docs(D.2b): Slice 2 design — paperdoll doll viewport + Slots toggle (RTT)

Brainstorm-approved design for Sub-phase C Slice 2: the 3-D doll
UiViewport (dat Type 0xD) + the "Slots" toggle, extending the shipped
PaperdollController.

Key decisions settled in the brainstorm:
- Compositing = render-to-texture (reuse ManagedGLFramebuffer + GLStateScope):
  the doll renders to an off-screen buffer in a pre-UI hook, then the
  UiViewport widget blits it as a normal sprite -> correct painter order
  for free, fully sealed 3-D pass.
- The armor/non-armor partition is the decomp-exact 9-slot set that
  ListenToElementMessage (idMessage==1, 0x100005be) flips, not an
  EquipMask heuristic.
- Doll = a dedicated WorldEntity cloned from the local player's Setup +
  current ObjDesc (the player IS a WorldEntity -- corrects the handoff),
  re-dressed on ObjDescEvent 0xF625; reuses EntitySpawnAdapter/
  AnimatedEntityState.
- Seam IUiViewportRenderer lives in AcDream.App.UI (intra-App decoupling),
  not Core -- user-approved divergence from the handoff's "Core interface".

Recovered the corrupted light immediate ("ff&?" = 0x3f266666 ~= 0.65).
AP-66 reworded: empty-slot frame stays (slots ring the doll, no overlay).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-23 08:40:48 +02:00
parent c88bc5c8eb
commit 4f2ad98915

View file

@ -0,0 +1,251 @@
# D.2b Sub-phase C, Slice 2 — paperdoll 3-D doll + the "Slots" toggle (design)
**Date:** 2026-06-23
**Branch:** `claude/hopeful-maxwell-214a12` (Slice 1 shipped; `main` ff-merged to tip).
**Status:** APPROVED design (brainstorm complete). Next: writing-plans → subagent-driven implementation → visual gate.
**Predecessor:** `docs/research/2026-06-23-paperdoll-slice2-handoff.md`; Slice-1 spec `2026-06-22-d2b-paperdoll-slice1-equip-slots-design.md`.
**Read with:** the corrected model in the D.2b SSOT (`claude-memory/project_d2b_retail_ui.md`, the SLICE 1 entry) + `docs/research/2026-06-16-equipment-paperdoll-deep-dive.md` §5.
---
## 1. Goal + corrected model (user axiom)
The paperdoll panel has **two mutually-exclusive views** toggled by the **"Slots" button**
(`0x100005BE` = `m_SlotCheckbox`):
- **Doll-view (default, button OFF):** the **live 3-D character** (the "doll" — naked if nothing
equipped) + the **12 non-armor** equip slots. The 9 armor slots are hidden.
- **Slot-view (button ON):** the doll disappears; the **9 armor slots** become visible.
The "figure" **IS** the live 3-D character (a re-dressed clone of the local player), **not** per-slot
silhouette sprites. Slice 1 already shipped the 21 equip slots + wield/unwield + visible empty-slot
frames, showing all slots at once. **Slice 2 adds (A) the toggle and (B) the 3-D doll viewport on top,
extending — never rewriting — `PaperdollController`.**
### Scope
**In:** the Slots toggle; the `UiViewport` (dat Type `0xD`) hosting a re-dressed player clone;
render-to-texture compositing; live re-dress on equip/unequip (ObjDescEvent `0xF625`); fixed camera,
one distant light, heading 191.37°, idle animation.
**Deferred to polish (NOT this slice):** per-race camera framing (`UpdateForRace`), part-selection
lighting ("which piece is this?" highlight), click-to-rotate, the doll click-map (`m_paperDollDragMask`
interactivity), Aetheria sigil slots.
