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2 commits

Author SHA1 Message Date
Erik
dc722e70bd feat(O-T7): drop WB project references; complete extraction
End of Phase O extraction. Final cleanup:

- Dropped <ProjectReference> entries to WorldBuilder.Shared and
  Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and
  AcDream.Core.csproj.
- Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj
  (needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum;
  previously transitive through the WB project ref).
- Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12)
  as direct PackageReferences to AcDream.App.csproj — previously transitive
  via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager.

Item A (BaseObjectRenderManager static fields):
- Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs
  static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers
  (ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher)
  all reference RenderStateCache.* instead of BaseObjectRenderManager.*.
- Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from
  WbDrawDispatcher (which had it only as a dead import).

Item B (ActiveParticleEmitter.ObjectLandblock):
- ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased
  to ulong? — both fields are stored but never read by any consumer in our codebase.
- Dropped both WB using directives from ActiveParticleEmitter.cs.

Item C (IDatReaderWriter / IDatDatabase):
- Verbatim copy of both interfaces into IDatReaderWriter.cs in
  AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager
  already live in that namespace, so no using changes needed.
- Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and
  ObjectMeshManager.cs.

Additional extractions required by the reference drop:
- GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils
  (float-precision overloads only; Vector3d double-precision overloads omitted —
  ObjectMeshManager uses only the float versions).
- Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs.

WbMeshAdapter.cs cleanup (spec O-D12):
- Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call.
- Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) —
  its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId
  dependency goes with this commit.
- Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick().
- Simplified Tick() to a clean drain loop.

Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep;
job done.

Verified acceptance criteria:
- Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj.
- Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/.
- DefaultDatReaderWriter referenced in zero places in src/ (comments only).

Build green (0 warnings, 0 errors).
Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass,
8 pre-existing failures (unchanged from baseline — physics/input tests
unrelated to this change).

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>
2026-05-21 17:17:33 +02:00
Erik
4cc38805b5 feat(O-T3): extract GL infrastructure to AcDream.App
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>
2026-05-21 16:00:31 +02:00