigin + p.WorldOffset;
case ParticleType.LocalVelocity:
case ParticleType.GlobalVelocity:
return parentOrigin + p.WorldOffset + (t * p.WorldA);
case ParticleType.ParabolicLVGA:
case ParticleType.ParabolicLVLA:
case ParticleType.ParabolicGVGA:
return parentOrigin + p.WorldOffset + (t * p.WorldA) + (0.5f * t * t * p.WorldB);
case ParticleType.ParabolicLVGAGR:
case ParticleType.ParabolicLVLALR:
case ParticleType.ParabolicGVGAGR:
return parentOrigin + p.WorldOffset + (t * p.WorldA) + (0.5f * t * t * p.WorldB);
case ParticleType.Swarm:
var swarmOrigin = parentOrigin + p.WorldOffset + (t * p.WorldA);
return new Vector3(
(float)Math.Cos(t * p.WorldB.X) * p.WorldC.X + swarmOrigin.X,
(float)Math.Sin(t * p.WorldB.Y) * p.WorldC.Y + swarmOrigin.Y,
(float)Math.Cos(t * p.WorldB.Z) * p.WorldC.Z + swarmOrigin.Z
);
case ParticleType.Explode:
return new Vector3(
(t * p.WorldB.X + p.WorldC.X * p.WorldA.X) * t + p.WorldOffset.X + parentOrigin.X,
(t * p.WorldB.Y + p.WorldC.Y * p.WorldA.X) * t + p.WorldOffset.Y + parentOrigin.Y,
(t * p.WorldB.Z + p.WorldC.Z * p.WorldA.X + p.WorldA.Z) * t + p.WorldOffset.Z + parentOrigin.Z
);
case ParticleType.Implode:
return ((float)Math.Cos(p.WorldA.X * t) * p.WorldC) + (t * t * p.WorldB) + parentOrigin + p.WorldOffset;
default:
return parentOrigin + p.WorldOffset + (t * p.WorldA);
}
}
public unsafe void Render(ParticleBatcher batcher) {
if (_particles.Count == 0) return;
// Decide which data to use for texturing.
// ACViewer uses HwGfxObjId for both geometry and texture.
var textureData = _gfxRenderData ?? _textureRenderData;
var cameraPos = _graphicsDevice.CurrentSceneData.CameraPosition;
// ACViewer PointSprite logic:
// Effective scale is 0.9 * BoundingBox size (1.8 * 0.5 in ACViewer shader)
// For DrawGfxObj, it uses actual scale.
float baseScale = _isPointSprite ? 0.9f : 1.0f;
Vector2 particleSize = new Vector2(1.0f, 1.0f);
Vector3 localCenter = Vector3.Zero;
_planeRotation = Quaternion.Identity;
if (_gfxRenderData != null) {
var size = _gfxRenderData.BoundingBox.Max - _gfxRenderData.BoundingBox.Min;
localCenter = (_gfxRenderData.BoundingBox.Max + _gfxRenderData.BoundingBox.Min) / 2.0f;
if (!_isPointSprite) {
if (size.Y > size.X && size.Y > size.Z) {
// Primarily in XY plane (if X is also large) or YZ plane (if Z is also large)
if (size.X > size.Z) {
// XY plane: Map shader X->X, Z->Y
particleSize.X = size.X;
particleSize.Y = size.Y;
_planeRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, -MathF.PI / 2.0f);
} else {
// YZ plane: Map shader X->Y, Z->Z
particleSize.X = size.Y;
particleSize.Y = size.Z;
_planeRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, MathF.PI / 2.0f);
}
} else if (size.X > size.Y && size.X > size.Z) {
// Primarily in XZ plane (normal Y) or XY plane (normal Z)
if (size.Z > size.Y) {
// XZ plane: Already matches shader
particleSize.X = size.X;
particleSize.Y = size.Z;
_planeRotation = Quaternion.Identity;
} else {
// XY plane: Map shader X->X, Z->Y
particleSize.X = size.X;
particleSize.Y = size.Y;
_planeRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, -MathF.PI / 2.0f);
}
} else {
// Primarily in XZ or YZ
if (size.X > size.Y) {
// XZ plane
particleSize.X = size.X;
particleSize.Y = size.Z;
_planeRotation = Quaternion.Identity;
} else {
// YZ plane: Map shader X->Y, Z->Z
