acdream/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs
Erik dc722e70bd feat(O-T7): drop WB project references; complete extraction
End of Phase O extraction. Final cleanup:

- Dropped <ProjectReference> entries to WorldBuilder.Shared and
  Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and
  AcDream.Core.csproj.
- Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj
  (needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum;
  previously transitive through the WB project ref).
- Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12)
  as direct PackageReferences to AcDream.App.csproj — previously transitive
  via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager.

Item A (BaseObjectRenderManager static fields):
- Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs
  static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers
  (ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher)
  all reference RenderStateCache.* instead of BaseObjectRenderManager.*.
- Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from
  WbDrawDispatcher (which had it only as a dead import).

Item B (ActiveParticleEmitter.ObjectLandblock):
- ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased
  to ulong? — both fields are stored but never read by any consumer in our codebase.
- Dropped both WB using directives from ActiveParticleEmitter.cs.

Item C (IDatReaderWriter / IDatDatabase):
- Verbatim copy of both interfaces into IDatReaderWriter.cs in
  AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager
  already live in that namespace, so no using changes needed.
- Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and
  ObjectMeshManager.cs.

Additional extractions required by the reference drop:
- GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils
  (float-precision overloads only; Vector3d double-precision overloads omitted —
  ObjectMeshManager uses only the float versions).
- Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs.

WbMeshAdapter.cs cleanup (spec O-D12):
- Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call.
- Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) —
  its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId
  dependency goes with this commit.
- Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick().
- Simplified Tick() to a clean drain loop.

Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep;
job done.

Verified acceptance criteria:
- Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj.
- Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/.
- DefaultDatReaderWriter referenced in zero places in src/ (comments only).

Build green (0 warnings, 0 errors).
Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass,
8 pre-existing failures (unchanged from baseline — physics/input tests
unrelated to this change).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:17:33 +02:00

2077 lines
102 KiB
C#

using Chorizite.Core.Lib;
using Chorizite.Core.Render;
using Chorizite.Core.Render.Enums;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using CullMode = DatReaderWriter.Enums.CullMode;
using DatReaderWriter.Types;
using Microsoft.Extensions.Logging;
using Silk.NET.OpenGL;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
using AcDream.Core.Rendering.Wb;
using PixelFormat = Silk.NET.OpenGL.PixelFormat;
using BoundingBox = Chorizite.Core.Lib.BoundingBox;
using BCnEncoder.Decoder;
using BCnEncoder.Shared;
using BCnEncoder.ImageSharp;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Vertex format for scenery mesh rendering: position, normal, UV.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct VertexPositionNormalTexture {
public Vector3 Position;
public Vector3 Normal;
public Vector2 UV;
public static int Size => 8 * sizeof(float); // 3+3+2 = 8 floats = 32 bytes
public VertexPositionNormalTexture(Vector3 position, Vector3 normal, Vector2 uv) {
Position = position;
Normal = normal;
UV = uv;
}
}
/// <summary>
/// Staged data for a particle emitter to be created on the GL thread.
/// </summary>
public struct StagedEmitter {
public ParticleEmitter Emitter;
public uint PartIndex;
public Matrix4x4 Offset;
}
/// <summary>
/// CPU-side mesh data prepared on a background thread.
/// Contains vertex data and per-batch index/texture info, but NO GPU resources.
/// </summary>
public class ObjectMeshData {
public ulong ObjectId { get; set; }
public bool IsSetup { get; set; }
public VertexPositionNormalTexture[] Vertices { get; set; } = Array.Empty<VertexPositionNormalTexture>();
public List<MeshBatchData> Batches { get; set; } = new();
/// <summary>For EnvCell: the geometry of the cell itself.</summary>
public ObjectMeshData? EnvCellGeometry { get; set; }
/// <summary>For Setup objects: parts with their local transforms.</summary>
public List<(ulong GfxObjId, Matrix4x4 Transform)> SetupParts { get; set; } = new();
/// <summary>Particle emitters from physics scripts.</summary>
public List<StagedEmitter> ParticleEmitters { get; set; } = new();
/// <summary>Per-format texture atlas data (to be uploaded to GPU on main thread).</summary>
public Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>> TextureBatches { get; set; } = new();
/// <summary>Local bounding box.</summary>
public BoundingBox BoundingBox { get; set; }
/// <summary>Approximate center point used for depth sorting / transparency ordering.</summary>
public Vector3 SortCenter { get; set; }
/// <summary>DataID of a simpler GfxObj to use at long distance / low quality, or GfxObjDegradeInfo.</summary>
public uint DIDDegrade { get; set; }
/// <summary>Sphere used for mouse selection.</summary>
public Sphere? SelectionSphere { get; set; }
/// <summary>Edge line vertices for Environment wireframe rendering.</summary>
public Vector3[] EdgeLines { get; set; } = Array.Empty<Vector3>();
}
/// <summary>
/// CPU-side data for a single rendering batch (indices + texture reference).
/// </summary>
public class MeshBatchData {
public ushort[] Indices { get; set; } = Array.Empty<ushort>();
public (int Width, int Height, TextureFormat Format) TextureFormat { get; set; }
public TextureAtlasManager.TextureKey TextureKey { get; set; }
public int TextureIndex { get; set; }
public byte[] TextureData { get; set; } = Array.Empty<byte>();
public PixelFormat? UploadPixelFormat { get; set; }
public PixelType? UploadPixelType { get; set; }
public DatReaderWriter.Enums.CullMode CullMode { get; set; }
}
/// <summary>
/// CPU-side texture info for deduplication during background preparation.
/// </summary>
public class TextureBatchData {
public TextureAtlasManager.TextureKey Key { get; set; }
public byte[] TextureData { get; set; } = Array.Empty<byte>();
public PixelFormat? UploadPixelFormat { get; set; }
public PixelType? UploadPixelType { get; set; }
public List<ushort> Indices { get; set; } = new();
public DatReaderWriter.Enums.CullMode CullMode { get; set; }
public bool IsTransparent { get; set; }
public bool IsAdditive { get; set; }
public bool HasWrappingUVs { get; set; }
}
/// <summary>
/// GPU-side render data created on the main thread.
/// </summary>
public class ObjectRenderData {
public uint VAO { get; set; }
public uint VBO { get; set; }
public int VertexCount { get; set; }
public List<ObjectRenderBatch> Batches { get; set; } = new();
public bool IsSetup { get; set; }
public List<(ulong GfxObjId, Matrix4x4 Transform)> SetupParts { get; set; } = new();
/// <summary>Particle emitters from physics scripts.</summary>
public List<StagedEmitter> ParticleEmitters { get; set; } = new();
/// <summary>CPU-side vertex positions for raycasting.</summary>
public Vector3[] CPUPositions { get; set; } = Array.Empty<Vector3>();
/// <summary>CPU-side indices for raycasting.</summary>
public ushort[] CPUIndices { get; set; } = Array.Empty<ushort>();
/// <summary>CPU-side edge line vertices for Environment wireframe rendering.</summary>
public Vector3[] CPUEdgeLines { get; set; } = Array.Empty<Vector3>();
/// <summary>Local bounding box.</summary>
public BoundingBox BoundingBox { get; set; }
/// <summary>Approximate center point used for depth sorting / transparency ordering.</summary>
public Vector3 SortCenter { get; set; }
/// <summary>DataID of a simpler GfxObj to use at long distance / low quality, or GfxObjDegradeInfo.</summary>
public uint DIDDegrade { get; set; }
/// <summary>Sphere used for mouse selection.</summary>
public Sphere? SelectionSphere { get; set; }
/// <summary>Estimated GPU memory usage in bytes.</summary>
public long MemorySize { get; set; }
}
/// <summary>
/// A single GPU draw batch: IBO + texture array layer.
/// </summary>
public class ObjectRenderBatch {
public uint IBO { get; set; }
public int IndexCount { get; set; }
public TextureAtlasManager Atlas { get; set; } = null!;
public int TextureIndex { get; set; }
public (int Width, int Height) TextureSize { get; set; }
public TextureFormat TextureFormat { get; set; }
public uint SurfaceId { get; set; }
public TextureAtlasManager.TextureKey Key { get; set; }
public DatReaderWriter.Enums.CullMode CullMode { get; set; }
public bool IsTransparent { get; set; }
public bool IsAdditive { get; set; }
public bool HasWrappingUVs { get; set; }
// Modern rendering path fields
public uint FirstIndex { get; set; }
public uint BaseVertex { get; set; }
public ulong BindlessTextureHandle { get; set; }
}
/// <summary>
/// Manages scenery mesh loading, GPU resource creation, and reference counting.
/// Key design: mesh data is prepared on background threads via PrepareMeshData(),
/// then GPU resources are created on the main thread via UploadMeshData().