---
## 2. Decomp anchors (named-retail `acclient_2013_pseudo_c.txt`) — do not re-derive
| What | Function / addr | Lines | Facts |
|---|---|---|---|
| **The toggle** | `gmPaperDollUI::ListenToElementMessage` `0x004a5c30` | 175674-175706 | `idMessage==1 && idElement==0x100005be`: read checkbox attr `0xe`. **Checked → slot-view:** `m_pPaperDoll.SetVisible(0)`, `m_paperDollDragMask.SetVisible(0)`, then `SetVisible(1)` on the 9 armor slots. **Unchecked → doll-view:** the inverse. |
| **The 9 armor slots** | `gmPaperDollUI::PostInit` `0x004a5360` | 175412-175508 | The exact set `PostInit` calls `SetVisible(0)` on AND the toggle flips: head `0x100005ab`, chest(armor) `0x100005ac`, abdomen `0x100005ad`, upper-arm `0x100005ae`, lower-arm `0x100005af`, hand `0x100005b0`, upper-leg(armor) `0x100005b1`, lower-leg(armor) `0x100005b2`, foot `0x100005b3`. The other 12 slots are **never** hidden at init. |
| **Viewport init** | `gmPaperDollUI::PostInit` | 175509-175535 | Find `0x100001d5` → cast Type `0xd`; `SetCamera(&dir,&pos)`; `SetLight(DISTANT_LIGHT, 2.0, &dir)`; `CreatureMode::UseSharpMode`; `RedressCreature`. |
| **Camera immediates** | `PostInit` | 175521-175527 | cam pos `(0x3df5c28f, 0xc019999a, 0x3f6147ae)` = **(0.12, 2.4, 0.88)**; target/look `(0,0,0)`. (Arg order pos-vs-dir confirmed at impl via `UIElement_Viewport::SetCamera`.) |
| **Light immediates** | `PostInit` | 175529-175533 | dir `(0x3e99999a, 0x3ff33333, 0x3f266666)` = **(0.3, 1.9, 0.65)**; intensity **2.0**; type `DISTANT_LIGHT`. (3rd float recovered from the `"ff&?"` strncpy artifact = `0x3f266666`.) |
| **The checkbox default** | `PostInit` | 175585 | `SetAttribute_Bool(m_SlotCheckbox, 0xe, 0)` → start unchecked = doll-view. |
| **Re-dress** | `gmPaperDollUI::RedressCreature` `0x004a3bc0` | 173997-174012 | Built **once** (lazy): `makeObject(player)` clone → `set_heading(191.367905°)``set_sequence_animation(m_didAnimation.id, 1,1,0)``CreatureMode::AddObject`. **Every call:** `DoObjDescChangesFromDefault(clone, get_player_visualdesc())` = re-dress with the same ObjDesc apply the in-world renderer uses. |
| **Per-race camera (DEFERRED)** | `gmPaperDollUI::UpdateForRace` `0x004a3ed0` | 174138-174180 | Camera distance varies per body-type: case 6/7 y=`0xc0400000`=3.0; case 8 y=`0xc059999a`=3.4, z=`0x3f800000`=1.0; etc. Polish. |
---
## 3. acdream seams (verified against source this session)
- **Render order:** `GameWindow.OnRender` runs all 3-D world passes, then `_uiHost.Tick()`/`_uiHost.Draw()`
at **GameWindow.cs:9009-9012**. The doll RTT pass slots in after the world passes, before the UI pass.
- **Single-entity draw:** `WbDrawDispatcher.Draw(ICamera camera, IEnumerable<(LandblockId, AabbMin,
AabbMax, IReadOnlyList<WorldEntity> Entities, IReadOnlyDictionary<uint,WorldEntity>? AnimatedById)>,
…, HashSet<uint>? animatedEntityIds, …)` (WbDrawDispatcher.cs:881). Sets `uViewProjection` from
`camera.View*camera.Projection` (`:894`) and `uLightingMode=0` (Lambert sun + per-entity point sets,
`:898`). **A second pass with a doll camera + a one-entry landblock tuple is supported.**
- **Camera:** `ICamera` is `{ Matrix4x4 View; Matrix4x4 Projection; float Aspect; }` (ICamera.cs:5).
A fixed `DollCamera` impl is trivial.
- **RTT infra exists:** `ManagedGLFramebuffer` (color `ITexture` + Depth24Stencil8 renderbuffer,
completeness-checked, `GpuMemoryTracker`-tracked) and `GLStateScope` (RAII save/restore of viewport,
scissor, depth, cull, blend, program, VAO, FBO bindings, UBO binding 0, …). Both in
`src/AcDream.App/Rendering/Wb/`.
- **Animated-char pipeline:** `EntitySpawnAdapter.OnCreate(WorldEntity)` (EntitySpawnAdapter.cs:100)
requires `ServerGuid != 0`, builds `AnimatedEntityState` via the injected sequencer factory, applies
`HiddenPartsMask` + `PartOverrides`, registers each `MeshRef.GfxObjId` + override GfxObj with the mesh
adapter (so meshes background-load), and stores `_stateByGuid[ServerGuid]`.
