acdream/src/AcDream.App/Rendering/Wb/DebugRenderSettings.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

28 lines
1.8 KiB
C#

using System.Numerics;
namespace AcDream.App.Rendering.Wb {
// Extracted verbatim from WorldBuilder.Shared/Models/DebugRenderSettings.cs.
// LandscapeColorsSettings dependency (editor-only, CommunityToolkit.Mvvm) stripped;
// default color values inlined from LandscapeColorsSettings field initializers.
public class DebugRenderSettings {
public bool ShowBoundingBoxes { get; set; } = false;
public bool SelectVertices { get; set; } = true;
public bool SelectBuildings { get; set; } = true;
public bool SelectStaticObjects { get; set; } = true;
public bool SelectScenery { get; set; } = false;
public bool SelectEnvCells { get; set; } = true;
public bool SelectEnvCellStaticObjects { get; set; } = true;
public bool SelectPortals { get; set; } = true;
public bool ShowDisqualifiedScenery { get; set; } = true;
public bool EnableAnisotropicFiltering { get; set; } = true;
// Default colors inlined from LandscapeColorsSettings field initializers
public Vector4 VertexColor { get; set; } = new Vector4(0.7882353f, 0.34901962f, 0.2901961f, 1.0f);
public Vector4 BuildingColor { get; set; } = new Vector4(0.76862746f, 0.5803922f, 0.25882354f, 1.0f);
public Vector4 StaticObjectColor { get; set; } = new Vector4(0.37254903f, 0.88235295f, 0.9019608f, 1.0f);
public Vector4 SceneryColor { get; set; } = new Vector4(0.45490196f, 0.72156864f, 0.32156864f, 1.0f);
public Vector4 EnvCellColor { get; set; } = new Vector4(0.5294118f, 0.44705883f, 0.7882353f, 1.0f);
public Vector4 EnvCellStaticObjectColor { get; set; } = new Vector4(0f, 0.49803922f, 1f, 1.0f);
public Vector4 PortalColor { get; set; } = new Vector4(1f, 0f, 1f, 1.0f);
}
}