/// </summary>
public class ObjectMeshManager : IDisposable {
private readonly OpenGLGraphicsDevice _graphicsDevice;
private readonly IDatReaderWriter _dats;
private readonly ILogger _logger;
internal IDatReaderWriter Dats => _dats;
public bool IsDisposed { get; private set; }
private readonly ConcurrentDictionary<ulong, ObjectRenderData> _renderData = new();
private readonly ConcurrentDictionary<ulong, int> _usageCount = new();
private readonly ConcurrentDictionary<ulong, (Vector3 Min, Vector3 Max)?> _boundsCache = new();
private readonly ConcurrentDictionary<ulong, Task<ObjectMeshData?>> _preparationTasks = new();
// LRU Cache for Unused objects
private readonly LinkedList<ulong> _lruList = new();
private readonly long _maxGpuMemory = 1024 * 1024 * 1024; // 1GB
private readonly int _maxCachedObjects = 50; // Max number of cached objects (count-based limit)
private long _currentGpuMemory = 0;
// Shared atlases grouped by (Width, Height, Format)
private readonly Dictionary<(int Width, int Height, TextureFormat Format), List<TextureAtlasManager>> _globalAtlases = new();
// CPU-side cache for prepared mesh data (to avoid re-reading/decoding from DAT)
private readonly Dictionary<ulong, ObjectMeshData> _cpuMeshCache = new();
private readonly LinkedList<ulong> _cpuLruList = new();
private readonly int _maxCpuCacheSize = 100;
private readonly ConcurrentQueue<ObjectMeshData> _stagedMeshData = new();
public ConcurrentQueue<ObjectMeshData> StagedMeshData => _stagedMeshData;
// Cache for decoded textures to avoid redundant BCn decoding
private readonly ConcurrentQueue<uint> _decodedTextureLru = new();
private readonly ConcurrentDictionary<uint, byte[]> _decodedTextureCache = new();
private const int MaxDecodedTextures = 128;
private readonly ThreadLocal<BcDecoder> _bcDecoder = new(() => new BcDecoder());
public GlobalMeshBuffer? GlobalBuffer { get; }
private readonly bool _useModernRendering;
private readonly List<(ulong Id, bool IsSetup, TaskCompletionSource<ObjectMeshData?> Tcs, CancellationToken Ct)> _pendingRequests = new();
private int _activeWorkers = 0;
private const int MaxParallelLoads = 4;
public ObjectMeshManager(OpenGLGraphicsDevice graphicsDevice, IDatReaderWriter dats, ILogger<ObjectMeshManager> logger) {
_graphicsDevice = graphicsDevice;
_dats = dats;
_logger = logger;
_useModernRendering = _graphicsDevice.HasOpenGL43 && _graphicsDevice.HasBindless;
if (_useModernRendering) {
GlobalBuffer = new GlobalMeshBuffer(_graphicsDevice.GL);
}
}
/// <summary>
/// Get existing GPU render data for an object, or null if not yet uploaded.
/// Increments reference count.
/// </summary>
public ObjectRenderData? GetRenderData(ulong id) {
if (_renderData.TryGetValue(id, out var data)) {
_usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
if (data.IsSetup) {
foreach (var (partId, _) in data.SetupParts) {
IncrementRefCount(partId);
}
}
else {
// Increment ref counts for all textures in this GfxObj
foreach (var batch in data.Batches) {
if (batch.Atlas != null) {
batch.Atlas.AddTexture(batch.Key, Array.Empty<byte>());
}
}
}
// If it was in LRU, remove it as it's now in use
lock (_lruList) {
_lruList.Remove(id);
}
return data;
}
return null;
}
/// <summary>
/// Check if GPU render data exists for an object.
/// </summary>
public bool HasRenderData(ulong id) => _renderData.ContainsKey(id);
/// <summary>
/// Get existing GPU render data without modifying reference count.
/// Use this for render-loop lookups where you don't want to affect lifecycle.
/// </summary>
public ObjectRenderData? TryGetRenderData(ulong id) {
return _renderData.TryGetValue(id, out var data) ? data : null;
}
/// <summary>
/// Increment reference count for an object (e.g. when a landblock starts using it).
/// </summary>
public void IncrementRefCount(ulong id) {
_usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
lock (_lruList) {
_lruList.Remove(id);
}
}
public void GenerateMipmaps() {
foreach (var atlasList in _globalAtlases.Values) {
foreach (var atlas in atlasList) {
atlas.TextureArray.ProcessDirtyUpdates();
}
}
}
/// <summary>
/// Decrement reference count and unload GPU resources if no longer needed.
/// </summary>
public void DecrementRefCount(ulong id) {
var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
if (newCount <= 0) {
// Instead of unloading, move to LRU
lock (_lruList) {
_lruList.Remove(id);
_lruList.AddLast(id);
}
}
}
/// <summary>
/// Decrement reference count and unload if no longer needed.
/// </summary>
public void ReleaseRenderData(ulong id) {
if (_usageCount.TryGetValue(id, out var count) && count > 0) {
var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
if (newCount <= 0) {
// Instead of unloading, move to LRU
lock (_lruList) {
_lruList.Remove(id);
_lruList.AddLast(id);
}
}
}
}
private void EvictOldResources(long neededBytes = 0) {
lock (_lruList) {
// Evict based on memory OR count limit
while ((_currentGpuMemory + neededBytes) > _maxGpuMemory || _lruList.Count > _maxCachedObjects) {
var idToEvict = _lruList.First!.Value;
_lruList.RemoveFirst();
if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
UnloadObject(idToEvict);
_usageCount.TryRemove(idToEvict, out _);
}
}
}
}
/// <summary>
/// Force evict all unused objects from the cache.
/// Use this when navigating away from a view or changing filters to free memory.
/// </summary>
public void EvictAllUnused() {
lock (_lruList) {
while (_lruList.Count > 0) {
var idToEvict = _lruList.First!.Value;
_lruList.RemoveFirst();
if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
UnloadObject(idToEvict);
_usageCount.TryRemove(idToEvict, out _);
}
}
}
// Also clear CPU mesh cache
lock (_cpuMeshCache) {
_cpuMeshCache.Clear();
_cpuLruList.Clear();
}
}
public struct EnvCellGeomRequest {
public uint EnvironmentId;
public ushort CellStructure;
public List<ushort> Surfaces;
}
private readonly ConcurrentDictionary<ulong, EnvCellGeomRequest> _pendingEnvCellRequests = new();
/// <summary>
/// Phase 1 (Background Thread): Prepare CPU-side mesh data for deduplicated EnvCell geometry.
/// </summary>
public Task<ObjectMeshData?> PrepareEnvCellGeomMeshDataAsync(ulong geomId, uint environmentId, ushort cellStructure, List<ushort> surfaces, CancellationToken ct = default) {
if (HasRenderData(geomId)) return Task.FromResult<ObjectMeshData?>(null);
// Check CPU cache first
lock (_cpuMeshCache) {
if (_cpuMeshCache.TryGetValue(geomId, out var cachedData)) {
_cpuLruList.Remove(geomId);
_cpuLruList.AddLast(geomId);
return Task.FromResult<ObjectMeshData?>(cachedData);
}
}
// Return existing task if already running or queued
if (_preparationTasks.TryGetValue(geomId, out var existing)) {
return existing;
}
var tcs = new TaskCompletionSource<ObjectMeshData?>();
var task = tcs.Task;
_preparationTasks[geomId] = task;
lock (_pendingRequests) {
// Special handling for EnvCell geometry - we need to store the cell data for the worker
_pendingEnvCellRequests[geomId] = new EnvCellGeomRequest {
EnvironmentId = environmentId,
CellStructure = cellStructure,
Surfaces = surfaces
};
_pendingRequests.Add((geomId, false, tcs, ct));
if (_activeWorkers < MaxParallelLoads) {
_activeWorkers++;
Task.Run(ProcessQueueAsync);
}
}
return task;
}
public Task<ObjectMeshData?> PrepareMeshDataAsync(ulong id, bool isSetup, CancellationToken ct = default) {
if (HasRenderData(id)) return Task.FromResult<ObjectMeshData?>(null);
// Check CPU cache first
lock (_cpuMeshCache) {
if (_cpuMeshCache.TryGetValue(id, out var cachedData)) {
_cpuLruList.Remove(id);
_cpuLruList.AddLast(id);
return Task.FromResult<ObjectMeshData?>(cachedData);
}
}
// Return existing task if already running or queued
if (_preparationTasks.TryGetValue(id, out var existing)) {
if (!existing.IsFaulted && !existing.IsCanceled) {
lock (_pendingRequests) {
int idx = _pendingRequests.FindIndex(r => r.Id == id);
if (idx >= 0) {
var req = _pendingRequests[idx];
_pendingRequests.RemoveAt(idx);
_pendingRequests.Add(req);
}
}
return existing;
}
_preparationTasks.TryRemove(id, out _);
}
var tcs = new TaskCompletionSource<ObjectMeshData?>();
var task = tcs.Task;
_preparationTasks[id] = task;
lock (_pendingRequests) {
_pendingRequests.Add((id, isSetup, tcs, ct));
if (_activeWorkers < MaxParallelLoads) {
_activeWorkers++;
Task.Run(ProcessQueueAsync);
}
}
return task;
}
private async Task ProcessQueueAsync() {
try {
while (true) {
ulong id;
bool isSetup;
TaskCompletionSource<ObjectMeshData?> tcs;
CancellationToken ct;
lock (_pendingRequests) {
if (_pendingRequests.Count == 0) {
return;
}
// LIFO: Pick the most recent request
var index = _pendingRequests.Count - 1;
(id, isSetup, tcs, ct) = _pendingRequests[index];
_pendingRequests.RemoveAt(index);
}
try {
ObjectMeshData? data = null;
if (_pendingEnvCellRequests.TryRemove(id, out var req)) {
uint envId = 0x0D000000u | req.EnvironmentId;
if (_dats.Portal.TryGet<DatReaderWriter.DBObjs.Environment>(envId, out var environment)) {
if (environment.Cells.TryGetValue(req.CellStructure, out var cellStruct)) {
data = PrepareCellStructMeshData(id, cellStruct, req.Surfaces, Matrix4x4.Identity, CancellationToken.None);
}
}
}
else {
// If it's a direct setup or gfxobj, make sure background loads don't abort half-way
data = PrepareMeshData(id, isSetup, CancellationToken.None);
}
if (data != null) {
lock (_cpuMeshCache) {
if (_cpuMeshCache.Count >= _maxCpuCacheSize) {
var oldest = _cpuLruList.First!.Value;
_cpuLruList.RemoveFirst();
_cpuMeshCache.Remove(oldest);
}
_cpuMeshCache[id] = data;
_cpuLruList.AddLast(id);
}
_stagedMeshData.Enqueue(data);
}
tcs.TrySetResult(data);
}
catch (OperationCanceledException) {
tcs.TrySetCanceled(ct);
}
catch (Exception ex) {
_logger.LogError(ex, "Error preparing mesh data for 0x{Id:X8}", id);
tcs.TrySetException(ex);
}
finally {
_preparationTasks.TryRemove(id, out _);
}
}
}
finally {
lock (_pendingRequests) {
_activeWorkers--;
}
}
}
/// <summary>
/// Phase 1 (Background Thread): Prepare CPU-side mesh data from DAT.