- **Player model data is available:** the local player **does** get a fully-resolved `WorldEntity`
(`_entitiesByServerGuid[_playerServerGuid]`, GameWindow.cs:12700) with MeshRefs/PaletteOverride/
PartOverrides AND an `AnimatedEntityState` (`_animatedEntities[playerEntity.Id]`, `:12805`); its spawn
is cached in `_lastSpawnByGuid[_playerServerGuid]`. **(Corrects the handoff's "the local player isn't a
WorldEntity" — it is.)** The WorldEntity build template is GameWindow.cs:3390-3431. Appearance updates
flow through `OnLiveAppearanceUpdated` (ObjDescEvent `0xF625`, GameWindow.cs:3733).
---
## 4. Design
### A. The Slots toggle — `PaperdollController` extension
Extend `PaperdollController` (`src/AcDream.App/UI/Layout/PaperdollController.cs`); do not rewrite the
slot bindings / wield / unwield.
- **Partition the existing `SlotMap` by element-id** into the decomp's **9 armor** ids
(`0x100005ab/ac/ad/ae/af/b0/b1/b2/b3`) vs the **12 non-armor** ids. (Keyed by element-id, exactly the
set the decomp toggles — NOT an `EquipMask` heuristic; HeadWear/HandWear/FootWear are in the armor set,
ChestWear/UpperLegWear (shirt/pants) are non-armor.)
- Keep refs to the 9 armor-slot `UiItemList`s + the `UiViewport` widget.
- Find the Slots button (`0x100005BE`, a `UiButton`) via `layout.FindElement`. On click, flip
`_slotView` and apply: doll-view → `viewport.Visible=true`, 9 armor `.Visible=false`; slot-view →
`viewport.Visible=false`, 9 armor `.Visible=true`. Non-armor slots untouched.
- Default `_slotView=false` (doll-view), mirroring `SetAttribute_Bool(0xe,0)`.
**AP-66 resolved:** the Slice-1 empty-slot frame **stays** in both views. The corrected model arranges
the slots *beside* the doll (the viewport is a ~100-px column), so nothing overlays the doll and nothing
flips to transparent. The toggle only changes `Visible`, never the empty-cell art. Reword the AP-66 row.
### B. The `UiViewport` widget (Type `0xD`)
New leaf widget `UiViewport : UiElement` (`src/AcDream.App/UI/UiViewport.cs`):
- Register in `DatWidgetFactory` (`src/AcDream.App/UI/Layout/DatWidgetFactory.cs`, the Type switch):
`0xD => new UiViewport(...)`. `ConsumesDatChildren => true` (leaf).
- Holds a reference to its **doll scene** (a `UiViewportScene` handle, §C) and the latest rendered
color-texture handle. In `OnDraw(UiRenderContext)` it simply **blits that cached handle** as one sprite
at its own `ScreenPosition`/`Width`/`Height`. The 3-D render itself happens in the pre-UI hook (§E),
*not* in `OnDraw` (which only has a 2-D context). Because the blit is an ordinary sprite in the 2-D
pass, it lands in correct painter order (backdrop behind, slots/chrome in front).
- When `Visible == false` (slot-view), it draws nothing and the pre-UI hook skips its 3-D pass.
### C. RTT path + the `IUiViewportRenderer` seam (the crux)
The 3-D doll renders into an off-screen buffer in the **pre-UI hook** (GameWindow, after the world
passes, before `_uiHost.Draw`); the `UiViewport` widget then blits the result during the 2-D UI pass.
**Seam (layering decision — diverges from the handoff's "Core interface", with user approval):**
define `IUiViewportRenderer` in the **`AcDream.App.UI` namespace** (where `UiViewport` lives),
implemented by `PaperdollViewportRenderer` in `AcDream.App.Rendering`. `App.UI` is a namespace **within
the `AcDream.App` project**, not a separate project — so this is an **intra-App decoupling** (keep the UI
widget from depending directly on `WbDrawDispatcher`/`GameWindow`), not a cross-project seam.
