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>
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14 changed files with 3535 additions and 19 deletions
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@ -10,6 +10,7 @@ using DatReaderWriter.DBObjs;
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using Microsoft.Extensions.Logging;
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using Microsoft.Extensions.Logging.Abstractions;
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using Silk.NET.OpenGL;
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using WorldBuilder.Shared.Models;
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using WorldBuilder.Shared.Services;
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namespace AcDream.App.Rendering.Wb;
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@ -28,9 +29,7 @@ namespace AcDream.App.Rendering.Wb;
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/// </summary>
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public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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{
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// T3 interim: ObjectMeshManager (T4-to-be-extracted) still expects the WB-original type.
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// Will become AcDream.App.Rendering.Wb.OpenGLGraphicsDevice when T4 is done.
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private readonly Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice? _graphicsDevice;
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private readonly OpenGLGraphicsDevice? _graphicsDevice;
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private readonly DefaultDatReaderWriter? _wbDats;
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private readonly ObjectMeshManager? _meshManager;
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private readonly DatCollection? _dats;
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@ -75,9 +74,8 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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ArgumentNullException.ThrowIfNull(logger);
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_dats = dats;
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// T3 interim: construct the WB-original device for ObjectMeshManager compatibility.
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// Will swap to AcDream.App.Rendering.Wb.OpenGLGraphicsDevice when T4 extracts ObjectMeshManager.
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_graphicsDevice = new Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice(gl, logger, new WorldBuilder.Shared.Models.DebugRenderSettings());
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_graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings());
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_graphicsDevice.ParticleBatcher = new ParticleBatcher(_graphicsDevice);
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_wbDats = new DefaultDatReaderWriter(datDir);
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// Phase 2 diagnostic — replace NullLogger with a Console-backed
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// logger so WB's internal catch block at ObjectMeshManager.cs:589
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@ -86,7 +84,7 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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// so successful operations stay quiet.
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_meshManager = new ObjectMeshManager(
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_graphicsDevice,
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_wbDats,
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new DatCollectionAdapter(dats),
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new ConsoleErrorLogger<ObjectMeshManager>());
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}
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