/// This loads vertices, indices, and texture data but creates NO GPU resources.
/// Thread-safe: only reads from DAT files.
/// </summary>
public ObjectMeshData? PrepareMeshData(ulong id, bool isSetup, CancellationToken ct = default) {
try {
// Use the low 32 bits as the DAT file ID
var datId = (uint)(id & 0xFFFFFFFFu);
var resolutions = _dats.ResolveId(datId).ToList();
var selectedResolution = resolutions.OrderByDescending(r => r.Database == _dats.Portal).FirstOrDefault();
if (selectedResolution == null) return null;
var type = selectedResolution.Type;
var db = selectedResolution.Database;
if (type == DBObjType.Setup) {
if (!db.TryGet<Setup>(datId, out var setup)) return null;
return PrepareSetupMeshData(id, setup, ct);
}
else if (type == DBObjType.GfxObj) {
if (!db.TryGet<GfxObj>(datId, out var gfxObj)) return null;
return PrepareGfxObjMeshData(id, gfxObj, Vector3.One, ct);
}
else if (type == DBObjType.EnvCell) {
if (!db.TryGet<EnvCell>(datId, out var envCell)) return null;
// If bit 32 is set, this is a request for the cell's synthetic geometry only
if ((id & 0x1_0000_0000UL) != 0) {
uint envId = 0x0D000000u | envCell.EnvironmentId;
if (_dats.Portal.TryGet<DatReaderWriter.DBObjs.Environment>(envId, out var environment)) {
if (environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct)) {
return PrepareCellStructMeshData(id, cellStruct, envCell.Surfaces, Matrix4x4.Identity, ct);
}
}
return null;
}
return PrepareEnvCellMeshData(id, envCell, ct);
}
else if (type == DBObjType.Environment) {
if (!db.TryGet<DatReaderWriter.DBObjs.Environment>(datId, out var environment)) return null;
// For Environment objects, create wireframe-only edge geometry
if (environment.Cells.Count > 0) {
var result = PrepareCellStructEdgeLineData(id, environment.Cells, Matrix4x4.Identity, ct);
return result;
}
return null;
}
return null;
}
catch (OperationCanceledException) {
// Ignore
return null;
}
catch (Exception ex) {
_logger.LogError(ex, "Error preparing mesh data for 0x{Id:X16}", id);
return null;
}
}
/// <summary>
/// Cancel preparation tasks for IDs that are no longer needed.
/// </summary>
public void CancelStagedUploads(IEnumerable<ulong> ids) {
foreach (var id in ids) {
_preparationTasks.TryRemove(id, out _);
}
}
/// <summary>
/// Phase 2 (Main Thread): Upload prepared mesh data to GPU.
/// Creates VAO, VBO, IBOs, and texture arrays.
/// Must be called from the GL thread.
/// </summary>
public ObjectRenderData? UploadMeshData(ObjectMeshData meshData) {
try {
if (_renderData.TryGetValue(meshData.ObjectId, out var existing)) {
_preparationTasks.TryRemove(meshData.ObjectId, out _);
if (existing.IsSetup) {
foreach (var (partId, _) in existing.SetupParts) {
IncrementRefCount(partId);
lock (_lruList) {
_lruList.Remove(partId);
}
}
}
else {
// Increment ref counts for all textures in this GfxObj
foreach (var batch in existing.Batches) {
if (batch.Atlas != null) {
batch.Atlas.AddTexture(batch.Key, Array.Empty<byte>());
}
}
}
IncrementRefCount(meshData.ObjectId);
lock (_lruList) {
_lruList.Remove(meshData.ObjectId);
}
return existing;
}
// Estimated size - evict before allocation
long estimatedSize = meshData.IsSetup ? 1024 :
(meshData.Vertices.Length * VertexPositionNormalTexture.Size) +
meshData.TextureBatches.Values.SelectMany(l => l).Sum(b => (long)b.Indices.Count * sizeof(ushort));
EvictOldResources(estimatedSize);
_preparationTasks.TryRemove(meshData.ObjectId, out _);
if (meshData.IsSetup) {
// Upload EnvCell geometry if present to ensure it's in _renderData
if (meshData.EnvCellGeometry != null) {
UploadMeshData(meshData.EnvCellGeometry);
}
// Setup objects are multi-part - each part needs its own render data
var data = new ObjectRenderData {
IsSetup = true,
SetupParts = meshData.SetupParts,
ParticleEmitters = meshData.ParticleEmitters,
Batches = new List<ObjectRenderBatch>(),
BoundingBox = meshData.BoundingBox,
SortCenter = meshData.SortCenter,
DIDDegrade = meshData.DIDDegrade,
SelectionSphere = meshData.SelectionSphere,
MemorySize = 1024 // Small overhead for the setup itself
};
_renderData.TryAdd(meshData.ObjectId, data);
IncrementRefCount(meshData.ObjectId);
_currentGpuMemory += data.MemorySize;
// Increment ref counts for all parts
foreach (var (partId, _) in meshData.SetupParts) {
IncrementRefCount(partId);
}
return data;
}
var renderData = UploadGfxObjMeshData(meshData);
if (renderData == null) {
renderData = new ObjectRenderData();
}
renderData.BoundingBox = meshData.BoundingBox;
renderData.SortCenter = meshData.SortCenter;
renderData.DIDDegrade = meshData.DIDDegrade;
renderData.SelectionSphere = meshData.SelectionSphere;
_renderData.TryAdd(meshData.ObjectId, renderData);
IncrementRefCount(meshData.ObjectId);
_currentGpuMemory += renderData.MemorySize;
// Clear texture data after upload to save RAM
foreach (var batchList in meshData.TextureBatches.Values) {
foreach (var batch in batchList) {
batch.TextureData = Array.Empty<byte>();
}
}
return renderData;
}
catch (Exception ex) {
_logger.LogError(ex, "Error uploading mesh data for 0x{Id:X8}", meshData.ObjectId);
return null;
}
}
/// <summary>
/// Gets bounding box for an object (for frustum culling).
/// </summary>
public (Vector3 Min, Vector3 Max)? GetBounds(ulong id, bool isSetup) {
if (_boundsCache.TryGetValue(id, out var cachedBounds)) {
return cachedBounds;
}
try {
(Vector3 Min, Vector3 Max)? result = null;
uint datId = (uint)(id & 0xFFFFFFFFu);
var resolutions = _dats.ResolveId(datId).ToList();
var selectedResolution = resolutions.OrderByDescending(r => r.Database == _dats.Portal).FirstOrDefault();
if (selectedResolution == null) return null;
var type = selectedResolution.Type;
var db = selectedResolution.Database;
if (type == DBObjType.Setup) {
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
bool hasBounds = false;
var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
CollectParts(datId, Matrix4x4.Identity, parts, ref min, ref max, ref hasBounds, CancellationToken.None);
result = hasBounds ? (min, max) : null;
}
else if (type == DBObjType.EnvCell) {
if (!db.TryGet<EnvCell>(datId, out var envCell)) return null;
// If bit 32 is set, this is a request for the cell's synthetic geometry only
if ((id & 0x1_0000_0000UL) != 0) {
uint envId = 0x0D000000u | envCell.EnvironmentId;
if (_dats.Portal.TryGet<DatReaderWriter.DBObjs.Environment>(envId, out var environment)) {
if (environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct)) {
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
foreach (var vert in cellStruct.VertexArray.Vertices.Values) {
min = Vector3.Min(min, vert.Origin);
max = Vector3.Max(max, vert.Origin);
}
result = (min, max);
}
}
}
else {
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
bool hasBounds = false;
var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
CollectParts(datId, Matrix4x4.Identity, parts, ref min, ref max, ref hasBounds, CancellationToken.None);
result = hasBounds ? (min, max) : null;
}
}
else {
if (!db.TryGet<GfxObj>(datId, out var gfxObj)) return null;
result = ComputeBounds(gfxObj, Vector3.One);
}
_boundsCache[id] = result;
return result;
}
catch (Exception ex) {
_logger.LogError(ex, "Error computing bounds for 0x{Id:X8}", id);
return null;
}
}
#region Private: Background Preparation
private ObjectMeshData? PrepareSetupMeshData(ulong id, Setup setup, CancellationToken ct) {
var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
bool hasBounds = false;
CollectParts((uint)(id & 0xFFFFFFFFu), Matrix4x4.Identity, parts, ref min, ref max, ref hasBounds, ct);
var emitters = new List<StagedEmitter>();
var processedScripts = new HashSet<uint>();
if (setup.DefaultScript.DataId != 0) {
if (processedScripts.Add(setup.DefaultScript.DataId)) {
CollectEmittersFromScript(setup.DefaultScript.DataId, emitters, ct);
}
}
return new ObjectMeshData {
ObjectId = id,
IsSetup = true,
SetupParts = parts,
ParticleEmitters = emitters,
BoundingBox = hasBounds ? new BoundingBox(min, max) : default,
SelectionSphere = setup.SelectionSphere
};
}
private void CollectEmittersFromScript(uint scriptId, List<StagedEmitter> emitters, CancellationToken ct) {
if (_dats.Portal.TryGet<PhysicsScript>(scriptId, out var script)) {
