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>
24 lines
966 B
C#
24 lines
966 B
C#
using System.Numerics;
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using System.Runtime.InteropServices;
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namespace AcDream.App.Rendering.Wb {
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/// <summary>
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/// Global scene data for Uniform Buffer Object (UBO)
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 16)]
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public struct SceneData {
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public Matrix4x4 View; // 64 bytes
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public Matrix4x4 Projection; // 64 bytes
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public Matrix4x4 ViewProjection; // 64 bytes
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public Vector3 CameraPosition; // 12 bytes
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private float _padding1; // 4 bytes
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public Vector3 LightDirection; // 12 bytes
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private float _padding2; // 4 bytes
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public Vector3 SunlightColor; // 12 bytes
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private float _padding3; // 4 bytes
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public Vector3 AmbientColor; // 12 bytes
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public float SpecularPower; // 4 bytes
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public Vector2 ViewportSize; // 8 bytes
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private Vector2 _padding4; // 8 bytes
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}
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}
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