fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes

Humanoid bodies (Setup 0x02000001 + heritage variants) rendered visibly
flat / bulky vs retail because we drew the base GfxObj id from Setup /
AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray
(0x0050DCF0) treats that base id as the entry point to a DIDDegrade
table; close/player rendering uses Degrades[0].Id, which is the
higher-detail mesh that carries bicep / deltoid / shoulder geometry.

ACViewer also has this bug — it was the key signal it isn't acdream-
specific. Both clients drew the LOD-3 base mesh (e.g. 14 verts / 17
polys for Aluvian Male upper arm 0x01000055), missing the close-
detail variant (0x01001795: 32 verts / 60 polys).

Adds GfxObjDegradeResolver that walks the table with safe fallbacks
at every step. Wired in GameWindow after AnimPartChange application
and before texture-change resolution so texture overrides match the
resolved mesh's surfaces. Gated by ACDREAM_RETAIL_CLOSE_DEGRADES=1
and scoped to humanoid setups (34 parts with >=8 null-sentinel
attachment slots) while the fix bakes — the change is harmless on
non-humanoid setups (resolver falls back to base when no degrade
table) but we hold the broader sweep until LOD distance plumbing
lands.

User confirmed visually 2026-05-06: bicep, deltoid, and back-muscle
definition match retail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-06 16:46:23 +02:00
parent 8d7cad5b14
commit 0bd9b9693b
5 changed files with 648 additions and 2 deletions

View file

@ -0,0 +1,182 @@
using AcDream.Core.Meshing;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Meshing;
/// <summary>
/// Unit tests for <see cref="GfxObjDegradeResolver"/>. The resolver is
/// the Issue #47 fix: route a base GfxObj id to its retail close-detail
/// mesh via the DIDDegrade table's slot 0. Tests use the callback
/// overload so we can stand up tiny in-memory fixtures without dragging
/// in a real DatCollection.
/// </summary>
public class GfxObjDegradeResolverTests
{
/// <summary>
/// When the base GfxObj has no degrade table (HasDIDDegrade flag
/// clear), the resolver returns the base id unchanged.
/// </summary>
[Fact]
public void NoDegradeTable_ReturnsBaseMesh()
{
const uint baseId = 0x01001212u;
var baseGfx = new GfxObj { Flags = 0, DIDDegrade = 0 };
var gfxObjs = new Dictionary<uint, GfxObj> { [baseId] = baseGfx };
bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
id => gfxObjs.GetValueOrDefault(id),
_ => null,
baseId,
out uint resolvedId,
out var resolvedGfx);
Assert.True(ok);
Assert.Equal(baseId, resolvedId);
Assert.Same(baseGfx, resolvedGfx);
}
/// <summary>
/// When the base GfxObj has a populated DIDDegrade table, the
/// resolver returns Degrades[0].Id and its loaded GfxObj — the
/// close-detail mesh retail draws for nearby objects.
/// </summary>
[Fact]
public void ValidDegradeTable_ReturnsSlotZero()
{
const uint baseId = 0x01000055u; // low-detail Aluvian Male upper arm
const uint degradeInfoId = 0x110006D0u;
const uint closeId = 0x01001795u; // retail close-detail variant
var baseGfx = new GfxObj
{
Flags = GfxObjFlags.HasDIDDegrade,
DIDDegrade = degradeInfoId,
};
var closeGfx = new GfxObj { Flags = 0 };
var degradeInfo = new GfxObjDegradeInfo
{
Degrades = { new GfxObjInfo { Id = closeId } },
};
var gfxObjs = new Dictionary<uint, GfxObj>
{
[baseId] = baseGfx,
[closeId] = closeGfx,
};
var degradeInfos = new Dictionary<uint, GfxObjDegradeInfo>
{
[degradeInfoId] = degradeInfo,
};
bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
id => gfxObjs.GetValueOrDefault(id),
id => degradeInfos.GetValueOrDefault(id),
baseId,
out uint resolvedId,
out var resolvedGfx);
Assert.True(ok);
Assert.Equal(closeId, resolvedId);
Assert.Same(closeGfx, resolvedGfx);
}
/// <summary>
/// If the degrade table references a GfxObj that isn't present in
/// the dat (corrupt / partial dat), the resolver falls back to the
/// base mesh rather than returning null. Better to render the
/// low-detail variant than nothing at all.
/// </summary>
[Fact]
public void MissingSlotZeroMesh_FallsBackToBase()
{
const uint baseId = 0x01000055u;
const uint degradeInfoId = 0x110006D0u;
const uint missingCloseId = 0xDEADBEEFu;
var baseGfx = new GfxObj
{
Flags = GfxObjFlags.HasDIDDegrade,
DIDDegrade = degradeInfoId,
};
var degradeInfo = new GfxObjDegradeInfo
{
Degrades = { new GfxObjInfo { Id = missingCloseId } },
};
var gfxObjs = new Dictionary<uint, GfxObj> { [baseId] = baseGfx };
var degradeInfos = new Dictionary<uint, GfxObjDegradeInfo>
{
[degradeInfoId] = degradeInfo,
};
bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
id => gfxObjs.GetValueOrDefault(id),
id => degradeInfos.GetValueOrDefault(id),
baseId,
out uint resolvedId,
out var resolvedGfx);
Assert.True(ok);
Assert.Equal(baseId, resolvedId);
Assert.Same(baseGfx, resolvedGfx);
}
/// <summary>
/// Empty Degrades list (table present but no entries) falls back
/// to base. Mirrors retail's "no LOD entries → just draw the base"
/// behavior.
/// </summary>
[Fact]
public void EmptyDegradesList_FallsBackToBase()
{
const uint baseId = 0x01000055u;
const uint degradeInfoId = 0x110006D0u;
var baseGfx = new GfxObj
{
Flags = GfxObjFlags.HasDIDDegrade,
DIDDegrade = degradeInfoId,
};
var degradeInfo = new GfxObjDegradeInfo(); // empty Degrades
var gfxObjs = new Dictionary<uint, GfxObj> { [baseId] = baseGfx };
var degradeInfos = new Dictionary<uint, GfxObjDegradeInfo>
{
[degradeInfoId] = degradeInfo,
};
bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
id => gfxObjs.GetValueOrDefault(id),
id => degradeInfos.GetValueOrDefault(id),
baseId,
out uint resolvedId,
out var resolvedGfx);
Assert.True(ok);
Assert.Equal(baseId, resolvedId);
Assert.Same(baseGfx, resolvedGfx);
}
/// <summary>
/// When the base GfxObj itself is missing from the dat, the
/// resolver returns false so the caller can drop the part rather
/// than trying to render a null mesh.
/// </summary>
[Fact]
public void MissingBaseGfxObj_ReturnsFalse()
{
const uint baseId = 0xDEADBEEFu;
bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
_ => null,
_ => null,
baseId,
out uint resolvedId,
out var resolvedGfx);
Assert.False(ok);
Assert.Equal(baseId, resolvedId);
Assert.Null(resolvedGfx);
}
}