foreach (var hook in script.ScriptData) {
if (hook.Hook.HookType == AnimationHookType.CreateParticle && hook.Hook is CreateParticleHook particleHook) {
if (_dats.Portal.TryGet<ParticleEmitter>(particleHook.EmitterInfoId.DataId, out var emitter)) {
emitters.Add(new StagedEmitter {
Emitter = emitter,
PartIndex = particleHook.PartIndex,
Offset = Matrix4x4.CreateFromQuaternion(particleHook.Offset.Orientation) * Matrix4x4.CreateTranslation(particleHook.Offset.Origin)
});
// Pre-load and stage the particle's GfxObjs
if (emitter.HwGfxObjId.DataId != 0) {
var meshData = PrepareMeshData(emitter.HwGfxObjId.DataId, false, ct);
if (meshData != null) {
_stagedMeshData.Enqueue(meshData);
}
}
if (emitter.GfxObjId.DataId != 0 && emitter.GfxObjId.DataId != emitter.HwGfxObjId.DataId) {
var meshData = PrepareMeshData(emitter.GfxObjId.DataId, false, ct);
if (meshData != null) {
_stagedMeshData.Enqueue(meshData);
}
}
}
}
}
}
}
private void CollectParts(uint id, Matrix4x4 currentTransform, List<(ulong GfxObjId, Matrix4x4 Transform)> parts, ref Vector3 min, ref Vector3 max, ref bool hasBounds, CancellationToken ct, int depth = 0) {
if (depth > 50) {
_logger.LogWarning("Max recursion depth reached while collecting parts for 0x{Id:X8}. Possible circular dependency.", id);
return;
}
ct.ThrowIfCancellationRequested();
var resolutions = _dats.ResolveId(id).ToList();
var selectedResolution = resolutions.OrderByDescending(r => r.Database == _dats.Portal).FirstOrDefault();
if (selectedResolution == null) return;
var type = selectedResolution.Type;
var db = selectedResolution.Database;
if (type == DBObjType.Setup) {
if (!db.TryGet<Setup>(id, out var setup)) return;
// Use Resting placement first, then default
if (!setup.PlacementFrames.TryGetValue(Placement.Resting, out var placementFrame)) {
if (!setup.PlacementFrames.TryGetValue(Placement.Default, out placementFrame)) {
placementFrame = setup.PlacementFrames.Values.FirstOrDefault();
}
}
if (placementFrame == null) return;
for (int i = 0; i < setup.Parts.Count; i++) {
var partId = setup.Parts[i];
var transform = Matrix4x4.Identity;
if (setup.Flags.HasFlag(SetupFlags.HasDefaultScale) && setup.DefaultScale.Count > i) {
transform *= Matrix4x4.CreateScale(setup.DefaultScale[i]);
}
if (placementFrame.Frames != null && i < placementFrame.Frames.Count) {
var orientation = new System.Numerics.Quaternion(
(float)placementFrame.Frames[i].Orientation.X,
(float)placementFrame.Frames[i].Orientation.Y,
(float)placementFrame.Frames[i].Orientation.Z,
(float)placementFrame.Frames[i].Orientation.W
);
transform *= Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(placementFrame.Frames[i].Origin);
}
CollectParts(partId, transform * currentTransform, parts, ref min, ref max, ref hasBounds, ct, depth + 1);
}
}
else if (type == DBObjType.EnvCell) {
if (!db.TryGet<EnvCell>(id, out var envCell)) return;
// Calculate the inverse transform of the cell to localize its contents
var cellOrientation = new System.Numerics.Quaternion(
(float)envCell.Position.Orientation.X,
(float)envCell.Position.Orientation.Y,
(float)envCell.Position.Orientation.Z,
(float)envCell.Position.Orientation.W
);
var cellTransform = Matrix4x4.CreateFromQuaternion(cellOrientation) *
Matrix4x4.CreateTranslation(envCell.Position.Origin);
if (!Matrix4x4.Invert(cellTransform, out var invertCellTransform)) {
invertCellTransform = Matrix4x4.Identity;
}
// Include cell geometry
uint envId = 0x0D000000u | envCell.EnvironmentId;
if (_dats.Portal.TryGet<DatReaderWriter.DBObjs.Environment>(envId, out var environment)) {
if (environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct)) {
foreach (var vert in cellStruct.VertexArray.Vertices.Values) {
var transformed = Vector3.Transform(vert.Origin, currentTransform);
min = Vector3.Min(min, transformed);
max = Vector3.Max(max, transformed);
}
hasBounds = true;
// Add synthetic geometry ID to parts list
parts.Add(((ulong)id | 0x1_0000_0000UL, currentTransform));
}
}
foreach (var stab in envCell.StaticObjects) {
var orientation = new System.Numerics.Quaternion(
(float)stab.Frame.Orientation.X,
(float)stab.Frame.Orientation.Y,
(float)stab.Frame.Orientation.Z,
(float)stab.Frame.Orientation.W
);
var transform = Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(stab.Frame.Origin);
// Localize static object transform relative to the cell
var localizedTransform = transform * invertCellTransform;
CollectParts(stab.Id, localizedTransform * currentTransform, parts, ref min, ref max, ref hasBounds, ct, depth + 1);
}
}
else if (type == DBObjType.GfxObj) {
parts.Add((id, currentTransform));
if (db.TryGet<GfxObj>(id, out var partGfx)) {
var (partMin, partMax) = ComputeBounds(partGfx, Vector3.One);
var corners = new Vector3[8];
corners[0] = new Vector3(partMin.X, partMin.Y, partMin.Z);
corners[1] = new Vector3(partMin.X, partMin.Y, partMax.Z);
corners[2] = new Vector3(partMin.X, partMax.Y, partMin.Z);
corners[3] = new Vector3(partMin.X, partMax.Y, partMax.Z);
corners[4] = new Vector3(partMax.X, partMin.Y, partMin.Z);
corners[5] = new Vector3(partMax.X, partMin.Y, partMax.Z);
corners[6] = new Vector3(partMax.X, partMax.Y, partMin.Z);
corners[7] = new Vector3(partMax.X, partMax.Y, partMax.Z);
foreach (var corner in corners) {
var transformed = Vector3.Transform(corner, currentTransform);
min = Vector3.Min(min, transformed);
max = Vector3.Max(max, transformed);
}
hasBounds = true;
}
}
}
private ObjectMeshData? PrepareGfxObjMeshData(ulong id, GfxObj gfxObj, Vector3 scale, CancellationToken ct) {
var vertices = new List<VertexPositionNormalTexture>();
var UVLookup = new Dictionary<(ushort vertId, ushort uvIdx, bool isNeg), ushort>();
var batchesByFormat = new Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>>();
var (min, max) = ComputeBounds(gfxObj, scale);
var boundingBox = new BoundingBox(min, max);
foreach (var poly in gfxObj.Polygons.Values) {
ct.ThrowIfCancellationRequested();
if (poly.VertexIds.Count < 3) continue;
// Handle Positive Surface
if (!poly.Stippling.HasFlag(StipplingType.NoPos)) {
AddSurfaceToBatch(poly, poly.PosSurface, false);
}
// Handle Negative Surface
// Some objects use Clockwise CullMode to indicate negative surface data is present
bool hasNeg = poly.Stippling.HasFlag(StipplingType.Negative) ||
poly.Stippling.HasFlag(StipplingType.Both) ||
(!poly.Stippling.HasFlag(StipplingType.NoNeg) && poly.SidesType == CullMode.Clockwise);
if (hasNeg) {
AddSurfaceToBatch(poly, poly.NegSurface, true);
}
void AddSurfaceToBatch(Polygon poly, short surfaceIdx, bool isNeg) {
if (surfaceIdx < 0 || surfaceIdx >= gfxObj.Surfaces.Count) return;
var surfaceId = gfxObj.Surfaces[surfaceIdx];
if (!_dats.Portal.TryGet<Surface>(surfaceId, out var surface)) return;
int texWidth, texHeight;
byte[] textureData;
TextureFormat textureFormat;
PixelFormat? uploadPixelFormat = null;
PixelType? uploadPixelType = null;
bool isSolid = poly.Stippling.HasFlag(StipplingType.NoPos) || surface.Type.HasFlag(SurfaceType.Base1Solid);
bool isClipMap = surface.Type.HasFlag(SurfaceType.Base1ClipMap);
uint paletteId = 0;
bool isDxt3or5 = false;
DatReaderWriter.Enums.PixelFormat? sourceFormat = null;
var isAdditive = false;
var isTransparent = false;
if (isSolid) {
texWidth = texHeight = 32;
textureData = TextureHelpers.CreateSolidColorTexture(surface.ColorValue, texWidth, texHeight);
textureFormat = TextureFormat.RGBA8;
uploadPixelFormat = PixelFormat.Rgba;
}
else if (_dats.Portal.TryGet<SurfaceTexture>(surface.OrigTextureId, out var surfaceTexture)) {
var renderSurfaceId = surfaceTexture.Textures.First();
if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var renderSurface)) {
// check highres
if (!_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out var hrRenderSurface)) {
throw new Exception($"Unable to load RenderSurface: 0x{renderSurfaceId:X8}");
}
renderSurface = hrRenderSurface;
}
texWidth = renderSurface.Width;
texHeight = renderSurface.Height;
paletteId = renderSurface.DefaultPaletteId;
sourceFormat = renderSurface.Format;
if (TextureHelpers.IsCompressedFormat(renderSurface.Format)) {
isDxt3or5 = renderSurface.Format == DatReaderWriter.Enums.PixelFormat.PFID_DXT3 || renderSurface.Format == DatReaderWriter.Enums.PixelFormat.PFID_DXT5;
