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

35 lines
1.4 KiB
C#

using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Configurable OpenGL texture parameters for wrap mode, filtering, mipmaps, and anisotropic filtering.
/// </summary>
public struct TextureParameters {
public TextureWrapMode WrapS;
public TextureWrapMode WrapT;
public TextureMinFilter MinFilter;
public TextureMagFilter MagFilter;
public bool EnableMipmaps;
public bool EnableAnisotropicFiltering;
/// <summary>Standard tiling textures — Repeat + trilinear + aniso.</summary>
public static readonly TextureParameters Default = new() {
WrapS = TextureWrapMode.Repeat,
WrapT = TextureWrapMode.Repeat,
MinFilter = TextureMinFilter.LinearMipmapLinear,
MagFilter = TextureMagFilter.Linear,
EnableMipmaps = true,
EnableAnisotropicFiltering = true,
};
/// <summary>Non-tiling textures (alpha maps, fonts, UI, object atlases) — ClampToEdge + trilinear + aniso.</summary>
public static readonly TextureParameters ClampToEdge = new() {
WrapS = TextureWrapMode.ClampToEdge,
WrapT = TextureWrapMode.ClampToEdge,
MinFilter = TextureMinFilter.LinearMipmapLinear,
MagFilter = TextureMagFilter.Linear,
EnableMipmaps = true,
EnableAnisotropicFiltering = true,
};
}
}