using System;
using System.Collections.Generic;
using AcDream.Core.Meshing;
using Chorizite.OpenGLSDLBackend;
using Chorizite.OpenGLSDLBackend.Lib;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Logging.Abstractions;
using Silk.NET.OpenGL;
using WorldBuilder.Shared.Models;
using WorldBuilder.Shared.Services;
namespace AcDream.App.Rendering.Wb;
///
/// Single seam between acdream and WB's render pipeline. Owns the
/// ObjectMeshManager instance and exposes a stable acdream-shaped API
/// so the rest of the renderer doesn't need to know about WB's types directly.
///
///
/// The adapter constructs its own DefaultDatReaderWriter internally; it
/// does NOT share file handles with our DatCollection. This duplicates
/// index-cache memory (~50–100 MB) but keeps the two subsystems fully decoupled.
/// Acceptable for Phase N.4 foundation work (plan Adjustment 1).
///
///
public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
{
private readonly OpenGLGraphicsDevice? _graphicsDevice;
private readonly DefaultDatReaderWriter? _wbDats;
private readonly ObjectMeshManager? _meshManager;
private readonly DatCollection? _dats;
private readonly AcSurfaceMetadataTable _metadataTable = new();
private readonly HashSet _metadataPopulated = new();
///
/// True when this instance was created via ;
/// all public methods no-op when uninitialized.
///
private readonly bool _isUninitialized;
private bool _disposed;
///
/// Constructs the full WB pipeline: OpenGLGraphicsDevice → DefaultDatReaderWriter
/// → ObjectMeshManager.
///
/// Active Silk.NET GL context. Must be bound to the current
/// thread (construction runs GL queries; call from OnLoad).
/// Path to the dat directory (same as the one supplied
/// to our DatCollection). DefaultDatReaderWriter opens its own file handles.
/// acdream's DatCollection, used to populate the surface
/// metadata side-table via GfxObjMesh.Build. Shares file handles with
/// the rest of the client; read-only access from the render thread.
/// Logger for the adapter; ObjectMeshManager uses
/// NullLogger internally.
public WbMeshAdapter(GL gl, string datDir, DatCollection dats, ILogger logger)
{
ArgumentNullException.ThrowIfNull(gl);
ArgumentNullException.ThrowIfNull(datDir);
ArgumentNullException.ThrowIfNull(dats);
ArgumentNullException.ThrowIfNull(logger);
_dats = dats;
_graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings());
_wbDats = new DefaultDatReaderWriter(datDir);
_meshManager = new ObjectMeshManager(
_graphicsDevice,
_wbDats,
NullLogger.Instance);
}
private WbMeshAdapter()
{
// Uninitialized constructor — only for tests / flag-off cases where
// the caller wants a Dispose-safe no-op instance.
_isUninitialized = true;
}
/// Test/init helper — produces a Dispose-safe instance with no
/// underlying mesh manager. Public methods are all no-ops.
public static WbMeshAdapter CreateUninitialized() => new();
///
/// The surface metadata side-table populated on each first
/// . Queried by the draw dispatcher
/// to determine translucency, luminosity, and fog behavior per batch.
///
public AcSurfaceMetadataTable MetadataTable => _metadataTable;
///
/// Returns the WB render data for , or null if not
/// yet uploaded or if this adapter is uninitialized. Increments WB's
/// internal usage counter — use for
/// render-loop lookups that should not affect lifecycle.
///
public ObjectRenderData? GetRenderData(ulong id)
{
if (_isUninitialized || _meshManager is null) return null;
return _meshManager.GetRenderData(id);
}
///
/// Returns the WB render data for without
/// modifying reference counts. Returns null if the mesh is not yet
/// uploaded. Safe for render-loop lookups.
///
public ObjectRenderData? TryGetRenderData(ulong id)
{
if (_isUninitialized || _meshManager is null) return null;
return _meshManager.TryGetRenderData(id);
}
///
public void IncrementRefCount(ulong id)
{
if (_isUninitialized || _meshManager is null) return;
_meshManager.IncrementRefCount(id);
if (_metadataPopulated.Add(id))
{
PopulateMetadata(id);
// WB's IncrementRefCount alone only bumps a usage counter; it does
// NOT trigger mesh loading. We must explicitly call PrepareMeshDataAsync
// so the background workers actually decode the GfxObj. The result
// auto-enqueues into _stagedMeshData (ObjectMeshManager line 510),
// which Tick() drains onto the GPU. Until that completes,
// TryGetRenderData(id) returns null and the dispatcher silently
// skips the entity — standard streaming flicker.
//
// isSetup: false — acdream's MeshRefs already carry expanded
// per-part GfxObj ids (0x01XXXXXX). WB's Setup-expansion path is
// unused.
_ = _meshManager.PrepareMeshDataAsync(id, isSetup: false);
}
}
///
public void DecrementRefCount(ulong id)
{
if (_isUninitialized || _meshManager is null) return;
_meshManager.DecrementRefCount(id);
}
///
/// Per-frame drain of the WB pipeline's main-thread work queues. MUST be
/// called once per frame from the render thread. Without this, the staged
/// mesh data queue grows unbounded (memory leak) and queued GL actions
/// never execute.
///
///
/// Order matters: ProcessGLQueue runs first to apply any pending GL
/// state changes (e.g., texture uploads queued by background workers
/// during mesh prep). Then we drain staged mesh data, calling
/// UploadMeshData on each item to materialize the actual GL VAO /
/// VBO / IBO resources. After Tick, GetRenderData for any id
/// previously passed to IncrementRefCount may return non-null.
///
///
///
/// No-op when the adapter is uninitialized (e.g., flag is off and the
/// adapter was constructed via CreateUninitialized).
///
///
public void Tick()
{
if (_isUninitialized) return;
if (_disposed) return;
_graphicsDevice!.ProcessGLQueue();
while (_meshManager!.StagedMeshData.TryDequeue(out var meshData))
{
_meshManager.UploadMeshData(meshData);
}
}
private void PopulateMetadata(ulong id)
{
if (_dats is null) return;
if (!_dats.Portal.TryGet((uint)id, out var gfxObj)) return;
var subMeshes = GfxObjMesh.Build(gfxObj, _dats);
for (int i = 0; i < subMeshes.Count; i++)
{
var sm = subMeshes[i];
_metadataTable.Add(id, i, new AcSurfaceMetadata(
sm.Translucency, sm.Luminosity, sm.Diffuse,
sm.SurfOpacity, sm.NeedsUvRepeat, sm.DisableFog));
}
}
///
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_meshManager?.Dispose();
_wbDats?.Dispose();
_graphicsDevice?.Dispose();
}
}