textureFormat = TextureFormat.RGBA8;
uploadPixelFormat = PixelFormat.Rgba;
if (_decodedTextureCache.TryGetValue(renderSurfaceId, out textureData!)) {
// use cached data
}
else {
textureData = new byte[texWidth * texHeight * 4];
CompressionFormat compressionFormat = renderSurface.Format switch {
DatReaderWriter.Enums.PixelFormat.PFID_DXT1 => CompressionFormat.Bc1,
DatReaderWriter.Enums.PixelFormat.PFID_DXT3 => CompressionFormat.Bc2,
DatReaderWriter.Enums.PixelFormat.PFID_DXT5 => CompressionFormat.Bc3,
_ => throw new NotSupportedException($"Unsupported compressed format: {renderSurface.Format}")
};
using (var image = _bcDecoder.Value!.DecodeRawToImageRgba32(renderSurface.SourceData, texWidth, texHeight, compressionFormat)) {
image.CopyPixelDataTo(textureData);
}
_decodedTextureCache.TryAdd(renderSurfaceId, textureData);
}
if (isClipMap && textureData != null) {
// If we got this from the cache, we need to clone it so we don't scale the cached raw data
if (_decodedTextureCache.ContainsKey(renderSurfaceId)) {
var clonedData = new byte[textureData.Length];
System.Buffer.BlockCopy(textureData, 0, clonedData, 0, textureData.Length);
textureData = clonedData;
}
for (int i = 0; i < textureData.Length; i += 4) {
if (textureData[i] == 0 && textureData[i + 1] == 0 && textureData[i + 2] == 0) {
textureData[i + 3] = 0;
}
}
}
}
else {
textureFormat = TextureFormat.RGBA8;
textureData = renderSurface.SourceData;
switch (renderSurface.Format) {
case DatReaderWriter.Enums.PixelFormat.PFID_A8R8G8B8:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillA8R8G8B8(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_R8G8B8:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillR8G8B8(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_INDEX16:
if (!_dats.Portal.TryGet<Palette>(renderSurface.DefaultPaletteId, out var paletteData))
throw new Exception($"Unable to load Palette: 0x{renderSurface.DefaultPaletteId:X8}");
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillIndex16(renderSurface.SourceData, paletteData, textureData.AsSpan(), texWidth, texHeight, isClipMap);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_P8:
if (!_dats.Portal.TryGet<Palette>(renderSurface.DefaultPaletteId, out var p8PaletteData))
throw new Exception($"Unable to load Palette: 0x{renderSurface.DefaultPaletteId:X8}");
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillP8(renderSurface.SourceData, p8PaletteData, textureData.AsSpan(), texWidth, texHeight, isClipMap);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_R5G6B5:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillR5G6B5(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A4R4G4B4:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillA4R4G4B4(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A8:
case DatReaderWriter.Enums.PixelFormat.PFID_CUSTOM_LSCAPE_ALPHA:
textureData = new byte[texWidth * texHeight * 4];
if (surface.Type.HasFlag(SurfaceType.Additive)) {
TextureHelpers.FillA8Additive(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
}
else {
TextureHelpers.FillA8(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
}
uploadPixelFormat = PixelFormat.Rgba;
break;
default:
throw new NotSupportedException($"Unsupported surface format: {renderSurface.Format}");
}
}
if (surface.Translucency > 0.0f && textureData != null) {
// If we got this from the cache, we need to clone it so we don't scale the cached raw data
if (sourceFormat.HasValue && TextureHelpers.IsCompressedFormat(sourceFormat.Value) && _decodedTextureCache.ContainsKey(renderSurfaceId)) {
var clonedData = new byte[textureData.Length];
System.Buffer.BlockCopy(textureData, 0, clonedData, 0, textureData.Length);
textureData = clonedData;
}
float alphaScale = 1.0f - surface.Translucency;
for (int i = 3; i < textureData.Length; i += 4) {
textureData[i] = (byte)(textureData[i] * alphaScale);
}
}
isAdditive = !isSolid && surface.Type.HasFlag(SurfaceType.Additive);
isTransparent = isSolid ? surface.ColorValue.Alpha < 255 :
(surface.Type.HasFlag(SurfaceType.Translucent) ||
surface.Type.HasFlag(SurfaceType.Base1ClipMap) ||
((uint)surface.Type & 0x100) != 0 || // Alpha
((uint)surface.Type & 0x200) != 0 || // InvAlpha
isAdditive ||
(surface.Translucency > 0.0f && surface.Translucency < 1.0f) ||
textureFormat == TextureFormat.A8 ||
textureFormat == TextureFormat.Rgba32f ||
isDxt3or5 ||
(sourceFormat != null && (sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_A8R8G8B8 ||
sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_A4R4G4B4 ||
sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_DXT3 ||
sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_DXT5)));
}
else {
return;
}
var format = (texWidth, texHeight, textureFormat);
var key = new TextureAtlasManager.TextureKey {
SurfaceId = surfaceId,
PaletteId = paletteId,
Stippling = poly.Stippling,
IsSolid = isSolid
};
if (!batchesByFormat.TryGetValue(format, out var batches)) {
batches = new List<TextureBatchData>();
batchesByFormat[format] = batches;
}
var batch = batches.FirstOrDefault(b => b.Key.Equals(key) && b.CullMode == poly.SidesType);
if (batch == null) {
batch = new TextureBatchData {
Key = key,
CullMode = poly.SidesType,
TextureData = textureData!,
UploadPixelFormat = uploadPixelFormat,
UploadPixelType = uploadPixelType,
IsTransparent = isTransparent,
IsAdditive = isAdditive
};
batches.Add(batch);
}
bool batchHasWrappingUVs = batch.HasWrappingUVs;
BuildPolygonIndices(poly, gfxObj, scale, UVLookup, vertices, batch.Indices, isNeg, ref batchHasWrappingUVs);
batch.HasWrappingUVs = batchHasWrappingUVs;
}
}
return new ObjectMeshData {
ObjectId = id,
IsSetup = false,
Vertices = vertices.ToArray(),
TextureBatches = batchesByFormat,
BoundingBox = boundingBox,
SortCenter = gfxObj?.SortCenter ?? Vector3.Zero,
DIDDegrade = gfxObj != null && gfxObj.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) ? gfxObj.DIDDegrade : 0,
SelectionSphere = new Sphere { Origin = boundingBox.Center, Radius = Vector3.Distance(boundingBox.Max, boundingBox.Min) / 2.0f }
};
}
private ObjectMeshData? PrepareEnvCellMeshData(ulong id, EnvCell envCell, CancellationToken ct) {
var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
bool hasBounds = false;
// Calculate the inverse transform of the cell to localize its contents
var cellOrientation = new System.Numerics.Quaternion(
(float)envCell.Position.Orientation.X,
(float)envCell.Position.Orientation.Y,
(float)envCell.Position.Orientation.Z,
(float)envCell.Position.Orientation.W
);
var cellTransform = Matrix4x4.CreateFromQuaternion(cellOrientation) *
Matrix4x4.CreateTranslation(envCell.Position.Origin);
if (!Matrix4x4.Invert(cellTransform, out var invertCellTransform)) {
invertCellTransform = Matrix4x4.Identity;
}
// Add static objects
var emitters = new List<StagedEmitter>();
foreach (var stab in envCell.StaticObjects) {
var orientation = new System.Numerics.Quaternion(
(float)stab.Frame.Orientation.X,
(float)stab.Frame.Orientation.Y,
(float)stab.Frame.Orientation.Z,
(float)stab.Frame.Orientation.W
);
var transform = Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(stab.Frame.Origin);
// Localize static object transform relative to the cell
var localizedTransform = transform * invertCellTransform;
CollectParts(stab.Id, localizedTransform, parts, ref min, ref max, ref hasBounds, ct);
// For EnvCell static objects, we need to manually collect emitters if they are Setups.
// Bugfix 2026-05-19 (acdream): pre-check the Setup-prefix (0x02xxxxxx) before calling
// TryGet<Setup>. Without this, calling TryGet<Setup> on a GfxObj-prefixed id
// (0x01xxxxxx) throws ArgumentOutOfRangeException as DatReaderWriter tries to parse
// GfxObj bytes as a Setup record. The exception bubbles up through PrepareMeshData's
// outer catch and the entire cell fails to upload — manifesting as missing floors
// in any building whose StaticObjects include a GfxObj-typed stab (very common).
// Confirmed via acdream's Phase 2 indoor-cell-rendering diagnostic probes; see
// docs/research/2026-05-19-indoor-cell-rendering-cause.md in the acdream repo.
