Four fixes from T4 spec review:
1. Extracted InstanceData.cs (14-line struct) verbatim to
src/AcDream.App/Rendering/Wb/InstanceData.cs (per O-D1).
2. ObjectMeshManager.cs: replaced `using Chorizite.OpenGLSDLBackend.Lib;`
with `using AcDream.Core.Rendering.Wb;` (TextureHelpers comes from
our T2 Core extraction; InstanceData comes from new T4 cleanup).
3. EmbeddedResourceReader.GetEmbeddedResource promoted from `internal`
to `public` per O-D9 intent (the type promotion only changed the
class signature in T3; this finishes the spec).
4. OpenGLGraphicsDevice.cs: removed stale T3 interim comment at
lines 142-145 — T4 resolved the ParticleBatcher construction
via post-ctor assignment in WbMeshAdapter.cs:78.
Build green; tests green (1147 passing, 8 pre-existing failures
baseline maintained).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Phase O Task 3 — verbatim-copy GL infra from Chorizite.OpenGLSDLBackend
into src/AcDream.App/Rendering/Wb/ (namespace AcDream.App.Rendering.Wb).
18 files extracted (all namespace-changed; no algorithm changes):
OpenGLGraphicsDevice, ManagedGLTexture, ManagedGLTextureArray,
ManagedGLVertexBuffer, ManagedGLIndexBuffer, ManagedGLVertexArray,
ManagedGLFrameBuffer, ManagedGLUniformBuffer, GLSLShader, GLHelpers,
GLStateScope, GpuMemoryTracker, SceneData, DebugRenderSettings,
TextureParameters, TextureFormatExtensions, BufferUsageExtensions,
EmbeddedResourceReader.
3 internals promoted to public (O-D9):
EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions.
SixLabors.ImageSharp not reachable: TextureHelpers was placed in
AcDream.Core (no GL/ImageSharp dep); only the GL types went to App.
TextureHelpers.GetCompressedLayerSize added to AcDream.Core.Rendering.Wb
(was in Chorizite.OpenGLSDLBackend.Lib.TextureHelpers; uses
Chorizite.Core.Render.Enums.TextureFormat which Core gets transitively
via the still-present WB project refs).
T3/T4 boundary interims:
- WbMeshAdapter._graphicsDevice stays Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice
(T4 will swap it when ObjectMeshManager is extracted).
- OpenGLGraphicsDevice.ParticleBatcher deferred to null! (T4 extracts
ParticleBatcher alongside ObjectMeshManager; can't pass `this` of our
new type to the WB-original ctor before T4).
- ManagedGLTextureArray uses our TextureHelpers via explicit alias.
- IUniformBuffer is in Chorizite.Core.dll under Chorizite.OpenGLSDLBackend
namespace (unusual packaging); resolved via type alias.
- AcDream.App.csproj gets explicit Chorizite.Core 0.0.18 PackageReference
(IUniformBuffer + other Chorizite.Core types now used directly in App).
Build green. Test baseline 1147+8 maintained (1902 passing, 8 pre-existing
MotionInterpreterTests failures unrelated to T3).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>