refactor(pipeline): MP1a - ObjectMeshData family moved to AcDream.Content

This commit is contained in:
Erik 2026-07-05 20:07:31 +02:00
parent d778930853
commit e3376d4734
5 changed files with 135 additions and 112 deletions

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@ -1,3 +1,4 @@
using AcDream.Content;
using Chorizite.Core.Render.Enums;
using Silk.NET.OpenGL;
using System;

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@ -26,118 +26,6 @@ using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Vertex format for scenery mesh rendering: position, normal, UV.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct VertexPositionNormalTexture {
public Vector3 Position;
public Vector3 Normal;
public Vector2 UV;
public static int Size => 8 * sizeof(float); // 3+3+2 = 8 floats = 32 bytes
public VertexPositionNormalTexture(Vector3 position, Vector3 normal, Vector2 uv) {
Position = position;
Normal = normal;
UV = uv;
}
}
/// <summary>
/// Staged data for a particle emitter to be created on the GL thread.
/// </summary>
public struct StagedEmitter {
public ParticleEmitter Emitter;
public uint PartIndex;
public Matrix4x4 Offset;
}
/// <summary>
/// CPU-side mesh data prepared on a background thread.
/// Contains vertex data and per-batch index/texture info, but NO GPU resources.
/// </summary>
public class ObjectMeshData {
public ulong ObjectId { get; set; }
public bool IsSetup { get; set; }
public VertexPositionNormalTexture[] Vertices { get; set; } = Array.Empty<VertexPositionNormalTexture>();
public List<MeshBatchData> Batches { get; set; } = new();
/// <summary>
/// #125 (2026-06-12): GL upload-retry counter. A failed
/// <see cref="ObjectMeshManager.UploadMeshData"/> (returns null from its
/// catch) used to be dropped permanently — the staged item was consumed,
/// no render data was produced, and the prepared data lingered in the CPU
/// cache where <c>PrepareMeshDataAsync</c>'s cache-hit short-circuit
/// returned it without ever re-staging it for upload (session-sticky
/// invisible mesh, one [wb-error] line). The drain loop now re-stages a
/// failed upload for the NEXT frame up to <see cref="ObjectMeshManager.
/// MaxUploadRetries"/> times. The counter lives on the mesh-data object so
/// it resets to 0 naturally whenever the id is re-prepared (fresh object),
/// and bounds a deterministic GL failure to a few loud lines instead of a
/// silent permanent drop OR an unbounded per-frame retry storm. Retail
/// loads content synchronously and has no such failure mode — this
/// converges our async pipeline toward that guarantee.
/// </summary>
public int UploadAttempts;
/// <summary>For EnvCell: the geometry of the cell itself.</summary>
public ObjectMeshData? EnvCellGeometry { get; set; }
/// <summary>For Setup objects: parts with their local transforms.</summary>
public List<(ulong GfxObjId, Matrix4x4 Transform)> SetupParts { get; set; } = new();
/// <summary>Particle emitters from physics scripts.</summary>
public List<StagedEmitter> ParticleEmitters { get; set; } = new();
/// <summary>Per-format texture atlas data (to be uploaded to GPU on main thread).</summary>
public Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>> TextureBatches { get; set; } = new();
/// <summary>Local bounding box.</summary>
public BoundingBox BoundingBox { get; set; }
/// <summary>Approximate center point used for depth sorting / transparency ordering.</summary>
public Vector3 SortCenter { get; set; }
/// <summary>DataID of a simpler GfxObj to use at long distance / low quality, or GfxObjDegradeInfo.</summary>
public uint DIDDegrade { get; set; }
/// <summary>Sphere used for mouse selection.</summary>
public Sphere? SelectionSphere { get; set; }
/// <summary>Edge line vertices for Environment wireframe rendering.</summary>
public Vector3[] EdgeLines { get; set; } = Array.Empty<Vector3>();
}
/// <summary>
/// CPU-side data for a single rendering batch (indices + texture reference).
/// </summary>
public class MeshBatchData {
public ushort[] Indices { get; set; } = Array.Empty<ushort>();
public (int Width, int Height, TextureFormat Format) TextureFormat { get; set; }
public TextureKey TextureKey { get; set; }
public int TextureIndex { get; set; }
public byte[] TextureData { get; set; } = Array.Empty<byte>();
public PixelFormat? UploadPixelFormat { get; set; }
public PixelType? UploadPixelType { get; set; }
public DatReaderWriter.Enums.CullMode CullMode { get; set; }
}
/// <summary>
/// CPU-side texture info for deduplication during background preparation.
/// </summary>
public class TextureBatchData {
public TextureKey Key { get; set; }
public byte[] TextureData { get; set; } = Array.Empty<byte>();
public PixelFormat? UploadPixelFormat { get; set; }
public PixelType? UploadPixelType { get; set; }
public List<ushort> Indices { get; set; } = new();
public DatReaderWriter.Enums.CullMode CullMode { get; set; }
public bool IsTransparent { get; set; }
public bool IsAdditive { get; set; }
public bool HasWrappingUVs { get; set; }
}
/// <summary>
/// GPU-side render data created on the main thread.
/// </summary>

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@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using AcDream.Content;
using AcDream.Core.Meshing;
using AcDream.Core.Rendering;
using DatReaderWriter;