if ((stab.Id & 0xFF000000u) == 0x02000000u
&& _dats.Portal.TryGet<Setup>(stab.Id, out var stabSetup)) {
var stabEmitters = new List<StagedEmitter>();
var processedScripts = new HashSet<uint>();
if (stabSetup.DefaultScript.DataId != 0) {
if (processedScripts.Add(stabSetup.DefaultScript.DataId)) {
CollectEmittersFromScript(stabSetup.DefaultScript.DataId, stabEmitters, ct);
}
}
foreach (var emitter in stabEmitters) {
emitters.Add(new StagedEmitter {
Emitter = emitter.Emitter,
PartIndex = emitter.PartIndex,
Offset = emitter.Offset * localizedTransform
});
}
}
}
// Load environment and cell structure geometry
uint envId = 0x0D000000u | envCell.EnvironmentId;
ObjectMeshData? cellGeometry = null;
if (_dats.Portal.TryGet<DatReaderWriter.DBObjs.Environment>(envId, out var environment)) {
if (environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct)) {
var cellGeomId = id | 0x1_0000_0000UL;
cellGeometry = PrepareCellStructMeshData(cellGeomId, cellStruct, envCell.Surfaces, Matrix4x4.Identity, ct);
if (cellGeometry != null) {
parts.Add((cellGeomId, Matrix4x4.Identity));
min = Vector3.Min(min, cellGeometry.BoundingBox.Min);
max = Vector3.Max(max, cellGeometry.BoundingBox.Max);
hasBounds = true;
}
}
}
return new ObjectMeshData {
ObjectId = id,
IsSetup = true,
SetupParts = parts,
ParticleEmitters = emitters,
EnvCellGeometry = cellGeometry,
BoundingBox = hasBounds ? new BoundingBox(min, max) : default,
SelectionSphere = new Sphere { Origin = hasBounds ? (min + max) / 2f : Vector3.Zero, Radius = hasBounds ? Vector3.Distance(max, min) / 2.0f : 0f }
};
}
private ObjectMeshData? PrepareCellStructMeshData(ulong id, CellStruct cellStruct, List<ushort> surfaceOverrides, Matrix4x4 transform, CancellationToken ct) {
var vertices = new List<VertexPositionNormalTexture>();
var UVLookup = new Dictionary<(ushort vertId, ushort uvIdx, bool isNeg), ushort>();
var batchesByFormat = new Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>>();
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
foreach (var vert in cellStruct.VertexArray.Vertices.Values) {
var localizedPos = Vector3.Transform(vert.Origin, transform);
min = Vector3.Min(min, localizedPos);
max = Vector3.Max(max, localizedPos);
}
var boundingBox = new BoundingBox(min, max);
foreach (var poly in cellStruct.Polygons.Values) {
ct.ThrowIfCancellationRequested();
if (poly.VertexIds.Count < 3) continue;
// Handle Positive Surface
if (!poly.Stippling.HasFlag(StipplingType.NoPos)) {
AddSurfaceToBatch(poly, poly.PosSurface, false);
}
// Handle Negative Surface
bool hasNeg = poly.Stippling.HasFlag(StipplingType.Negative) ||
poly.Stippling.HasFlag(StipplingType.Both) ||
(!poly.Stippling.HasFlag(StipplingType.NoNeg) && poly.SidesType == CullMode.Clockwise);
if (hasNeg) {
AddSurfaceToBatch(poly, poly.NegSurface, true);
}
void AddSurfaceToBatch(Polygon poly, short surfaceIdx, bool isNeg) {
if (surfaceIdx < 0) return;
uint surfaceId;
if (surfaceIdx < surfaceOverrides.Count) {
surfaceId = 0x08000000u | surfaceOverrides[surfaceIdx];
}
else {
_logger.LogWarning($"Failed to find surface override for index {surfaceIdx} in CellStruct 0x{cellStruct:X4}");
return;
}
if (!_dats.Portal.TryGet<Surface>(surfaceId, out var surface)) return;
int texWidth, texHeight;
byte[] textureData;
TextureFormat textureFormat;
PixelFormat? uploadPixelFormat = null;
PixelType? uploadPixelType = null;
bool isSolid = poly.Stippling.HasFlag(StipplingType.NoPos) || surface.Type.HasFlag(SurfaceType.Base1Solid);
bool isClipMap = surface.Type.HasFlag(SurfaceType.Base1ClipMap);
uint paletteId = 0;
bool isDxt3or5 = false;
DatReaderWriter.Enums.PixelFormat? sourceFormat = null;
var isAdditive = false;
var isTransparent = false;
if (isSolid) {
texWidth = texHeight = 32;
textureData = TextureHelpers.CreateSolidColorTexture(surface.ColorValue, texWidth, texHeight);
textureFormat = TextureFormat.RGBA8;
uploadPixelFormat = PixelFormat.Rgba;
}
else if (_dats.Portal.TryGet<SurfaceTexture>(surface.OrigTextureId, out var surfaceTexture)) {
var renderSurfaceId = surfaceTexture.Textures.First();
if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var renderSurface)) {
if (!_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out var hrRenderSurface)) {
return;
}
renderSurface = hrRenderSurface;
}
texWidth = renderSurface.Width;
texHeight = renderSurface.Height;
paletteId = renderSurface.DefaultPaletteId;
sourceFormat = renderSurface.Format;
if (_decodedTextureCache.TryGetValue(renderSurfaceId, out var cachedData)) {
textureData = cachedData;
textureFormat = TextureFormat.RGBA8;
uploadPixelFormat = PixelFormat.Rgba;
}
else {
if (TextureHelpers.IsCompressedFormat(renderSurface.Format)) {
isDxt3or5 = renderSurface.Format == DatReaderWriter.Enums.PixelFormat.PFID_DXT3 || renderSurface.Format == DatReaderWriter.Enums.PixelFormat.PFID_DXT5;
textureFormat = TextureFormat.RGBA8;
uploadPixelFormat = PixelFormat.Rgba;
textureData = new byte[texWidth * texHeight * 4];
CompressionFormat compressionFormat = renderSurface.Format switch {
DatReaderWriter.Enums.PixelFormat.PFID_DXT1 => CompressionFormat.Bc1,
DatReaderWriter.Enums.PixelFormat.PFID_DXT3 => CompressionFormat.Bc2,
DatReaderWriter.Enums.PixelFormat.PFID_DXT5 => CompressionFormat.Bc3,
_ => throw new NotSupportedException($"Unsupported compressed format: {renderSurface.Format}")
};
using (var image = _bcDecoder.Value!.DecodeRawToImageRgba32(renderSurface.SourceData, texWidth, texHeight, compressionFormat)) {
image.CopyPixelDataTo(textureData);
}
}
else {
textureFormat = TextureFormat.RGBA8;
textureData = renderSurface.SourceData;
switch (renderSurface.Format) {
case DatReaderWriter.Enums.PixelFormat.PFID_A8R8G8B8:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillA8R8G8B8(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_R8G8B8:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillR8G8B8(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_INDEX16:
if (!_dats.Portal.TryGet<Palette>(renderSurface.DefaultPaletteId, out var paletteData)) return;
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillIndex16(renderSurface.SourceData, paletteData, textureData.AsSpan(), texWidth, texHeight, isClipMap);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_P8:
if (!_dats.Portal.TryGet<Palette>(renderSurface.DefaultPaletteId, out var p8PaletteData)) return;
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillP8(renderSurface.SourceData, p8PaletteData, textureData.AsSpan(), texWidth, texHeight, isClipMap);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_R5G6B5:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillR5G6B5(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A4R4G4B4:
textureData = new byte[texWidth * texHeight * 4];
TextureHelpers.FillA4R4G4B4(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
uploadPixelFormat = PixelFormat.Rgba;
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A8:
case DatReaderWriter.Enums.PixelFormat.PFID_CUSTOM_LSCAPE_ALPHA:
textureData = new byte[texWidth * texHeight * 4];
if (surface.Type.HasFlag(SurfaceType.Additive)) {
TextureHelpers.FillA8Additive(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
}
else {
TextureHelpers.FillA8(renderSurface.SourceData, textureData.AsSpan(), texWidth, texHeight);
}
uploadPixelFormat = PixelFormat.Rgba;
break;
default: return;
}
}
// Add to cache with LRU logic
if (textureData != null && _decodedTextureCache.TryAdd(renderSurfaceId, textureData)) {
_decodedTextureLru.Enqueue(renderSurfaceId);
if (_decodedTextureCache.Count > MaxDecodedTextures) {
if (_decodedTextureLru.TryDequeue(out var evictedId)) {
_decodedTextureCache.TryRemove(evictedId, out _);
}
}
}
}
if (isClipMap && textureData != null) {
// If we got this from the cache, we need to clone it so we don't scale the cached raw data
var clonedData = new byte[textureData.Length];
System.Buffer.BlockCopy(textureData, 0, clonedData, 0, textureData.Length);
textureData = clonedData;
for (int i = 0; i < textureData.Length; i += 4) {
if (textureData[i] == 0 && textureData[i + 1] == 0 && textureData[i + 2] == 0) {
textureData[i + 3] = 0;
}
}
}
}
else {
return;
}
isAdditive = !isSolid && surface.Type.HasFlag(SurfaceType.Additive);
isTransparent = isSolid ? surface.ColorValue.Alpha < 255 :
(surface.Type.HasFlag(SurfaceType.Translucent) ||
surface.Type.HasFlag(SurfaceType.Base1ClipMap) ||
((uint)surface.Type & 0x100) != 0 || // Alpha
((uint)surface.Type & 0x200) != 0 || // InvAlpha
isAdditive ||
(surface.Translucency > 0.0f && surface.Translucency < 1.0f) ||
textureFormat == TextureFormat.A8 ||
textureFormat == TextureFormat.Rgba32f ||
isDxt3or5 ||
(sourceFormat != null && (sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_A8R8G8B8 ||
sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_A4R4G4B4 ||
sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_DXT3 ||
sourceFormat == DatReaderWriter.Enums.PixelFormat.PFID_DXT5)));
var format = (texWidth, texHeight, textureFormat);
