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>
77 lines
2.8 KiB
C#
77 lines
2.8 KiB
C#
using Chorizite.Core.Render.Enums;
|
|
using Chorizite.Core.Render.Vertex;
|
|
using Silk.NET.OpenGL;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using VertexAttribType = Silk.NET.OpenGL.VertexAttribType;
|
|
|
|
namespace AcDream.App.Rendering.Wb {
|
|
public unsafe class ManagedGLVertexArray : IVertexArray {
|
|
private readonly OpenGLGraphicsDevice _device;
|
|
private GL GL => _device.GL;
|
|
private uint _vaoId = 0;
|
|
|
|
public ManagedGLVertexArray(OpenGLGraphicsDevice device, IVertexBuffer buffer, VertexFormat format) {
|
|
_device = device;
|
|
|
|
// Generate the vertex array
|
|
_vaoId = GL.GenVertexArray();
|
|
GLHelpers.CheckErrors(GL);
|
|
|
|
if (_vaoId == 0) {
|
|
throw new Exception("Failed to generate vertex array.");
|
|
}
|
|
GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.VAO);
|
|
|
|
SetVertexBuffer(buffer, format);
|
|
}
|
|
|
|
public void SetVertexBuffer(IVertexBuffer buffer, VertexFormat format) {
|
|
GL.BindVertexArray(_vaoId);
|
|
GLHelpers.CheckErrors(GL);
|
|
buffer.Bind();
|
|
for (int i = 0; i < format.Attributes.Length; i++) {
|
|
var attr = format.Attributes[i];
|
|
GL.EnableVertexAttribArray((uint)i);
|
|
GLHelpers.CheckErrors(GL);
|
|
GL.VertexAttribPointer((uint)i, attr.Size, Convert(attr.Type), attr.Normalized, (uint)format.Stride, attr.Offset);
|
|
GLHelpers.CheckErrors(GL);
|
|
}
|
|
GL.BindVertexArray(0);
|
|
GLHelpers.CheckErrors(GL);
|
|
}
|
|
|
|
private GLEnum Convert(Chorizite.Core.Render.Enums.VertexAttribType type) => type switch {
|
|
Chorizite.Core.Render.Enums.VertexAttribType.Float => GLEnum.Float,
|
|
Chorizite.Core.Render.Enums.VertexAttribType.Int => GLEnum.Int,
|
|
Chorizite.Core.Render.Enums.VertexAttribType.UnsignedInt => GLEnum.UnsignedInt,
|
|
Chorizite.Core.Render.Enums.VertexAttribType.UnsignedByte => GLEnum.UnsignedByte,
|
|
Chorizite.Core.Render.Enums.VertexAttribType.Byte => GLEnum.Byte,
|
|
_ => throw new NotSupportedException()
|
|
};
|
|
|
|
public void Bind() {
|
|
GL.BindVertexArray(_vaoId);
|
|
GLHelpers.CheckErrors(GL);
|
|
}
|
|
|
|
public void Unbind() {
|
|
GL.BindVertexArray(0);
|
|
GLHelpers.CheckErrors(GL);
|
|
}
|
|
|
|
public void Dispose() {
|
|
_device.QueueGLAction(GL => {
|
|
if (_vaoId != 0) {
|
|
GL.DeleteVertexArray(_vaoId);
|
|
GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.VAO);
|
|
_vaoId = 0;
|
|
}
|
|
GLHelpers.CheckErrors(GL);
|
|
});
|
|
}
|
|
}
|
|
}
|