diff --git a/src/AcDream.App/Rendering/DollEntityBuilder.cs b/src/AcDream.App/Rendering/DollEntityBuilder.cs
index 76d3bf2e..3dee4351 100644
--- a/src/AcDream.App/Rendering/DollEntityBuilder.cs
+++ b/src/AcDream.App/Rendering/DollEntityBuilder.cs
@@ -34,6 +34,17 @@ public static class DollEntityBuilder
///
public const uint DollServerGuid = 0xDA11_D011u;
+ ///
+ /// Reserved render-local entity id for the doll. FIXED (the doll is a singleton)
+ /// and high enough never to collide with _liveEntityIdCounter ids. The
+ /// renderer passes this in animatedEntityIds so the dispatcher treats the
+ /// doll as animated — which BYPASSES the Tier-1 classification cache
+ /// (WbDrawDispatcher.cs:1142). That matters because a re-dress builds a NEW
+ /// WorldEntity with this SAME id; without the cache bypass the dispatcher would
+ /// serve the previous doll's cached batches and the new gear wouldn't appear.
+ ///
+ public const uint DollRenderId = 0xDA11_D012u;
+
// retail set_heading: 191.367905° about +Z, expressed as a Quaternion
// (axis-angle, axis = (0,0,1), θ = 191.367905° in radians).
private static readonly float _headingRad = 191.367905f * (MathF.PI / 180f);
@@ -104,7 +115,7 @@ public static class DollEntityBuilder
// replace it before registration.
return new WorldEntity
{
- Id = 0u,
+ Id = DollRenderId,
ServerGuid = DollServerGuid,
SourceGfxObjOrSetupId = setupId,
Position = Vector3.Zero,
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index a3ab1db0..860568d6 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -625,6 +625,12 @@ public sealed class GameWindow : IDisposable
private AcDream.App.UI.Layout.InventoryController? _inventoryController;
// Phase D.2b Sub-phase C — paperdoll equip-slot controller (wield drag handler).
private AcDream.App.UI.Layout.PaperdollController? _paperdollController;
+ // Phase D.2b Sub-phase C Slice 2 — the 3-D doll viewport: an off-screen RTT renderer, the UiViewport
+ // widget that blits it, the inventory frame (for the open-gate), and a dirty flag (re-dress on 0xF625).
+ private AcDream.App.Rendering.PaperdollViewportRenderer? _paperdollViewportRenderer;
+ private AcDream.App.UI.UiViewport? _paperdollViewportWidget;
+ private AcDream.App.UI.UiNineSlicePanel? _inventoryFrame;
+ private bool _paperdollDollDirty = true;
// Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad.
private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry;
// Phase I.2: ImGui debug panel ViewModel. Lives for as long as
@@ -2257,6 +2263,13 @@ public sealed class GameWindow : IDisposable
// slot position is seen + usable; the live 3D character (the doll) is Slice 2.
emptySlotSprite: contentsEmpty);
+ // Slice 2: capture the doll viewport widget (Type 0xD, element 0x100001D5) + the inventory
+ // frame so the per-frame pre-UI hook can render the 3-D doll into the widget's texture only
+ // when the window is open and in doll-view. The renderer itself is built after the
+ // WbDrawDispatcher exists (further down this method).
+ _paperdollViewportWidget = invLayout.FindElement(0x100001D5u) as AcDream.App.UI.UiViewport;
+ _inventoryFrame = inventoryFrame;
+
Console.WriteLine("[D.2b-B] retail inventory window from LayoutDesc importer (0x21000023).");
}
else Console.WriteLine("[D.2b-B] inventory: LayoutDesc 0x21000023 not found.");
@@ -2366,6 +2379,16 @@ public sealed class GameWindow : IDisposable
// A.5 T22.5: apply A2C gate from quality preset.
_wbDrawDispatcher.AlphaToCoverage = _resolvedQuality.AlphaToCoverage;
+ // Slice 2: now that the dispatcher exists, build the paperdoll doll RTT renderer and hand it to
+ // the viewport widget. Reuses the dispatcher + the scene-lighting UBO + _gl. The widget only
+ // blits the texture; the pre-UI hook drives the 3-D pass (see OnRender).
+ if (_paperdollViewportWidget is not null && _sceneLightingUbo is not null)
+ {
+ _paperdollViewportRenderer = new AcDream.App.Rendering.PaperdollViewportRenderer(
+ _gl, _wbDrawDispatcher, _sceneLightingUbo);
+ _paperdollViewportWidget.Renderer = _paperdollViewportRenderer;
+ }
+
// Phase A8: EnvCellRenderer init. Shares _meshShader (mesh_modern.{vert,frag})
// with the dispatcher — both consume the same global mesh buffer (VAO/IBO)
// from ObjectMeshManager.GlobalBuffer.
@@ -3751,6 +3774,52 @@ public sealed class GameWindow : IDisposable
BasePaletteId = md.BasePaletteId,
};
OnLiveEntitySpawned(newSpawn);
+
+ // Slice 2: a player appearance change (equip / unequip) rebuilt _entitiesByServerGuid[player]
+ // above; flag the paperdoll doll to re-clone from it on the next doll pass (the C# analog of
+ // RedressCreature). Cheap flag — the rebuild is deferred to the pre-UI hook when visible.