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@ -12,6 +12,14 @@
exact versions (mirror AcDream.App.csproj — keep in lockstep). -->
<PackageReference Include="BCnEncoder.Net.ImageSharp" Version="1.1.2" />
<PackageReference Include="SixLabors.ImageSharp" Version="3.1.12" />
<!-- MP1a (Task 3, compiler-demanded): MeshBatchData/TextureBatchData carry
Silk.NET.OpenGL.PixelFormat?/PixelType? upload-format hints computed
during CPU extraction (which format to hand the eventual GL upload).
These are plain enums with no GL context/device/unsafe surface — the
plan's own boundary survey says the only GL-DOMAIN reference in the
Prepare* region is TextureAtlasManager.TextureKey; this is the same
class of dependency (a data-only enum), not a functional GL call. -->
<PackageReference Include="Silk.NET.OpenGL" Version="2.23.0" />
</ItemGroup>
<ItemGroup>

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@ -0,0 +1,125 @@
using Chorizite.Core.Lib;
using Chorizite.Core.Render.Enums;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using BoundingBox = Chorizite.Core.Lib.BoundingBox;
using PixelFormat = Silk.NET.OpenGL.PixelFormat;
using PixelType = Silk.NET.OpenGL.PixelType;
namespace AcDream.Content;
/// <summary>
/// Vertex format for scenery mesh rendering: position, normal, UV.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct VertexPositionNormalTexture {
public Vector3 Position;
public Vector3 Normal;
public Vector2 UV;
public static int Size => 8 * sizeof(float); // 3+3+2 = 8 floats = 32 bytes
public VertexPositionNormalTexture(Vector3 position, Vector3 normal, Vector2 uv) {
Position = position;
Normal = normal;
UV = uv;
}
}
/// <summary>
/// Staged data for a particle emitter to be created on the GL thread.
/// </summary>
public struct StagedEmitter {
public ParticleEmitter Emitter;
public uint PartIndex;
public Matrix4x4 Offset;
}
/// <summary>
/// CPU-side mesh data prepared on a background thread.
/// Contains vertex data and per-batch index/texture info, but NO GPU resources.
/// </summary>
public class ObjectMeshData {
public ulong ObjectId { get; set; }
public bool IsSetup { get; set; }
public VertexPositionNormalTexture[] Vertices { get; set; } = Array.Empty<VertexPositionNormalTexture>();
public List<MeshBatchData> Batches { get; set; } = new();
/// <summary>
/// #125 (2026-06-12): GL upload-retry counter. A failed
/// <see cref="ObjectMeshManager.UploadMeshData"/> (returns null from its
/// catch) used to be dropped permanently — the staged item was consumed,
/// no render data was produced, and the prepared data lingered in the CPU
/// cache where <c>PrepareMeshDataAsync</c>'s cache-hit short-circuit
/// returned it without ever re-staging it for upload (session-sticky
/// invisible mesh, one [wb-error] line). The drain loop now re-stages a
/// failed upload for the NEXT frame up to <see cref="ObjectMeshManager.
/// MaxUploadRetries"/> times. The counter lives on the mesh-data object so
/// it resets to 0 naturally whenever the id is re-prepared (fresh object),
/// and bounds a deterministic GL failure to a few loud lines instead of a
/// silent permanent drop OR an unbounded per-frame retry storm. Retail
/// loads content synchronously and has no such failure mode — this
/// converges our async pipeline toward that guarantee.
/// </summary>
public int UploadAttempts;
/// <summary>For EnvCell: the geometry of the cell itself.</summary>
public ObjectMeshData? EnvCellGeometry { get; set; }
/// <summary>For Setup objects: parts with their local transforms.</summary>
public List<(ulong GfxObjId, Matrix4x4 Transform)> SetupParts { get; set; } = new();
/// <summary>Particle emitters from physics scripts.</summary>
public List<StagedEmitter> ParticleEmitters { get; set; } = new();
/// <summary>Per-format texture atlas data (to be uploaded to GPU on main thread).</summary>
public Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>> TextureBatches { get; set; } = new();
/// <summary>Local bounding box.</summary>
public BoundingBox BoundingBox { get; set; }
/// <summary>Approximate center point used for depth sorting / transparency ordering.</summary>
public Vector3 SortCenter { get; set; }
/// <summary>DataID of a simpler GfxObj to use at long distance / low quality, or GfxObjDegradeInfo.</summary>
public uint DIDDegrade { get; set; }
/// <summary>Sphere used for mouse selection.</summary>
public Sphere? SelectionSphere { get; set; }
/// <summary>Edge line vertices for Environment wireframe rendering.</summary>
public Vector3[] EdgeLines { get; set; } = Array.Empty<Vector3>();
}
/// <summary>
/// CPU-side data for a single rendering batch (indices + texture reference).
/// </summary>
public class MeshBatchData {
public ushort[] Indices { get; set; } = Array.Empty<ushort>();
public (int Width, int Height, TextureFormat Format) TextureFormat { get; set; }
public TextureKey TextureKey { get; set; }
public int TextureIndex { get; set; }
public byte[] TextureData { get; set; } = Array.Empty<byte>();
public PixelFormat? UploadPixelFormat { get; set; }
public PixelType? UploadPixelType { get; set; }
public DatReaderWriter.Enums.CullMode CullMode { get; set; }
}
/// <summary>
/// CPU-side texture info for deduplication during background preparation.
/// </summary>
public class TextureBatchData {
public TextureKey Key { get; set; }
public byte[] TextureData { get; set; } = Array.Empty<byte>();
public PixelFormat? UploadPixelFormat { get; set; }
public PixelType? UploadPixelType { get; set; }
public List<ushort> Indices { get; set; } = new();
public DatReaderWriter.Enums.CullMode CullMode { get; set; }
public bool IsTransparent { get; set; }
public bool IsAdditive { get; set; }
public bool HasWrappingUVs { get; set; }
}