Code-Structure Rule 2 keeps **Core** free of GL; Core has no consumer for "render an entity into a rect",
so a Core interface would over-apply the rule. Narrow surface:
```csharp
// AcDream.App.UI
public interface IUiViewportRenderer
{
// Renders the scene into an internal FBO sized (w,h); returns the GL color-texture handle.
// Called by the per-frame pre-UI hook, NOT from UiViewport.OnDraw.
uint Render(UiViewportScene scene, int width, int height);
}
```
`UiViewportScene` carries the doll entity ref + camera params (plain data; no GL). The pre-UI hook calls
`Render` and stores the returned handle on the widget; `UiViewport.OnDraw` blits that handle (§B).
**`PaperdollViewportRenderer` (App rendering layer)** owns:
1. A `ManagedGLFramebuffer` sized to the widget rect, recreated when the rect changes.
2. The doll `DollCamera` (`ICamera`): eye `(0.12, 2.4, 0.88)`, look-at origin, perspective with the
rect's aspect. Decode/confirm the exact float→matrix mapping against `UIElement_Viewport::SetCamera`.
3. Per frame, gated on **inventory-open ∧ doll-view**: open a `GLStateScope`; bind the FBO; set viewport
to (w,h); clear color to transparent `(0,0,0,0)` + clear depth; write a **doll lighting UBO** (one
`DISTANT_LIGHT` = retail `(0.3,1.9,0.65)`@2.0, fixed ambient) reusing the scene-lighting UBO builder
(GameWindow ~8289); call `WbDrawDispatcher.Draw(DollCamera, [dollLandblockTuple],
animatedEntityIds:{dollGuid})`; dispose the scope (restores all GL state). Overwriting the shared
lighting UBO is safe — nothing 3-D draws after the doll this frame, and GameWindow rebuilds it next
frame.
### D. The doll entity — build, re-dress, animate
The doll is a **dedicated `WorldEntity`** (retail's `makeObject(player)` clone), distinct from the live
player entity (that one is posed/animated in the world):
- **Build** from `_lastSpawnByGuid[_playerServerGuid]` + `_entitiesByServerGuid[_playerServerGuid]`: same
Setup id, `MeshRefs`, `PaletteOverride`, `PartOverrides` — but at the **scene origin**, heading
**191.37°**. Assign a **reserved synthetic `ServerGuid`** (non-zero, distinct from every real guid) so
`EntitySpawnAdapter.OnCreate` accepts it and registers its meshes. Extract the WorldEntity-build
helper from GameWindow.cs:3390-3431 so both paths share it.
- **Animate:** route the doll through `EntitySpawnAdapter.OnCreate(dollEntity)` to get a private
`AnimatedEntityState`; play the idle animation (`m_didAnimation` analog — the Setup's idle motion).
Tick the doll sequencer each frame the doll is visible. Draw via a synthetic one-entry landblock tuple
`(dollLandblockId, aabb, [dollEntity], {dollGuid: dollEntity})`.
- **Re-dress** (C# `RedressCreature`): hook `OnLiveAppearanceUpdated` for `update.Guid ==
_playerServerGuid` to rebuild the doll entity's `PaletteOverride`/`PartOverrides` from the new spawn +
refresh the adapter state + re-register meshes. Naked when nothing equipped; re-geared on wield.
**Idle animation source:** confirm the Setup's idle motion id at impl (retail `m_didAnimation` set by
`UpdateForRace` via `DBObj::GetDIDByEnum` per body-type). MVP may use the Setup's default idle; per-race
idle DID swap is polish.
### E. Wiring + lifecycle (GameWindow)
- Extend the existing `PaperdollController.Bind` call site: also `FindElement(0x100001d5)` for the
`UiViewport`, construct `PaperdollViewportRenderer` (closing over `WbDrawDispatcher`, the
`EntitySpawnAdapter`, the player spawn/entity accessors, the lighting-UBO builder), give the controller
the viewport ref for the toggle, and register the viewport with the per-frame doll-render hook.
- **Per-frame:** drive the doll RTT pass only when the **inventory window is open** AND the paperdoll is
in **doll-view** AND the player spawn is available. Otherwise no FBO work.
- **Teardown:** dispose the FBO + the doll entity's adapter state on logout/teleport (`Clear()`), and
rebuild lazily on next show.
