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>
65 lines
2 KiB
C#
65 lines
2 KiB
C#
using System;
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using AcDream.App.Rendering.Wb;
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using Microsoft.Extensions.Logging.Abstractions;
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using Silk.NET.OpenGL;
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namespace AcDream.Core.Tests.Rendering.Wb;
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public sealed class WbMeshAdapterTests
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{
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[Fact]
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public void Construct_WithNullGl_ThrowsArgumentNull()
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{
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// GL is the first guarded parameter; verifies the constructor validates inputs.
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// We can't pass a real GL (no context in tests), so we verify only the
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// null-GL guard. The real pipeline is tested via integration.
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Assert.Throws<ArgumentNullException>(() =>
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new WbMeshAdapter(gl: null!, datDir: "some/path", dats: null!, logger: NullLogger<WbMeshAdapter>.Instance));
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}
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[Fact]
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public void Dispose_OnUninitializedAdapter_DoesNotThrow()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.Dispose(); // no-op when fields are null
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adapter.Dispose(); // idempotent
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}
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[Fact]
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public void IncrementRefCount_OnUninitializedAdapter_NoOps()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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// Should not throw, even though there's no underlying mesh manager.
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adapter.IncrementRefCount(0x01000001ul);
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}
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[Fact]
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public void DecrementRefCount_OnUninitializedAdapter_NoOps()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.DecrementRefCount(0x01000001ul);
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}
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[Fact]
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public void GetRenderData_OnUninitializedAdapter_ReturnsNull()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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Assert.Null(adapter.GetRenderData(0x01000001ul));
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}
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[Fact]
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public void Tick_OnUninitializedAdapter_DoesNotThrow()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.Tick(); // no-op, no throw
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adapter.Tick(); // idempotent
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}
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[Fact]
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public void Tick_AfterDispose_DoesNotThrow()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.Dispose();
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adapter.Tick(); // no-op, no throw
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}
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}
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