var key = new TextureAtlasManager.TextureKey {
SurfaceId = surfaceId,
PaletteId = paletteId,
Stippling = poly.Stippling,
IsSolid = isSolid
};
if (!batchesByFormat.TryGetValue(format, out var batches)) {
batches = new List<TextureBatchData>();
batchesByFormat[format] = batches;
}
var batch = batches.FirstOrDefault(b => b.Key.Equals(key) && b.CullMode == poly.SidesType);
if (batch == null) {
batch = new TextureBatchData {
Key = key,
CullMode = poly.SidesType,
TextureData = textureData!,
UploadPixelFormat = uploadPixelFormat,
UploadPixelType = uploadPixelType,
IsTransparent = isTransparent,
IsAdditive = isAdditive
};
batches.Add(batch);
}
// Helper for CellStruct vertices
bool batchHasWrappingUVs = batch.HasWrappingUVs;
BuildCellStructPolygonIndices(poly, cellStruct, UVLookup, vertices, batch.Indices, isNeg, transform, ref batchHasWrappingUVs);
batch.HasWrappingUVs = batchHasWrappingUVs;
}
}
return new ObjectMeshData {
ObjectId = id,
IsSetup = false,
Vertices = vertices.ToArray(),
TextureBatches = batchesByFormat,
BoundingBox = boundingBox,
SortCenter = Vector3.Zero,
SelectionSphere = new Sphere { Origin = boundingBox.Center, Radius = Vector3.Distance(boundingBox.Max, boundingBox.Min) / 2.0f }
};
}
private void BuildCellStructPolygonIndices(Polygon poly, CellStruct cellStruct,
Dictionary<(ushort vertId, ushort uvIdx, bool isNeg), ushort> UVLookup,
List<VertexPositionNormalTexture> vertices, List<ushort> indices, bool useNegSurface, Matrix4x4 transform, ref bool hasWrappingUVs) {
var polyIndices = new List<ushort>();
for (int i = 0; i < poly.VertexIds.Count; i++) {
ushort vertId = (ushort)poly.VertexIds[i];
ushort uvIdx = 0;
if (useNegSurface && poly.NegUVIndices != null && i < poly.NegUVIndices.Count)
uvIdx = poly.NegUVIndices[i];
else if (!useNegSurface && poly.PosUVIndices != null && i < poly.PosUVIndices.Count)
uvIdx = poly.PosUVIndices[i];
if (!cellStruct.VertexArray.Vertices.TryGetValue(vertId, out var vertex)) continue;
if (uvIdx >= vertex.UVs.Count) {
uvIdx = 0;
}
var key = (vertId, uvIdx, useNegSurface);
if (!hasWrappingUVs) {
var uvCheck = vertex.UVs.Count > 0
? new Vector2(vertex.UVs[uvIdx].U, vertex.UVs[uvIdx].V)
: Vector2.Zero;
if (uvCheck.X < 0f || uvCheck.X > 1f || uvCheck.Y < 0f || uvCheck.Y > 1f) {
hasWrappingUVs = true;
}
}
if (!UVLookup.TryGetValue(key, out var idx)) {
var uv = vertex.UVs.Count > 0
? new Vector2(vertex.UVs[uvIdx].U, vertex.UVs[uvIdx].V)
: Vector2.Zero;
var normal = Vector3.Normalize(Vector3.TransformNormal(vertex.Normal, transform));
if (useNegSurface) {
normal = -normal;
}
idx = (ushort)vertices.Count;
vertices.Add(new VertexPositionNormalTexture(
Vector3.Transform(vertex.Origin, transform),
normal,
uv
));
UVLookup[key] = idx;
}
polyIndices.Add(idx);
}
if (useNegSurface) {
for (int i = 2; i < polyIndices.Count; i++) {
indices.Add(polyIndices[0]);
indices.Add(polyIndices[i - 1]);
indices.Add(polyIndices[i]);
}
}
else {
for (int i = 2; i < polyIndices.Count; i++) {
indices.Add(polyIndices[i]);
indices.Add(polyIndices[i - 1]);
indices.Add(polyIndices[0]);
}
}
}
private void BuildPolygonIndices(Polygon poly, GfxObj gfxObj, Vector3 scale,
Dictionary<(ushort vertId, ushort uvIdx, bool isNeg), ushort> UVLookup,
List<VertexPositionNormalTexture> vertices, List<ushort> indices, bool useNegSurface, ref bool hasWrappingUVs) {
var polyIndices = new List<ushort>();
for (int i = 0; i < poly.VertexIds.Count; i++) {
ushort vertId = (ushort)poly.VertexIds[i];
ushort uvIdx = 0;
if (useNegSurface && poly.NegUVIndices != null && i < poly.NegUVIndices.Count)
uvIdx = poly.NegUVIndices[i];
else if (!useNegSurface && poly.PosUVIndices != null && i < poly.PosUVIndices.Count)
uvIdx = poly.PosUVIndices[i];
if (!gfxObj.VertexArray.Vertices.TryGetValue(vertId, out var vertex)) continue;
if (uvIdx >= vertex.UVs.Count) {
uvIdx = 0;
}
var key = (vertId, uvIdx, useNegSurface);
if (!hasWrappingUVs) {
var uvCheck = vertex.UVs.Count > 0
? new Vector2(vertex.UVs[uvIdx].U, vertex.UVs[uvIdx].V)
: Vector2.Zero;
if (uvCheck.X < 0f || uvCheck.X > 1f || uvCheck.Y < 0f || uvCheck.Y > 1f) {
hasWrappingUVs = true;
}
}
if (!UVLookup.TryGetValue(key, out var idx)) {
var uv = vertex.UVs.Count > 0
? new Vector2(vertex.UVs[uvIdx].U, vertex.UVs[uvIdx].V)
: Vector2.Zero;
var normal = Vector3.Normalize(vertex.Normal);
if (useNegSurface) {
normal = -normal;
}
idx = (ushort)vertices.Count;
vertices.Add(new VertexPositionNormalTexture(
vertex.Origin * scale,
normal,
uv
));
UVLookup[key] = idx;
}
polyIndices.Add(idx);
}
if (useNegSurface) {
// Reverse winding for negative surface so it's visible from the other side
for (int i = 2; i < polyIndices.Count; i++) {
indices.Add(polyIndices[0]);
indices.Add(polyIndices[i - 1]);
indices.Add(polyIndices[i]);
}
}
else {
for (int i = 2; i < polyIndices.Count; i++) {
indices.Add(polyIndices[i]);
indices.Add(polyIndices[i - 1]);
indices.Add(polyIndices[0]);
}
}
}
#endregion
#region Private: GPU Upload
private unsafe ObjectRenderData? UploadGfxObjMeshData(ObjectMeshData meshData) {
if (meshData.Vertices.Length == 0) return null;
var gl = _graphicsDevice.GL;
uint vao = 0, vbo = 0;
if (_useModernRendering) {
// Everything goes into the global VBO/IBO
vao = GlobalBuffer!.VAO;
vbo = GlobalBuffer!.VBO;
}
else {
gl.GenVertexArrays(1, out vao);
gl.BindVertexArray(vao);
gl.GenBuffers(1, out vbo);
gl.BindBuffer(GLEnum.ArrayBuffer, vbo);
fixed (VertexPositionNormalTexture* ptr = meshData.Vertices) {
gl.BufferData(GLEnum.ArrayBuffer, (nuint)(meshData.Vertices.Length * VertexPositionNormalTexture.Size), ptr, GLEnum.StaticDraw);
}
GpuMemoryTracker.TrackAllocation(meshData.Vertices.Length * VertexPositionNormalTexture.Size, GpuResourceType.Buffer);
int stride = VertexPositionNormalTexture.Size;
// Position (location 0)
gl.EnableVertexAttribArray(0);
gl.VertexAttribPointer(0, 3, GLEnum.Float, false, (uint)stride, (void*)0);
// Normal (location 1)
gl.EnableVertexAttribArray(1);
gl.VertexAttribPointer(1, 3, GLEnum.Float, false, (uint)stride, (void*)(3 * sizeof(float)));
// TexCoord (location 2)
gl.EnableVertexAttribArray(2);
gl.VertexAttribPointer(2, 2, GLEnum.Float, false, (uint)stride, (void*)(6 * sizeof(float)));
// Instance data (shared VBO)
gl.BindBuffer(GLEnum.ArrayBuffer, _graphicsDevice.InstanceVBO);
for (uint i = 0; i < 4; i++) {
var loc = 3 + i;
gl.EnableVertexAttribArray(loc);
gl.VertexAttribPointer(loc, 4, GLEnum.Float, false, (uint)sizeof(InstanceData), (void*)(i * 16));
gl.VertexAttribDivisor(loc, 1);
}
gl.EnableVertexAttribArray(8);
gl.VertexAttribIPointer(8, 1, GLEnum.UnsignedInt, (uint)sizeof(InstanceData), (void*)64);
gl.VertexAttribDivisor(8, 1);
}
var renderBatches = new List<ObjectRenderBatch>();
foreach (var (format, batches) in meshData.TextureBatches) {
foreach (var batch in batches) {
if (batch.Indices.Count == 0) continue;
uint ibo = 0;
TextureAtlasManager? atlasManager = null;
int textureIndex = 0;
uint firstIndex = 0;
int batchBaseVertex = 0;
// Find or create a shared atlas with free space
if (!_globalAtlases.TryGetValue(format, out var atlasList)) {
atlasList = new List<TextureAtlasManager>();
_globalAtlases[format] = atlasList;
}
atlasManager = atlasList.FirstOrDefault(a => a.FreeSlots > 0 || a.HasTexture(batch.Key));
if (atlasManager == null) {
atlasManager = new TextureAtlasManager(_graphicsDevice, format.Width, format.Height, format.Format);
atlasList.Add(atlasManager);
}
textureIndex = atlasManager.AddTexture(batch.Key, batch.TextureData, batch.UploadPixelFormat, batch.UploadPixelType);
if (_useModernRendering) {
ibo = GlobalBuffer!.IBO;
var appended = GlobalBuffer.Append(meshData.Vertices, batch.Indices.ToArray());
batchBaseVertex = appended.baseVertex;
firstIndex = (uint)appended.firstIndex;
}
else {
gl.GenBuffers(1, out ibo);
gl.BindBuffer(GLEnum.ElementArrayBuffer, ibo);
var indexArray = batch.Indices.ToArray();
fixed (ushort* iptr = indexArray) {
gl.BufferData(GLEnum.ElementArrayBuffer, (nuint)(indexArray.Length * sizeof(ushort)), iptr, GLEnum.StaticDraw);
}
GpuMemoryTracker.TrackAllocation(indexArray.Length * sizeof(ushort), GpuResourceType.Buffer);
}
ulong bindlessHandle = batch.HasWrappingUVs
? atlasManager.TextureArray.BindlessWrapHandle
: atlasManager.TextureArray.BindlessClampHandle;
renderBatches.Add(new ObjectRenderBatch {
IBO = ibo,
IndexCount = batch.Indices.Count,
Atlas = atlasManager!,
TextureIndex = textureIndex,
TextureSize = (format.Width, format.Height),
TextureFormat = format.Format,
IsTransparent = batch.IsTransparent,
IsAdditive = batch.IsAdditive,
HasWrappingUVs = batch.HasWrappingUVs,
Key = batch.Key,
CullMode = batch.CullMode,
FirstIndex = firstIndex,
BaseVertex = (uint)batchBaseVertex,
BindlessTextureHandle = bindlessHandle,
});
}
}
var renderData = new ObjectRenderData {
VAO = vao,
VBO = vbo,
VertexCount = meshData.Vertices.Length,
Batches = renderBatches,
ParticleEmitters = meshData.ParticleEmitters,
DIDDegrade = meshData.DIDDegrade,
CPUPositions = meshData.Vertices.Select(v => v.Position).ToArray(),
