acdream/src/AcDream.App/Rendering/Wb/SceneData.cs
Erik 4cc38805b5 feat(O-T3): extract GL infrastructure to AcDream.App
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>
2026-05-21 16:00:31 +02:00

24 lines
966 B
C#

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