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

120 lines
4.5 KiB
C#

using Chorizite.Core.Render;
using Chorizite.Core.Render.Enums;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
using System;
using System.Collections.Generic;
using PixelFormat = Silk.NET.OpenGL.PixelFormat;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Manages texture arrays grouped by (Width, Height, Format).
/// Deduplicates textures by a TextureKey and supports reference counting.
/// </summary>
public class TextureAtlasManager : IDisposable {
private static uint _nextSlot = 1;
private readonly OpenGLGraphicsDevice _graphicsDevice;
private readonly int _textureWidth;
private readonly int _textureHeight;
private readonly TextureFormat _format;
private readonly Dictionary<TextureKey, int> _textureIndices = new();
private readonly Dictionary<int, int> _refCounts = new();
private readonly Stack<int> _freeSlots = new();
private int _nextIndex = 0;
private const int InitialCapacity = 32;
public uint Slot { get; }
public ManagedGLTextureArray TextureArray { get; private set; } = null!;
public int UsedSlots => _textureIndices.Count;
public int TotalSlots => TextureArray?.Size ?? InitialCapacity;
public int FreeSlots => TotalSlots - UsedSlots;
public TextureAtlasManager(OpenGLGraphicsDevice graphicsDevice, int width, int height, TextureFormat format = TextureFormat.RGBA8) {
Slot = _nextSlot++;
_graphicsDevice = graphicsDevice;
_textureWidth = width;
_textureHeight = height;
_format = format;
TextureArray = (ManagedGLTextureArray)graphicsDevice.CreateTextureArrayInternal(format, width, height, InitialCapacity, TextureParameters.ClampToEdge);
}
public int AddTexture(TextureKey key, byte[] data, PixelFormat? uploadPixelFormat = null, PixelType? uploadPixelType = null) {
if (_textureIndices.TryGetValue(key, out var existingIndex)) {
_refCounts[existingIndex]++;
return existingIndex;
}
int index;
if (_freeSlots.Count > 0) {
index = _freeSlots.Pop();
}
else {
index = _nextIndex++;
if (index >= TextureArray.Size) {
throw new Exception($"Texture atlas is full! {TextureArray.Size} / {_nextIndex} used.");
}
}
try {
TextureArray.UpdateLayer(index, data, uploadPixelFormat, uploadPixelType);
_textureIndices[key] = index;
_refCounts[index] = 1;
return index;
}
catch (Exception) {
if (!_textureIndices.ContainsKey(key)) {
_freeSlots.Push(index);
}
throw;
}
}
public void ReleaseTexture(TextureKey key) {
if (!_textureIndices.TryGetValue(key, out var index)) return;
if (!_refCounts.ContainsKey(index)) return;
_refCounts[index]--;
if (_refCounts[index] <= 0) {
_textureIndices.Remove(key);
_refCounts.Remove(index);
_freeSlots.Push(index);
TextureArray?.RemoveLayer(index);
}
}
public bool HasTexture(TextureKey key) => _textureIndices.ContainsKey(key);
public int GetTextureIndex(TextureKey key) =>
_textureIndices.TryGetValue(key, out var index) ? index : -1;
public void Dispose() {
TextureArray?.Dispose();
_textureIndices.Clear();
_refCounts.Clear();
_freeSlots.Clear();
}
public struct TextureKey : IEquatable<TextureKey> {
public uint SurfaceId;
public uint PaletteId;
public StipplingType Stippling;
public bool IsSolid;
public bool Equals(TextureKey other) {
return SurfaceId == other.SurfaceId &&
PaletteId == other.PaletteId &&
Stippling == other.Stippling &&
IsSolid == other.IsSolid;
}
public override bool Equals(object? obj) {
return obj is TextureKey other && Equals(other);
}
public override int GetHashCode() {
return HashCode.Combine(SurfaceId, PaletteId, Stippling, IsSolid);
}
}
}
}