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(); } }