using System; using System.Collections.Generic; using AcDream.Core.Meshing; using AcDream.Core.Rendering; using DatReaderWriter; using DatReaderWriter.DBObjs; using Microsoft.Extensions.Logging; using Microsoft.Extensions.Logging.Abstractions; using Silk.NET.OpenGL; 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. /// /// /// As of Phase O-T7, all DAT I/O routes through /// (backed by our shared ) — the separate /// DefaultDatReaderWriter file-handle set has been removed. /// /// public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter { private readonly OpenGLGraphicsDevice? _graphicsDevice; 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 → DatCollectionAdapter /// → ObjectMeshManager. /// /// Active Silk.NET GL context. Must be bound to the current /// thread (construction runs GL queries; call from OnLoad). /// 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, DatCollection dats, ILogger logger) { ArgumentNullException.ThrowIfNull(gl); ArgumentNullException.ThrowIfNull(dats); ArgumentNullException.ThrowIfNull(logger); _dats = dats; _graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings()); _graphicsDevice.ParticleBatcher = new ParticleBatcher(_graphicsDevice); // ConsoleErrorLogger surfaces WB's silently-caught exceptions // (ObjectMeshManager.PrepareMeshData try/catch at line ~589). _meshManager = new ObjectMeshManager( _graphicsDevice, new DatCollectionAdapter(dats), new ConsoleErrorLogger()); } /// /// Minimal Console-backed logger that fires only on /// and above. Format: /// [wb-error] <message> /// [wb-error] <ExceptionType>: <ExceptionMessage> /// [wb-error] at <frame> (up to 5 frames) /// Used to surface WB's silently-caught exceptions in /// ObjectMeshManager.PrepareMeshData. /// private sealed class ConsoleErrorLogger : ILogger { public IDisposable BeginScope(TState state) where TState : notnull => NullScope.Instance; public bool IsEnabled(LogLevel logLevel) => logLevel >= LogLevel.Error; public void Log( LogLevel logLevel, EventId eventId, TState state, Exception? exception, Func formatter) { if (!IsEnabled(logLevel)) return; var message = formatter(state, exception); Console.WriteLine($"[wb-error] {message}"); if (exception is not null) { Console.WriteLine($"[wb-error] {exception.GetType().Name}: {exception.Message}"); var stack = (exception.StackTrace ?? "") .Split(new[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries) .Take(5); foreach (var s in stack) Console.WriteLine($"[wb-error] {s.Trim()}"); } } private sealed class NullScope : IDisposable { public static readonly NullScope Instance = new(); public void Dispose() { } } } 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(); _graphicsDevice?.Dispose(); } }