WbDrawDispatcher draws all entities through WB's ObjectRenderData (VAO/VBO per GfxObj, per-batch IBO) using acdream's TextureCache for texture resolution. Two-pass rendering (opaque+ClipMap, then translucent) matching the existing InstancedMeshRenderer pattern. Per-entity single-instance drawing for N.4 simplicity — true instancing grouping deferred to N.6. Atlas-tier entities: mesh from WB, texture from TextureCache via batch SurfaceId. Per-instance-tier entities: AnimatedEntityState drives part overrides + hidden-parts, palette/surface overrides resolve through TextureCache's composite-key caches. Side-table population (Task 23 folded in): WbMeshAdapter now takes DatCollection and populates AcSurfaceMetadataTable on first IncrementRefCount per GfxObj. The side-table provides TranslucencyKind (critical for ClipMap alpha-test on vegetation) plus Luminosity, Diffuse, SurfOpacity, NeedsUvRepeat, DisableFog for sky-pass and lighting. GameWindow wiring: when WbFoundationFlag is enabled, WbDrawDispatcher draws everything and InstancedMeshRenderer is skipped. Flag-off path is unchanged. Matrix composition: restPose * animOverride * entityWorld, matching the spec. Three MatrixCompositionTests verify the contract. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
364 lines
14 KiB
C#
364 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Meshing;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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using Chorizite.OpenGLSDLBackend.Lib;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Draws entities using WB's <see cref="ObjectRenderData"/> (VAO/VBO per GfxObj,
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/// per-batch IBO) with acdream's <see cref="TextureCache"/> for texture resolution
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/// and <see cref="AcSurfaceMetadataTable"/> for translucency classification.
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///
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/// <para>
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/// <b>Atlas-tier</b> entities (<c>ServerGuid == 0</c>): mesh data comes from WB's
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/// <see cref="ObjectMeshManager"/> via <see cref="WbMeshAdapter.TryGetRenderData"/>.
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/// Textures resolve through <see cref="TextureCache.GetOrUpload"/> using the batch's
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/// <c>SurfaceId</c>.
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/// </para>
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///
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/// <para>
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/// <b>Per-instance-tier</b> entities (<c>ServerGuid != 0</c>): mesh data also from
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/// WB, but textures resolve through <see cref="TextureCache"/> with palette and
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/// surface overrides applied. Part overrides and hidden-parts from
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/// <see cref="AnimatedEntityState"/> control which GfxObj renders per part.
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/// </para>
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///
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/// <para>
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/// <b>GL strategy:</b> per-entity single-instance drawing. Each draw call uploads
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/// one model matrix to the instance VBO, binds WB's VAO (with instance attribute
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/// slots patched on first use), binds the batch's IBO, and calls DrawElements with
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/// instance count 1. True instancing grouping deferred to N.6.
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/// </para>
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///
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/// <para>
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/// <b>Shader:</b> reuses <c>mesh_instanced</c> (vert locations 0-2 = Position/
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/// Normal/UV from WB's <c>VertexPositionNormalTexture</c>; locations 3-6 = instance
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/// matrix from our VBO). WB's 32-byte vertex stride is compatible.
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/// </para>
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/// </summary>
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public sealed unsafe class WbDrawDispatcher : IDisposable
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{
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private readonly GL _gl;
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private readonly Shader _shader;
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private readonly TextureCache _textures;
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private readonly WbMeshAdapter _meshAdapter;
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private readonly EntitySpawnAdapter _entitySpawnAdapter;
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private readonly uint _instanceVbo;
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private readonly float[] _matrixBuf = new float[16];
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private readonly HashSet<uint> _patchedVaos = new();
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private bool _disposed;
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public WbDrawDispatcher(
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GL gl,
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Shader shader,
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TextureCache textures,
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WbMeshAdapter meshAdapter,
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EntitySpawnAdapter entitySpawnAdapter)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ArgumentNullException.ThrowIfNull(shader);
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ArgumentNullException.ThrowIfNull(textures);
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ArgumentNullException.ThrowIfNull(meshAdapter);
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ArgumentNullException.ThrowIfNull(entitySpawnAdapter);
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_gl = gl;
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_shader = shader;
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_textures = textures;
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_meshAdapter = meshAdapter;
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_entitySpawnAdapter = entitySpawnAdapter;
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_instanceVbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
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_gl.BufferData(BufferTargetARB.ArrayBuffer, 64, null, BufferUsageARB.DynamicDraw);
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}
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public static Matrix4x4 ComposePartWorldMatrix(
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Matrix4x4 entityWorld,
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Matrix4x4 animOverride,
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Matrix4x4 restPose)
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=> restPose * animOverride * entityWorld;
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public void Draw(
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ICamera camera,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax, IReadOnlyList<WorldEntity> Entities)> landblockEntries,
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FrustumPlanes? frustum = null,
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uint? neverCullLandblockId = null,
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HashSet<uint>? visibleCellIds = null,
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HashSet<uint>? animatedEntityIds = null)
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{
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_shader.Use();
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var vp = camera.View * camera.Projection;
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_shader.SetMatrix4("uViewProjection", vp);
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var metaTable = _meshAdapter.MetadataTable;
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// Collect visible entities into opaque and translucent lists for two-pass rendering.