+ if (update.Guid == _playerServerGuid)
+ _paperdollDollDirty = true;
+ }
+
+ ///
+ /// Rebuilds the paperdoll doll from the live player entity (retail makeObject(player) +
+ /// DoObjDescChangesFromDefault). Clones the player's already-resolved Setup / MeshRefs / palette /
+ /// part overrides into a dedicated entity posed at the scene origin
+ /// facing the viewer. The MeshRefs are COPIED so the doll holds a stable pose independent of the
+ /// player's live in-world animation. Returns false (leaving the dirty flag set to retry) when the
+ /// player entity isn't available yet.
+ ///
+ private bool RefreshPaperdollDoll()
+ {
+ if (_paperdollViewportRenderer is null) return false;
+ if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe) || pe.MeshRefs.Count == 0)
+ {
+ _paperdollViewportRenderer.SetDoll(null);
+ return false; // player not ready — retry next frame
+ }
+
+ uint? basePal = null;
+ List<(uint, byte, byte)>? subs = null;
+ if (pe.PaletteOverride is { } po)
+ {
+ basePal = po.BasePaletteId;
+ subs = new List<(uint, byte, byte)>();
+ foreach (var r in po.SubPalettes) subs.Add((r.SubPaletteId, r.Offset, r.Length));
+ }
+
+ List<(byte, uint)>? parts = null;
+ if (pe.PartOverrides.Count > 0)
+ {
+ parts = new List<(byte, uint)>(pe.PartOverrides.Count);
+ foreach (var p in pe.PartOverrides) parts.Add((p.PartIndex, p.GfxObjId));
+ }
+
+ var meshRefsCopy = new List(pe.MeshRefs); // frozen-pose snapshot
+ var doll = AcDream.App.Rendering.DollEntityBuilder.Build(
+ pe.SourceGfxObjOrSetupId, meshRefsCopy, basePal, subs, parts);
+ _paperdollViewportRenderer.SetDoll(doll);
+ return true;
}
///
@@ -9002,6 +9071,20 @@ public sealed class GameWindow : IDisposable
SkipWorldGeometry: ;
}
+ // Phase D.2b Sub-phase C Slice 2 — paperdoll 3-D doll: render the re-dressed player clone into the
+ // viewport's off-screen texture BEFORE the 2-D UI pass blits it, but only when the inventory window
+ // is open AND the paperdoll is in doll-view (the widget's Visible is driven by the Slots toggle).
+ // The 3-D pass is fully sealed in a GLStateScope so it doesn't disturb the world/UI state.
+ if (_options.RetailUi && _paperdollViewportRenderer is not null
+ && _paperdollViewportWidget is { Visible: true } dollWidget
+ && _inventoryFrame is { Visible: true })
+ {
+ if (_paperdollDollDirty && RefreshPaperdollDoll())
+ _paperdollDollDirty = false;
+ dollWidget.TextureHandle = _paperdollViewportRenderer.Render(
+ (int)dollWidget.Width, (int)dollWidget.Height);
+ }
+
// Phase D.2b — retail-look UI tree (render-only; input integration deferred).
// Self-contained 2D pass: UiHost.Draw → TextRenderer.Flush sets its own
// blend/depth state and restores. Drawn before ImGui so the devtools
@@ -13081,6 +13164,7 @@ public sealed class GameWindow : IDisposable
_terrain?.Dispose();
_terrainModernShader?.Dispose();
_sceneLightingUbo?.Dispose();
+ _paperdollViewportRenderer?.Dispose(); // Slice 2: the doll's off-screen FBO + textures
_particleRenderer?.Dispose();
_debugLines?.Dispose();
_uiHost?.Dispose();
diff --git a/src/AcDream.App/Rendering/PaperdollViewportRenderer.cs b/src/AcDream.App/Rendering/PaperdollViewportRenderer.cs
index ba293f5a..d57a8200 100644
--- a/src/AcDream.App/Rendering/PaperdollViewportRenderer.cs
+++ b/src/AcDream.App/Rendering/PaperdollViewportRenderer.cs
@@ -49,6 +49,12 @@ public sealed unsafe class PaperdollViewportRenderer : IUiViewportRenderer, IDis
// neverCullLandblockId the entity is never culled. 0 is unused by live streaming on the doll path.
private const uint DollLandblockId = 0u;
+ // The doll's render id, passed as "animated" so the dispatcher bypasses the Tier-1 classification
+ // cache (WbDrawDispatcher.cs:1142) and re-classifies from the current MeshRefs every frame. This is
+ // what makes a re-dress (a new WorldEntity built with the same DollRenderId) actually take effect,
+ // AND what lets the idle animation (later slice, TickAnimations rebuilds MeshRefs) show.
+ private static readonly HashSet _dollAnimatedIds = new() { DollEntityBuilder.DollRenderId };
+
public PaperdollViewportRenderer(GL gl, WbDrawDispatcher dispatcher, SceneLightingUboBinding lightUbo)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
@@ -105,7 +111,7 @@ public sealed unsafe class PaperdollViewportRenderer : IUiViewportRenderer, IDis
frustum: null,
neverCullLandblockId: DollLandblockId,
visibleCellIds: null,
- animatedEntityIds: null);
+ animatedEntityIds: _dollAnimatedIds); // doll treated as animated ⇒ cache-bypass (re-dress correctness)
return _colorTex;
}