acdream/src/AcDream.App/Rendering/Wb/EdgeLineBuilder.cs
Erik d16d8cd4e5 feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
Phase O Task 4: extract the WB mesh pipeline (ObjectMeshManager + 7 support files)
from references/WorldBuilder into src/AcDream.App/Rendering/Wb/ and bridge dat I/O
through our DatCollection via a thin DatCollectionAdapter.

O-D7 adapter path taken: ObjectMeshManager has 26 _dats.X call sites (threshold 20),
so a DatCollectionAdapter : IDatReaderWriter is introduced rather than refactoring
ObjectMeshManager's internal dat access directly.

Files added (verbatim copies, namespace-only changes):
- ObjectMeshManager.cs — mesh pipeline hub; IDatReaderWriter field satisfied by adapter
- GlobalMeshBuffer.cs — single global VAO/VBO/IBO manager
- EdgeLineBuilder.cs — wireframe edge geometry from CellStruct polygons
- ModernRenderData.cs — ModernBatchData + LandblockMdiCommand structs
- TextureAtlasManager.cs — texture array grouping by (Width, Height, Format)
- ParticleBatcher.cs — GPU particle batching; T4 interim uses BaseObjectRenderManager
  static fields from Chorizite.OpenGLSDLBackend.Lib (stays until T7)
- ParticleEmitterRenderer.cs — per-emitter particle lifecycle + rendering
- ActiveParticleEmitter.cs — wrapper holding renderer + part index + local offset
- DatCollectionAdapter.cs — NEW: bridges DatCollection → IDatReaderWriter; implements
  ResolveId() via DatDatabase.TypeFromId + Tree.TryGetFile in HighRes→Portal→Language→Cell
  order matching DefaultDatReaderWriter; DatDatabaseWrapper wraps DatDatabase as IDatDatabase

WbMeshAdapter.cs changes (T4 Step 6):
- _graphicsDevice switched from Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice to
  extracted AcDream.App.Rendering.Wb.OpenGLGraphicsDevice
- ParticleBatcher = new ParticleBatcher(_graphicsDevice) restored (T3 had null! placeholder)
- ObjectMeshManager now constructed with new DatCollectionAdapter(dats) instead of _wbDats
- _wbDats field + its construction + disposal + [indoor-upload] NULL_RESULT diagnostic block
  left intact — T7 cleanup removes these once WorldBuilder project ref is dropped

EmbeddedResourceReader.cs: replaced assembly manifest lookup (wrong prefix for our assembly)
with disk-based lookup mapping "Shaders.Particle.vert" → Rendering/Shaders/wb_particle.vert;
consistent with all other acdream shaders.

wb_particle.vert / wb_particle.frag: WB particle shaders copied verbatim with wb_ prefix
to distinguish from acdream's own particle.vert.

OpenGLGraphicsDevice.cs: ParticleBatcher property type updated to extracted ParticleBatcher;
setter changed from private to internal so WbMeshAdapter (same assembly) can assign post-ctor.

Build: green (0 errors, 0 warnings in AcDream.App).
Tests: 1147+8 baseline maintained (8 pre-existing failures unchanged).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-21 16:37:55 +02:00

134 lines
4.5 KiB
C#

using System.Numerics;
using DatReaderWriter.Types;
namespace AcDream.App.Rendering.Wb {
public static class EdgeLineBuilder {
public static List<Vector3> BuildEdgeLines(CellStruct cellStruct) {
var edgeMap = new Dictionary<EdgeKey, List<Edge>>();
foreach (var kvp in cellStruct.Polygons) {
var polyIdx = kvp.Key;
var vertexIds = kvp.Value.VertexIds;
var v0 = cellStruct.VertexArray.Vertices[(ushort)vertexIds[0]].Origin;
// AC polys can either be triangles or triangle fans
for (var i = 1; i < vertexIds.Count - 1; i++) {
var v1 = cellStruct.VertexArray.Vertices[(ushort)vertexIds[i]].Origin;
var v2 = cellStruct.VertexArray.Vertices[(ushort)vertexIds[i + 1]].Origin;
AddEdge(edgeMap, polyIdx, v0, v1);
AddEdge(edgeMap, polyIdx, v1, v2);
AddEdge(edgeMap, polyIdx, v2, v0);
}
}
var output = new List<Vector3>();
var processedEdges = new HashSet<EdgeKey>();
foreach (var kvp in edgeMap) {
var edgeKey = kvp.Key;
var edgeList = kvp.Value;
if (processedEdges.Contains(edgeKey)) continue;
processedEdges.Add(edgeKey);
if (edgeList.Count == 2) {
var poly1 = cellStruct.Polygons[edgeList[0].PolyIdx];
var poly2 = cellStruct.Polygons[edgeList[1].PolyIdx];
if (HaveSameTexture(poly1, poly2) && IsCoplanar(poly1, poly2, cellStruct))
continue;
}
output.Add(edgeList[0].P0);
output.Add(edgeList[0].P1);
}
return output;
}
private static void AddEdge(Dictionary<EdgeKey, List<Edge>> edgeMap, ushort polyIdx, Vector3 p0, Vector3 p1) {
var key = new EdgeKey(p0, p1);
var edge = new Edge(polyIdx, p0, p1);
if (!edgeMap.ContainsKey(key))
edgeMap[key] = new List<Edge>();
edgeMap[key].Add(edge);
}
private static bool HaveSameTexture(Polygon a, Polygon b) {
return a.PosSurface == b.PosSurface;
}
private static Vector3 CalculateNormal(Polygon poly, CellStruct cellStruct) {
var vertexIds = poly.VertexIds;
var verts = cellStruct.VertexArray.Vertices;
var v0 = verts[(ushort)vertexIds[0]];
var v1 = verts[(ushort)vertexIds[1]];
var v2 = verts[(ushort)vertexIds[2]];
var edge1 = v1.Origin - v0.Origin;
var edge2 = v2.Origin - v0.Origin;
return Vector3.Normalize(Vector3.Cross(edge1, edge2));
}
private static bool IsCoplanar(Polygon a, Polygon b, CellStruct cellStruct) {
var normA = CalculateNormal(a, cellStruct);
var normB = CalculateNormal(b, cellStruct);
var dp = Vector3.Dot(normA, normB);
// If dot product is 1 or -1, normals are parallel (coplanar)
// Allow for both same and opposite facing normals
const float tolerance = 0.01f;
return Math.Abs(Math.Abs(dp) - 1) < tolerance;
}
private class Edge {
public ushort PolyIdx { get; }
public Vector3 P0 { get; }
public Vector3 P1 { get; }
public Edge(ushort polyIdx, Vector3 p0, Vector3 p1) {
PolyIdx = polyIdx;
P0 = p0;
P1 = p1;
}
}
private class EdgeKey : IEquatable<EdgeKey> {
private readonly Vector3 _p0;
private readonly Vector3 _p1;
public EdgeKey(Vector3 p0, Vector3 p1) {
if (CompareVector3(p0, p1) > 0) {
_p0 = p1;
_p1 = p0;
}
else {
_p0 = p0;
_p1 = p1;
}
}
public bool Equals(EdgeKey? e) {
if (e == null) return false;
return _p0 == e._p0 && _p1 == e._p1;
}
public override int GetHashCode() {
return HashCode.Combine(_p0, _p1);
}
private static int CompareVector3(Vector3 a, Vector3 b) {
if (a.X != b.X) return a.X.CompareTo(b.X);
if (a.Y != b.Y) return a.Y.CompareTo(b.Y);
return a.Z.CompareTo(b.Z);
}
}
}
}