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// We walk entities once and classify each (entity, meshRef, batch) triple.
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var opaqueDraws = new List<DrawItem>();
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var translucentDraws = new List<DrawItem>();
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foreach (var entry in landblockEntries)
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{
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bool landblockVisible = frustum is null
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|| entry.LandblockId == neverCullLandblockId
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|| FrustumCuller.IsAabbVisible(frustum.Value, entry.AabbMin, entry.AabbMax);
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if (!landblockVisible && (animatedEntityIds is null || animatedEntityIds.Count == 0))
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continue;
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foreach (var entity in entry.Entities)
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{
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if (entity.MeshRefs.Count == 0) continue;
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bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
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if (!landblockVisible && !isAnimated) continue;
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if (entity.ParentCellId.HasValue && visibleCellIds is not null
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&& !visibleCellIds.Contains(entity.ParentCellId.Value))
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continue;
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var entityWorld =
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Matrix4x4.CreateFromQuaternion(entity.Rotation) *
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Matrix4x4.CreateTranslation(entity.Position);
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bool isPerInstance = entity.ServerGuid != 0;
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AnimatedEntityState? animState = isPerInstance
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? _entitySpawnAdapter.GetState(entity.ServerGuid)
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: null;
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for (int partIdx = 0; partIdx < entity.MeshRefs.Count; partIdx++)
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{
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if (animState is not null && animState.IsPartHidden(partIdx))
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continue;
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var meshRef = entity.MeshRefs[partIdx];
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ulong gfxObjId = meshRef.GfxObjId;
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if (animState is not null)
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gfxObjId = animState.ResolvePartGfxObj(partIdx, gfxObjId);
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var renderData = _meshAdapter.TryGetRenderData(gfxObjId);
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if (renderData is null) continue;
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// For Setup objects, WB stores sub-parts in SetupParts. For
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// single GfxObjs, SetupParts is empty and the render data
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// itself contains the batches.
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if (renderData.IsSetup && renderData.SetupParts.Count > 0)
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{
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foreach (var (partGfxObjId, partTransform) in renderData.SetupParts)
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{
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var partData = _meshAdapter.TryGetRenderData(partGfxObjId);
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if (partData is null) continue;
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var model = ComposePartWorldMatrix(
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entityWorld, meshRef.PartTransform, partTransform);
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ClassifyBatches(partData, partGfxObjId, model,
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entity, meshRef, metaTable, opaqueDraws, translucentDraws);
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}
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}
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else
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{
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var model = meshRef.PartTransform * entityWorld;
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ClassifyBatches(renderData, gfxObjId, model,
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entity, meshRef, metaTable, opaqueDraws, translucentDraws);
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}
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}
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}
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}
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// ── Pass 1: Opaque + ClipMap ─────────────────────────────────────────
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if (string.Equals(Environment.GetEnvironmentVariable("ACDREAM_NO_CULL"), "1", StringComparison.Ordinal))
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_gl.Disable(EnableCap.CullFace);
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foreach (var item in opaqueDraws)
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{
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_shader.SetInt("uTranslucencyKind", (int)item.Translucency);
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UploadMatrixAndDraw(item);
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}
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// ── Pass 2: Translucent ──────────────────────────────────────────────
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_gl.Enable(EnableCap.Blend);
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_gl.DepthMask(false);
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if (string.Equals(Environment.GetEnvironmentVariable("ACDREAM_NO_CULL"), "1", StringComparison.Ordinal))
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{
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_gl.Disable(EnableCap.CullFace);
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}
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else
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{
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_gl.Enable(EnableCap.CullFace);
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_gl.CullFace(TriangleFace.Back);
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_gl.FrontFace(FrontFaceDirection.Ccw);
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}
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foreach (var item in translucentDraws)
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{
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switch (item.Translucency)
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{
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case TranslucencyKind.Additive:
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
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break;
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case TranslucencyKind.InvAlpha:
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_gl.BlendFunc(BlendingFactor.OneMinusSrcAlpha, BlendingFactor.SrcAlpha);
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break;
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default:
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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break;
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}
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_shader.SetInt("uTranslucencyKind", (int)item.Translucency);
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UploadMatrixAndDraw(item);
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}
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_gl.DepthMask(true);
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_gl.Disable(EnableCap.Blend);
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_gl.Disable(EnableCap.CullFace);
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_gl.BindVertexArray(0);
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}
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private void ClassifyBatches(
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ObjectRenderData renderData,
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ulong gfxObjId,
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Matrix4x4 model,
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WorldEntity entity,
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MeshRef meshRef,
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AcSurfaceMetadataTable metaTable,
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List<DrawItem> opaqueDraws,
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List<DrawItem> translucentDraws)
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{
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for (int batchIdx = 0; batchIdx < renderData.Batches.Count; batchIdx++)
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{
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var batch = renderData.Batches[batchIdx];
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TranslucencyKind translucency;
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if (metaTable.TryLookup(gfxObjId, batchIdx, out var meta))
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{
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translucency = meta.Translucency;
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}
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else
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{
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// Fallback: derive from WB batch flags.