particleSize.X = size.Y;
particleSize.Y = size.Z;
_planeRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, MathF.PI / 2.0f);
}
}
} else {
// Point sprite always uses XZ size
particleSize.X = size.X;
particleSize.Y = size.Z;
_planeRotation = Quaternion.Identity;
}
// If it's a unit quad, dimensions will be 1.0
if (particleSize.X < 0.001f) particleSize.X = 1.0f;
if (particleSize.Y < 0.001f) particleSize.Y = 1.0f;
}
// Update particle distances
for (int i = 0; i < _particles.Count; i++) {
var p = _particles[i];
p.DistanceToCameraSq = Vector3.DistanceSquared(p.CalculatedPosition, cameraPos);
_particles[i] = p;
}
// Prepare instance data
ManagedGLTextureArray? atlas = null;
uint textureIndex = 0;
bool isAdditive = false;
if (textureData?.Batches.Count > 0) {
var batch = textureData.Batches[0];
isAdditive = batch.IsAdditive;
textureIndex = (uint)batch.TextureIndex;
if (batch.Atlas != null && batch.Atlas.TextureArray is ManagedGLTextureArray managedTexArray) {
atlas = managedTexArray;
}
}
for (int i = 0; i < _particles.Count; i++) {
var p = _particles[i];
float lerp = Math.Clamp(p.Lifetime / p.MaxLifetime, 0f, 1f);
float currentScale = (p.FinalStartScale + (p.FinalFinalScale - p.FinalStartScale) * lerp) * baseScale;
float opacity = 1.0f - (p.FinalStartTrans + (p.FinalFinalTrans - p.FinalStartTrans) * lerp);
var pos = p.CalculatedPosition;
var orientation = p.Orientation;
if (_emitter.ParticleType == ParticleType.ParabolicLVGAGR ||
_emitter.ParticleType == ParticleType.ParabolicLVLALR ||
_emitter.ParticleType == ParticleType.ParabolicGVGAGR) {
var w = p.WorldC * (lerp * p.MaxLifetime);
var magSq = w.LengthSquared();
if (magSq > 0.00000001f) {
var mag = MathF.Sqrt(magSq);
orientation *= Quaternion.CreateFromAxisAngle(w / mag, mag);
}
}
var offset = localCenter * currentScale;
// Align particle to the BoundingBox center since we render a mathematically centered quad.
if (_isPointSprite) {
pos.Z += offset.Z; // For billboards we only shift vertically to stay upright
} else {
pos += Vector3.Transform(offset, orientation);
}
var instance = new ParticleInstance {
Position = pos,
ScaleOpacityActive = new Vector3(currentScale, opacity, 1.0f),
TextureIndex = (float)textureIndex,
Rotation = _isPointSprite ? orientation : orientation * _planeRotation,
Size = particleSize,
IsBillboard = _isPointSprite ? 1.0f : 0.0f
};
batcher.AddParticle(atlas, isAdditive, instance, p.DistanceToCameraSq);
}
}
public void Dispose() {
// Decrement reference counts that were incremented when the renderer was created/initialized
if (_emitter.HwGfxObjId.DataId != 0) {
_meshManager.ReleaseRenderData(_emitter.HwGfxObjId.DataId);
}
if (_emitter.GfxObjId.DataId != 0 && _emitter.GfxObjId.DataId != _emitter.HwGfxObjId.DataId) {
_meshManager.ReleaseRenderData(_emitter.GfxObjId.DataId);
}
}
}
}

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using Chorizite.Core.Render;
using Chorizite.Core.Render.Enums;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
using System;
using System.Collections.Generic;
using PixelFormat = Silk.NET.OpenGL.PixelFormat;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Manages texture arrays grouped by (Width, Height, Format).
/// Deduplicates textures by a TextureKey and supports reference counting.
