perf(render): consume prepared mesh package at runtime
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c42f93b323
commit
f05afc07c1
22 changed files with 328 additions and 370 deletions
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@ -46,6 +46,7 @@ public sealed class GameWindow :
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private Shader? _terrainModernShader;
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private CameraController? _cameraController;
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private IDatReaderWriter? _dats;
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private IPreparedAssetSource? _preparedAssets;
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private readonly AcDream.App.Input.PointerPositionState _pointerPosition = new();
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private AcDream.App.Input.CameraPointerInputController? _cameraPointerInput;
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private Shader? _meshShader;
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@ -711,6 +712,13 @@ public sealed class GameWindow :
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IDatReaderWriter value) =>
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PublishCompositionOwner(ref _dats, value, "DAT collection");
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void IGameWindowContentEffectsAudioPublication.PublishPreparedAssetSource(
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IPreparedAssetSource value) =>
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PublishCompositionOwner(
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ref _preparedAssets,
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value,
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"prepared asset source");
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void IGameWindowContentEffectsAudioPublication.PublishMagicCatalog(
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AcDream.App.Spells.MagicCatalog value) =>
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PublishCompositionOwner(ref _magicCatalog, value, "magic catalog");
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@ -1132,6 +1140,7 @@ public sealed class GameWindow :
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new ContentEffectsAudioCompositionPhase(
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new ContentEffectsAudioDependencies(
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_datDir,
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_options.PreparedAssetPath,
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_physicsDataCache,
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_animationDiagnostics.DumpMotionEnabled,
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SpellBook,
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@ -1612,6 +1621,7 @@ public sealed class GameWindow :
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_glConstructionCleanup),
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new PlatformShutdownRoots(
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_dats,
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_preparedAssets,
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_input,
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_gl));
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private void OnFocusChanged(bool focused)
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