Five tasks shipped together (interdependent at build time): Task 1: WbRenderPass enum — verbatim port of WB RenderPass.cs:1-22 Task 2: WbFrustum + WbBoundingBox + FrustumTestResult — verbatim port of WB Frustum.cs (98 LOC) with namespace + BoundingBox-type adaptations. +7 unit tests. Task 3: EnvCellSceneryInstance + EnvCellLandblock — verbatim port of WB SceneryInstance.cs:1-161, renamed scope-narrow. Dropped editor-only fields (DisqualificationReason, ParticleEmitters, IsQueuedForUpload, InstanceBufferOffset, InstanceCount, MdiCommands, IsTransformOnlyUpdate) + InstanceId narrowed uint (we don't use ObjectId's editor methods). +5 unit tests. Task 4: EnvCellVisibilitySnapshot — direct port of WB VisibilitySnapshot narrowed to BatchedByCell + VisibleLandblocks only. Task 7: IndoorCellStencilPipeline.RenderBuildingStencilMask — new low-level WB-faithful entry mirroring PortalRenderManager:471-484. No surrounding GL state setup (caller's responsibility). Probe fields LastStencilVertexCount / LastStencilWasFarPunch / LastStencilBuildingId for the [stencil] probe emitter in Task 9. Build green, 18 tests pass (7 new Frustum + 5 new SceneryInstance + 6 existing stencil pipeline). Ready for Wave 2 (EnvCellRenderer port). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
146 lines
5.3 KiB
C#
146 lines
5.3 KiB
C#
// Ported from references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SceneryInstance.cs
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// Phase A8 extraction (2026-05-28). Verbatim port; adaptations:
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// - SceneryInstance -> EnvCellSceneryInstance (scope-narrow to env-cell rendering)
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// - ObjectLandblock -> EnvCellLandblock
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// - Namespace: AcDream.App.Rendering.Wb
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// - BoundingBox -> WbBoundingBox (defined in WbFrustum.cs)
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// - DisqualificationReason + SceneryDisqualificationReason dropped (editor-only)
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// - IsQueuedForUpload, IsTransformOnlyUpdate, ParticleEmitters, InstanceBufferOffset,
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// InstanceCount, MdiCommands dropped (editor-only / shared-MDI)
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Lightweight data for a single placed env-cell scenery object.
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/// Source: references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SceneryInstance.cs (lines 11-56)
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/// </summary>
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public struct EnvCellSceneryInstance
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{
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/// <summary>GfxObj or Setup ID from DAT.</summary>
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public ulong ObjectId;
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/// <summary>Unique instance index within the landblock (WB used a 128-bit editor ID; we use uint).</summary>
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public uint InstanceId;
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/// <summary>True for multi-part Setup objects, false for simple GfxObj.</summary>
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public bool IsSetup;
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/// <summary>True if this instance is a building.</summary>
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public bool IsBuilding;
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/// <summary>True if this is an interior cell connected directly to the landblock.</summary>
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public bool IsEntryCell;
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/// <summary>World-space position.</summary>
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public Vector3 WorldPosition;
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/// <summary>Local-space position (relative to landblock origin).</summary>
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public Vector3 LocalPosition;
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/// <summary>Rotation quaternion.</summary>
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public Quaternion Rotation;
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/// <summary>The current cell ID this instance is in (used for previewing moves between cells).</summary>
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public uint CurrentPreviewCellId;
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/// <summary>Scale (typically uniform).</summary>
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public Vector3 Scale;
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/// <summary>Pre-computed world transform matrix.</summary>
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public Matrix4x4 Transform;
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/// <summary>Local-space bounding box.</summary>
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public WbBoundingBox LocalBoundingBox;
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/// <summary>World-space bounding box.</summary>
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public WbBoundingBox BoundingBox;
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/// <summary>Rendering flags for this instance.</summary>
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public uint Flags;
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}
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/// <summary>
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/// Holds all EnvCell instances for a single landblock, ready for rendering.
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/// Shared by both scenery and static object render managers.
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/// Source: references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SceneryInstance.cs (lines 62-160)
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/// </summary>
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public class EnvCellLandblock
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{
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/// <summary>Grid X coordinate of this landblock.</summary>
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public int GridX { get; set; }
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/// <summary>Grid Y coordinate of this landblock.</summary>
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public int GridY { get; set; }
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public object Lock { get; } = new();
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public List<EnvCellSceneryInstance> Instances { get; set; } = new();
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/// <summary>
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/// Grouped bounding boxes for each EnvCell in this landblock.
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/// Key: CellID, Value: Composite bounding box of the cell and all its static objects.
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/// </summary>
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public Dictionary<uint, WbBoundingBox> EnvCellBounds { get; set; } = new();
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/// <summary>
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/// Set of EnvCell IDs in this landblock that have the SeenOutside flag.
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/// </summary>
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public HashSet<uint> SeenOutsideCells { get; set; } = new();
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public List<EnvCellSceneryInstance>? PendingInstances { get; set; }
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/// <summary>
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/// Grouped bounding boxes for each EnvCell in this landblock (pending upload).
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/// </summary>
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public Dictionary<uint, WbBoundingBox>? PendingEnvCellBounds { get; set; }
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/// <summary>
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/// Set of EnvCell IDs in this landblock that have the SeenOutside flag (pending upload).
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/// </summary>
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public HashSet<uint>? PendingSeenOutsideCells { get; set; }
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/// <summary>
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/// Grouped transforms for each GfxObj part for static objects, for efficient instanced rendering.
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/// Key: GfxObjId, Value: List of transforms
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/// </summary>
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public Dictionary<ulong, List<InstanceData>> StaticPartGroups { get; set; } = new();
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/// <summary>
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/// Grouped transforms for each GfxObj part for buildings, for efficient instanced rendering.
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/// Key: GfxObjId, Value: List of transforms
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/// </summary>
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public Dictionary<ulong, List<InstanceData>> BuildingPartGroups { get; set; } = new();
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/// <summary>
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/// World-space bounding box of this landblock.
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/// </summary>
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public WbBoundingBox BoundingBox { get; set; }
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/// <summary>
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/// Total bounding box covering all EnvCells in this landblock.
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/// </summary>
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public WbBoundingBox TotalEnvCellBounds { get; set; }
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/// <summary>
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/// Total bounding box covering all EnvCells in this landblock (pending upload).
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/// </summary>
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public WbBoundingBox PendingTotalEnvCellBounds { get; set; }
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/// <summary>
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/// Whether instances (positions/bounding boxes) have been generated.
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/// </summary>
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public bool InstancesReady { get; set; }
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/// <summary>
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/// Whether mesh data for all instances has been prepared (CPU-side).
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/// </summary>
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public bool MeshDataReady { get; set; }
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/// <summary>
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/// Whether GPU resources have been uploaded.
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/// </summary>
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public bool GpuReady { get; set; }
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}
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