/// </summary>
public class TextureAtlasManager : IDisposable {
private static uint _nextSlot = 1;
private readonly OpenGLGraphicsDevice _graphicsDevice;
private readonly int _textureWidth;
private readonly int _textureHeight;
private readonly TextureFormat _format;
private readonly Dictionary<TextureKey, int> _textureIndices = new();
private readonly Dictionary<int, int> _refCounts = new();
private readonly Stack<int> _freeSlots = new();
private int _nextIndex = 0;
private const int InitialCapacity = 32;
public uint Slot { get; }
public ManagedGLTextureArray TextureArray { get; private set; } = null!;
public int UsedSlots => _textureIndices.Count;
public int TotalSlots => TextureArray?.Size ?? InitialCapacity;
public int FreeSlots => TotalSlots - UsedSlots;
public TextureAtlasManager(OpenGLGraphicsDevice graphicsDevice, int width, int height, TextureFormat format = TextureFormat.RGBA8) {
Slot = _nextSlot++;
_graphicsDevice = graphicsDevice;
_textureWidth = width;
_textureHeight = height;
_format = format;
TextureArray = (ManagedGLTextureArray)graphicsDevice.CreateTextureArrayInternal(format, width, height, InitialCapacity, TextureParameters.ClampToEdge);
}
public int AddTexture(TextureKey key, byte[] data, PixelFormat? uploadPixelFormat = null, PixelType? uploadPixelType = null) {
if (_textureIndices.TryGetValue(key, out var existingIndex)) {
_refCounts[existingIndex]++;
return existingIndex;
}
int index;
if (_freeSlots.Count > 0) {
index = _freeSlots.Pop();
}
else {
index = _nextIndex++;
if (index >= TextureArray.Size) {
throw new Exception($"Texture atlas is full! {TextureArray.Size} / {_nextIndex} used.");
}
}
try {
TextureArray.UpdateLayer(index, data, uploadPixelFormat, uploadPixelType);
_textureIndices[key] = index;
_refCounts[index] = 1;
return index;
}
catch (Exception) {
if (!_textureIndices.ContainsKey(key)) {
_freeSlots.Push(index);
}
throw;
}
}
public void ReleaseTexture(TextureKey key) {
if (!_textureIndices.TryGetValue(key, out var index)) return;
if (!_refCounts.ContainsKey(index)) return;
_refCounts[index]--;
if (_refCounts[index] <= 0) {
_textureIndices.Remove(key);
_refCounts.Remove(index);
_freeSlots.Push(index);
TextureArray?.RemoveLayer(index);
}
}
public bool HasTexture(TextureKey key) => _textureIndices.ContainsKey(key);
public int GetTextureIndex(TextureKey key) =>
_textureIndices.TryGetValue(key, out var index) ? index : -1;
public void Dispose() {
TextureArray?.Dispose();
_textureIndices.Clear();
_refCounts.Clear();
_freeSlots.Clear();
}
public struct TextureKey : IEquatable<TextureKey> {
public uint SurfaceId;
public uint PaletteId;
public StipplingType Stippling;
public bool IsSolid;
public bool Equals(TextureKey other) {
return SurfaceId == other.SurfaceId &&
PaletteId == other.PaletteId &&
Stippling == other.Stippling &&
IsSolid == other.IsSolid;
}
public override bool Equals(object? obj) {
return obj is TextureKey other && Equals(other);
}
public override int GetHashCode() {
return HashCode.Combine(SurfaceId, PaletteId, Stippling, IsSolid);
}
}
}
}

View file

@ -10,6 +10,7 @@ using DatReaderWriter.DBObjs;
using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Logging.Abstractions;
using Silk.NET.OpenGL;
using WorldBuilder.Shared.Models;
using WorldBuilder.Shared.Services;
namespace AcDream.App.Rendering.Wb;
@ -28,9 +29,7 @@ namespace AcDream.App.Rendering.Wb;
/// </summary>
public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
{
// T3 interim: ObjectMeshManager (T4-to-be-extracted) still expects the WB-original type.
// Will become AcDream.App.Rendering.Wb.OpenGLGraphicsDevice when T4 is done.
private readonly Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice? _graphicsDevice;
private readonly OpenGLGraphicsDevice? _graphicsDevice;
private readonly DefaultDatReaderWriter? _wbDats;
private readonly ObjectMeshManager? _meshManager;
private readonly DatCollection? _dats;
@ -75,9 +74,8 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
ArgumentNullException.ThrowIfNull(logger);
_dats = dats;
// T3 interim: construct the WB-original device for ObjectMeshManager compatibility.
// Will swap to AcDream.App.Rendering.Wb.OpenGLGraphicsDevice when T4 extracts ObjectMeshManager.
_graphicsDevice = new Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice(gl, logger, new WorldBuilder.Shared.Models.DebugRenderSettings());
_graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings());
_graphicsDevice.ParticleBatcher = new ParticleBatcher(_graphicsDevice);
_wbDats = new DefaultDatReaderWriter(datDir);
// Phase 2 diagnostic — replace NullLogger with a Console-backed
// logger so WB's internal catch block at ObjectMeshManager.cs:589
@ -86,7 +84,7 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
// so successful operations stay quiet.
_meshManager = new ObjectMeshManager(
_graphicsDevice,
_wbDats,
new DatCollectionAdapter(dats),
new ConsoleErrorLogger<ObjectMeshManager>());
}