### F. Testing + gate
- **Unit (App.UI / App.Tests, no GL/dat):** the armor partition is exactly the decomp's 9 ids; toggling
flips the correct `Visible` set on {viewport, 9 armor slots} and leaves the 12 non-armor untouched;
default = doll-view. `DollCamera` golden View/Projection values. FBO-resize recreation logic
(rect-change → new framebuffer). The WorldEntity-build helper produces the expected
Setup/PaletteOverride/PartOverrides from a player spawn fixture.
- **Visual gate (the acceptance test):** user compares to retail — the doll renders the re-dressed local
player (correct race/gender/gear, naked if bare), faces the viewer, idles; the Slots button toggles
doll-view ↔ armor-slots; live re-dress on wield/unwield via `0xF625`.
- **Full suite green** (Core / Core.Net / App / UI) at the phase boundary, not just filtered subsets
([[feedback-ui-resolve-zero-magenta]] process lesson).
---
## 5. Component boundaries
| Unit | Project / file | Responsibility | Depends on |
|---|---|---|---|
| `PaperdollController` (extend) | `AcDream.App.UI.Layout` | armor/non-armor partition; Slots-button click → toggle `Visible`; hold the viewport ref | `UiButton`, `UiViewport`, `UiItemList` |
| `UiViewport` | `AcDream.App.UI` | leaf widget; blit its scene texture at its rect; gate the 3-D pass on `Visible` | `IUiViewportRenderer`, `UiRenderContext` |
| `IUiViewportRenderer` + `UiViewportScene` | `AcDream.App.UI` | the narrow UI↔3-D seam (data in, texture handle out) | BCL + Core `WorldEntity` only |
| `PaperdollViewportRenderer` | `AcDream.App.Rendering` | own the FBO + `DollCamera` + lighting; run the scissor-free RTT pass via `WbDrawDispatcher` inside a `GLStateScope` | `ManagedGLFramebuffer`, `GLStateScope`, `WbDrawDispatcher`, `EntitySpawnAdapter` |
| `DollCamera` | `AcDream.App.Rendering` | fixed `ICamera` from the retail immediates | `ICamera` |
| Doll-entity builder | `AcDream.App.Rendering` (shared helper) | build/refresh the doll `WorldEntity` from the player spawn | `WorldEntity`, player spawn/entity accessors |
| `DatWidgetFactory` (extend) | `AcDream.App.UI.Layout` | register Type `0xD → UiViewport` | — |
---
## 6. Divergence register impact
- **Reword AP-66** (empty-slot frame): stays in both views (no doll-through / transparent); the toggle
changes `Visible` only.
- **New rows (as applicable):** per-race camera framing deferred (single default camera); idle-DID
per-race swap deferred; the `IUiViewportRenderer` seam placed in App.UI rather than Core (intentional
adaptation, with rationale §4C); doll lighting = one distant light written to the shared UBO
(approximation iff it differs from retail's `CreatureMode` lighting).
- **Gate-verify AP-62** (MissileAmmo `0x100001E0` mask) carried from Slice 1 — opportunistic.
---
## 7. Items to pin during the plan (scoped, not open-ended)
1. `UiButton` click/checkbox API — how `PaperdollController` subscribes to the Slots-button click and
reads/sets its checked state.
2. The inventory window's **open/closed** query for the per-frame gate (the F12 window manager / the
frame's `Visible`).
3. The exact `WbDrawDispatcher.Draw` animation contract for a single entity — whether `animatedEntityIds`
+ the `AnimatedById` tuple is sufficient, or the doll's `AnimatedEntityState` must also be reachable
via the shared `_animatedEntities`/sequencer-tick path; and where the doll sequencer is ticked.
4. The scene-lighting UBO layout at GameWindow ~8289 — to write the doll's single distant light.
5. `UIElement_Viewport::SetCamera` arg order (pos vs dir) + the exact float→view-matrix construction, so
`DollCamera` frames the doll like retail.
6. The idle motion id for the player Setup (MVP default vs per-race DID).
These are mechanism confirmations with identified sources — not unresolved requirements.
---
## 8. Acceptance criteria
- Slots button toggles doll-view (3-D character + 12 non-armor slots) ↔ slot-view (9 armor slots),
matching the user's two retail screenshots.
- The doll renders the re-dressed local player (race/gender/equipped gear; naked if bare), faces the
viewer, idles; updates live on equip/unequip via `0xF625`.
- Build + full suite green; **visual gate** passed (user). Divergence rows updated; the seam respects
the layering decision in §4C.