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translucency = batch.IsAdditive ? TranslucencyKind.Additive
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: batch.IsTransparent ? TranslucencyKind.AlphaBlend
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: TranslucencyKind.Opaque;
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}
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uint texHandle = ResolveTexture(entity, meshRef, batch);
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if (texHandle == 0) continue;
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var item = new DrawItem
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{
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Vao = renderData.VAO,
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Ibo = batch.IBO,
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IndexCount = batch.IndexCount,
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Model = model,
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TextureHandle = texHandle,
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Translucency = translucency,
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};
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if (translucency == TranslucencyKind.Opaque || translucency == TranslucencyKind.ClipMap)
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opaqueDraws.Add(item);
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else
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translucentDraws.Add(item);
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}
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}
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private uint ResolveTexture(WorldEntity entity, MeshRef meshRef, ObjectRenderBatch batch)
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{
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uint surfaceId = batch.SurfaceId;
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if (surfaceId == 0) return 0;
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uint overrideOrigTex = 0;
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bool hasOrigTexOverride = meshRef.SurfaceOverrides is not null
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&& meshRef.SurfaceOverrides.TryGetValue(surfaceId, out overrideOrigTex);
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uint? origTexOverride = hasOrigTexOverride ? overrideOrigTex : (uint?)null;
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if (entity.PaletteOverride is not null)
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{
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return _textures.GetOrUploadWithPaletteOverride(
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surfaceId, origTexOverride, entity.PaletteOverride);
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}
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else if (hasOrigTexOverride)
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{
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return _textures.GetOrUploadWithOrigTextureOverride(surfaceId, overrideOrigTex);
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}
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else
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{
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return _textures.GetOrUpload(surfaceId);
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}
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}
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private void EnsureInstanceAttribs(uint vao)
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{
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if (!_patchedVaos.Add(vao)) return;
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_gl.BindVertexArray(vao);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
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for (uint row = 0; row < 4; row++)
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{
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uint loc = 3 + row;
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_gl.EnableVertexAttribArray(loc);
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_gl.VertexAttribPointer(loc, 4, VertexAttribPointerType.Float, false, 64, (void*)(row * 16));
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_gl.VertexAttribDivisor(loc, 1);
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}
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}
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private void UploadMatrixAndDraw(in DrawItem item)
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{
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WriteMatrix(_matrixBuf, 0, item.Model);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
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fixed (float* p = _matrixBuf)
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_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, 64, p);
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EnsureInstanceAttribs(item.Vao);
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_gl.BindVertexArray(item.Vao);
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// Re-point instance attributes to offset 0 (single matrix).
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
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for (uint row = 0; row < 4; row++)
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_gl.VertexAttribPointer(3 + row, 4, VertexAttribPointerType.Float, false, 64, (void*)(row * 16));
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_gl.ActiveTexture(TextureUnit.Texture0);
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_gl.BindTexture(TextureTarget.Texture2D, item.TextureHandle);
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, item.Ibo);
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_gl.DrawElementsInstanced(PrimitiveType.Triangles,
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(uint)item.IndexCount, DrawElementsType.UnsignedShort,
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(void*)0, 1);
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}
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private static void WriteMatrix(float[] buf, int offset, in Matrix4x4 m)
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{
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buf[offset + 0] = m.M11; buf[offset + 1] = m.M12; buf[offset + 2] = m.M13; buf[offset + 3] = m.M14;
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buf[offset + 4] = m.M21; buf[offset + 5] = m.M22; buf[offset + 6] = m.M23; buf[offset + 7] = m.M24;
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buf[offset + 8] = m.M31; buf[offset + 9] = m.M32; buf[offset + 10] = m.M33; buf[offset + 11] = m.M34;
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buf[offset + 12] = m.M41; buf[offset + 13] = m.M42; buf[offset + 14] = m.M43; buf[offset + 15] = m.M44;
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_gl.DeleteBuffer(_instanceVbo);
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}
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private struct DrawItem
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{
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public uint Vao;
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public uint Ibo;
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public int IndexCount;
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public Matrix4x4 Model;
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public uint TextureHandle;
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public TranslucencyKind Translucency;
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}
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}
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