CPUIndices = meshData.TextureBatches.Values.SelectMany(l => l).SelectMany(b => b.Indices).ToArray(),
CPUEdgeLines = meshData.EdgeLines,
MemorySize = (meshData.Vertices.Length * VertexPositionNormalTexture.Size) +
renderBatches.Sum(b => (long)b.IndexCount * sizeof(ushort))
};
if (!_useModernRendering) {
gl.BindVertexArray(0);
}
return renderData;
}
#endregion
#region Private: Utilities
#region Raycasting
public bool IntersectMesh(ObjectRenderData renderData, Matrix4x4 transform, Vector3 rayOrigin, Vector3 rayDirection, out float distance, out Vector3 normal) {
return IntersectMeshInternal(renderData, transform, rayOrigin, rayDirection, 0, out distance, out normal);
}
private bool IntersectMeshInternal(ObjectRenderData renderData, Matrix4x4 transform, Vector3 rayOrigin, Vector3 rayDirection, int depth, out float distance, out Vector3 normal) {
distance = float.MaxValue;
normal = Vector3.UnitZ;
bool hit = false;
if (depth > 32) return false; // Prevent stack overflow from circular setups
if (renderData.IsSetup) {
foreach (var part in renderData.SetupParts) {
var partData = TryGetRenderData(part.GfxObjId);
if (partData != null) {
if (IntersectMeshInternal(partData, part.Transform * transform, rayOrigin, rayDirection, depth + 1, out float d, out Vector3 n)) {
if (d < distance) {
distance = d;
normal = n;
hit = true;
}
}
}
}
return hit;
}
if (renderData.CPUPositions.Length == 0 || renderData.CPUIndices.Length == 0) {
// Fallback to sphere if no CPU mesh data
if (renderData.SelectionSphere != null && renderData.SelectionSphere.Radius > 0.001f) {
var worldOrigin = Vector3.Transform(renderData.SelectionSphere.Origin, transform);
float radius = renderData.SelectionSphere.Radius * transform.Translation.Length(); // Rough scale
if (GeometryUtils.RayIntersectsSphere(rayOrigin, rayDirection, worldOrigin, radius, out distance)) {
normal = Vector3.Normalize(rayOrigin + rayDirection * distance - worldOrigin);
return true;
}
}
return false;
}
// Transform ray to local space
if (!Matrix4x4.Invert(transform, out var invTransform)) return false;
Vector3 localOrigin = Vector3.Transform(rayOrigin, invTransform);
Vector3 localDirection = Vector3.Normalize(Vector3.TransformNormal(rayDirection, invTransform));
// Iterate through triangles
for (int i = 0; i < renderData.CPUIndices.Length; i += 3) {
Vector3 v0 = renderData.CPUPositions[renderData.CPUIndices[i]];
Vector3 v1 = renderData.CPUPositions[renderData.CPUIndices[i + 1]];
Vector3 v2 = renderData.CPUPositions[renderData.CPUIndices[i + 2]];
if (GeometryUtils.RayIntersectsTriangle(localOrigin, localDirection, v0, v1, v2, out float t)) {
// Convert t back to world space distance
Vector3 hitPointLocal = localOrigin + localDirection * t;
Vector3 hitPointWorld = Vector3.Transform(hitPointLocal, transform);
float worldDist = Vector3.Distance(rayOrigin, hitPointWorld);
if (worldDist < distance) {
distance = worldDist;
// Calculate normal in local space and transform to world space
Vector3 localNormal = Vector3.Normalize(Vector3.Cross(v1 - v0, v2 - v0));
normal = Vector3.Normalize(Vector3.TransformNormal(localNormal, transform));
// Ensure normal faces the ray
if (Vector3.Dot(normal, rayDirection) > 0) {
normal = -normal;
}
hit = true;
}
}
}
return hit;
}
#endregion
private (Vector3 Min, Vector3 Max) ComputeBounds(GfxObj gfxObj, Vector3 scale) {
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
foreach (var vert in gfxObj.VertexArray.Vertices.Values) {
var p = vert.Origin * scale;
min = Vector3.Min(min, p);
max = Vector3.Max(max, p);
}
return (min, max);
}
private void UnloadObject(ulong key) {
if (!_renderData.TryGetValue(key, out var data)) return;
var gl = _graphicsDevice.GL;
if (!_useModernRendering) {
if (data.VAO != 0) gl.DeleteVertexArray(data.VAO);
if (data.VBO != 0) {
gl.DeleteBuffer(data.VBO);
GpuMemoryTracker.TrackDeallocation(data.VertexCount * VertexPositionNormalTexture.Size, GpuResourceType.Buffer);
}
foreach (var batch in data.Batches) {
if (batch.IBO != 0) {
gl.DeleteBuffer(batch.IBO);
GpuMemoryTracker.TrackDeallocation(batch.IndexCount * sizeof(ushort), GpuResourceType.Buffer);
}
if (batch.Atlas != null) {
batch.Atlas.ReleaseTexture(batch.Key);
if (batch.Atlas.UsedSlots == 0) {
batch.Atlas.Dispose();
var keyTuple = (batch.TextureSize.Width, batch.TextureSize.Height, batch.TextureFormat);
if (_globalAtlases.TryGetValue(keyTuple, out var list)) {
list.Remove(batch.Atlas);
}
}
}
}
}
else {
foreach (var batch in data.Batches) {
if (batch.Atlas != null) {
batch.Atlas.ReleaseTexture(batch.Key);
if (batch.Atlas.UsedSlots == 0) {
batch.Atlas.Dispose();
var keyTuple = (batch.TextureSize.Width, batch.TextureSize.Height, batch.TextureFormat);
if (_globalAtlases.TryGetValue(keyTuple, out var list)) {
list.Remove(batch.Atlas);
}
}
}
}
}
if (data.IsSetup) {
foreach (var (partId, _) in data.SetupParts) {
DecrementRefCount(partId);
}
}
_currentGpuMemory -= data.MemorySize;
_renderData.TryRemove(key, out _);
lock (_lruList) {
_lruList.Remove(key);
}
}
#endregion
public void Dispose() {
if (IsDisposed) return;
IsDisposed = true;
_graphicsDevice.QueueGLAction(gl => {
foreach (var data in _renderData.Values) {
if (!_useModernRendering) {
if (data.VAO != 0) gl.DeleteVertexArray(data.VAO);
if (data.VBO != 0) {
gl.DeleteBuffer(data.VBO);
GpuMemoryTracker.TrackDeallocation(data.VertexCount * VertexPositionNormalTexture.Size, GpuResourceType.Buffer);
}
foreach (var batch in data.Batches) {
if (batch.IBO != 0) {
gl.DeleteBuffer(batch.IBO);
GpuMemoryTracker.TrackDeallocation(batch.IndexCount * sizeof(ushort), GpuResourceType.Buffer);
}
}
}
}
_renderData.Clear();
foreach (var atlasList in _globalAtlases.Values) {
foreach (var atlas in atlasList) {
atlas.Dispose();
}
}
_globalAtlases.Clear();
if (_useModernRendering) {
GlobalBuffer?.Dispose();
}
});
}
private ObjectMeshData? PrepareCellStructEdgeLineData(ulong id, Dictionary<uint, CellStruct> cellStructs, Matrix4x4 transform, CancellationToken ct) {
var cellStructList = cellStructs.ToList();
if (cellStructList.Count == 0) {
return null;
}
// Calculate bounding box from ALL vertices in all cell structures
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
var allEdgeLines = new List<Vector3>();
// Process each CellStruct and collect all edge lines
foreach (var cellStructKvp in cellStructList) {
var cellStruct = cellStructKvp.Value;
// Build edge lines for this CellStruct
var edgeLines = EdgeLineBuilder.BuildEdgeLines(cellStruct);
// Transform edge lines to world space and add to collection
foreach (var edgeLine in edgeLines) {
allEdgeLines.Add(Vector3.Transform(edgeLine, transform));
}
// Update bounding box with vertices from this CellStruct
foreach (var vert in cellStruct.VertexArray.Vertices.Values) {
var localizedPos = Vector3.Transform(vert.Origin, transform);
min = Vector3.Min(min, localizedPos);
max = Vector3.Max(max, localizedPos);
}
}
if (allEdgeLines.Count == 0) {
return null;
}
var boundingBox = new BoundingBox(min, max);
// Create minimal mesh data for edge line rendering
// We still need some vertices for rendering system to work, but they'll be transparent
var vertices = new List<VertexPositionNormalTexture> {
new VertexPositionNormalTexture { Position = Vector3.Zero, Normal = Vector3.UnitZ, UV = Vector2.Zero }
};
var indices = new List<ushort> { 0, 0, 0 }; // Dummy triangle
// Create a transparent texture for base triangles (so only edge lines are visible)
var transparentTexture = TextureHelpers.CreateSolidColorTexture(new ColorARGB { Alpha = 0, Red = 255, Green = 255, Blue = 255 }, 1, 1);
var result = new ObjectMeshData {
ObjectId = id,
IsSetup = false,
Vertices = vertices.ToArray(),
Batches = new List<MeshBatchData> {
new MeshBatchData {
Indices = indices.ToArray(),
TextureFormat = (1, 1, TextureFormat.RGBA8),
TextureKey = new TextureAtlasManager.TextureKey {
SurfaceId = 0xFFFFFFFF, // Dummy surface ID
PaletteId = 0,
Stippling = StipplingType.NoPos,
IsSolid = true
},
TextureIndex = 0,
TextureData = transparentTexture,
UploadPixelFormat = PixelFormat.Rgba,
UploadPixelType = PixelType.UnsignedByte,
CullMode = CullMode.None
}
},
// Also populate TextureBatches for GPU upload
TextureBatches = new Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>> {
[(1, 1, TextureFormat.RGBA8)] = new List<TextureBatchData> {
new TextureBatchData {
Indices = indices.ToList(),
Key = new TextureAtlasManager.TextureKey {
SurfaceId = 0xFFFFFFFF, // Dummy surface ID
PaletteId = 0,
Stippling = StipplingType.NoPos,
IsSolid = true
},
TextureData = transparentTexture,
UploadPixelFormat = PixelFormat.Rgba,
UploadPixelType = PixelType.UnsignedByte,
CullMode = CullMode.None,
IsTransparent = false // Render in opaque pass but transparent
}
}
},
BoundingBox = boundingBox,
SelectionSphere = new Sphere { Origin = boundingBox.Center, Radius = Vector3.Distance(boundingBox.Max, boundingBox.Min) / 2.0f }
};
// Store all edge lines in mesh data for later use in UploadMeshData
result.EdgeLines = allEdgeLines.ToArray();
return result;
}
}
}