fix(ui): restore radar, retail wield switching, and protection meshes
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels. Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee. Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects. Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite. Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
parent
8d63e5c28a
commit
b26f84cc69
26 changed files with 1361 additions and 141 deletions
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@ -2125,6 +2125,7 @@ public sealed class GameWindow : IDisposable
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_liveSession?.SendStackableSplitTo3D(item, amount),
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selectedObjectId: () => _selection.SelectedObjectId ?? 0u,
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stackSplitQuantity: _stackSplitQuantity,
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systemMessage: text => Chat.OnSystemMessage(text, 0x1Au),
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sendPutItemInContainer: (item, container, placement) =>
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_liveSession?.SendPutItemInContainer(item, container, placement));
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var cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController(
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@ -2197,15 +2198,15 @@ public sealed class GameWindow : IDisposable
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var radarSnapshotProvider = new AcDream.App.UI.Layout.RadarSnapshotProvider(
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Objects,
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_visibleEntitiesByServerGuid,
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LastSpawns,
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() => _visibleEntitiesByServerGuid,
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() => LastSpawns,
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playerGuid: () => _playerServerGuid,
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playerYawRadians: () => _playerController?.Yaw ?? 0f,
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playerCellId: () => _playerController?.CellId ?? 0u,
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selectedGuid: () => _selection.SelectedObjectId,
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coordinatesOnRadar: () => _persistedGameplay.CoordinatesOnRadar,
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uiLocked: () => _persistedGameplay.LockUI,
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playerEntities: _entitiesByServerGuid);
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playerEntities: () => _entitiesByServerGuid);
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var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200);
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_retailChatVm = retailChatVm;
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AcDream.App.UI.RetailUiPersistenceBindings? persistence = _settingsStore is null
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@ -2290,7 +2291,6 @@ public sealed class GameWindow : IDisposable
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item, container, placement, amount),
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(source, target, amount) =>
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_liveSession?.SendStackableMerge(source, target, amount),
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(item, mask) => _liveSession?.SendGetAndWieldItem(item, mask),
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_itemInteractionController,
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_selection),
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Cursor: new AcDream.App.UI.RetailUiCursorBindings(
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@ -2588,10 +2588,16 @@ public sealed class GameWindow : IDisposable
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_gl, _dats, skyShader, _textureCache!, _samplerCache);
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// Phase G.1 particle renderer — renders rain / snow / spell auras
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// spawned into the shared ParticleSystem as billboard quads.
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// Weather uses AttachLocal emitters so the rain volume follows
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// the player.
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_particleRenderer = new ParticleRenderer(_gl, shadersDir, _textureCache, _dats);
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// spawned into the shared ParticleSystem. Mode-1/no-degrade GfxObjs
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// retain their authored mesh; Always2D degrade modes use billboards.
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// Weather uses AttachLocal emitters so its volume follows the player.
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_particleRenderer = new ParticleRenderer(
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_gl,
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shadersDir,
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_particleSystem,
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_textureCache,
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_dats,
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_wbMeshAdapter);
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// A.5 T22.5: apply radii from the already-resolved _resolvedQuality.
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// _resolvedQuality was set by the quality block immediately after
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@ -9460,6 +9466,7 @@ public sealed class GameWindow : IDisposable
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using (var _uplStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.Upload))
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{
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_wbMeshAdapter?.Tick();
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_particleRenderer?.BeginFrame();
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}
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if (_frameDiag)
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FrameDiagPush(_entityUploadSamples, ref _entityUploadSampleCursor,
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@ -9984,7 +9991,7 @@ public sealed class GameWindow : IDisposable
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_gl.Disable(EnableCap.ClipDistance0 + _cp);
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if (_particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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_particleRenderer.Draw(camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
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}
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@ -10108,7 +10115,6 @@ public sealed class GameWindow : IDisposable
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return;
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DisableClipDistances();
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_particleRenderer.Draw(
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_particleSystem,
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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@ -10224,7 +10230,6 @@ public sealed class GameWindow : IDisposable
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{
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sigSceneParticles = sigSceneParticles == "none" ? "filtered" : sigSceneParticles + "+filtered";
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_particleRenderer.Draw(
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_particleSystem,
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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@ -10236,7 +10241,6 @@ public sealed class GameWindow : IDisposable
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{
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sigSceneParticles = sigSceneParticles == "none" ? "global" : sigSceneParticles + "+global";
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_particleRenderer.Draw(
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_particleSystem,
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene);
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@ -10260,7 +10264,6 @@ public sealed class GameWindow : IDisposable
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// are never in the outdoor-static id set).
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sigSceneParticles = sigSceneParticles == "none" ? "unattached" : sigSceneParticles + "+unattached";
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_particleRenderer.Draw(
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_particleSystem,
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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@ -10284,7 +10287,7 @@ public sealed class GameWindow : IDisposable
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_gl.Disable(EnableCap.ClipDistance0 + _cp);
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if (_particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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_particleRenderer.Draw(camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
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}
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@ -11317,7 +11320,7 @@ public sealed class GameWindow : IDisposable
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DisableClipDistances();
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if (renderSky && _particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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_particleRenderer.Draw(camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
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EnableClipDistances();
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@ -11456,7 +11459,6 @@ public sealed class GameWindow : IDisposable
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&& _particleRenderer is not null)
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{
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_particleRenderer.Draw(
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_particleSystem,
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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@ -11476,7 +11478,7 @@ public sealed class GameWindow : IDisposable
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_activeDayGroup, kf, environOverrideActive);
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DisableClipDistances();
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if (_particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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_particleRenderer.Draw(camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
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}
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else
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@ -11580,7 +11582,6 @@ public sealed class GameWindow : IDisposable
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// composites the pixels.
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DisableClipDistances();
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_particleRenderer.Draw(
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_particleSystem,
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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@ -11617,7 +11618,6 @@ public sealed class GameWindow : IDisposable
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DisableClipDistances();
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_particleRenderer.Draw(
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_particleSystem,
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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@ -14452,6 +14452,7 @@ public sealed class GameWindow : IDisposable
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_fadeOverlay?.Dispose();
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_clipFrame?.Dispose(); // Phase U.3
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_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
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_particleRenderer?.Dispose(); // releases particle mesh refs before WB
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_samplerCache?.Dispose();
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_textureCache?.Dispose();
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_wbMeshAdapter?.Dispose(); // Phase N.4+N.5 WB foundation (mandatory modern path)
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@ -14461,7 +14462,6 @@ public sealed class GameWindow : IDisposable
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_terrainModernShader?.Dispose();
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_sceneLightingUbo?.Dispose();
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_paperdollViewportRenderer?.Dispose(); // Slice 2: the doll's off-screen FBO + textures
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_particleRenderer?.Dispose();
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_debugLines?.Dispose();
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_textRenderer?.Dispose();
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_debugFont?.Dispose();
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@ -1,6 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Content;
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using AcDream.Core.Meshing;
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using AcDream.Core.Vfx;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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@ -16,6 +19,11 @@ public sealed unsafe class ParticleRenderer : IDisposable
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{
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private readonly record struct BatchKey(uint TextureHandle, bool UseTexture, bool Additive);
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private readonly record struct ParticleDraw(BatchKey Key, ParticleInstance Instance);
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private readonly record struct MeshBatchKey(uint GfxObjId, int BatchIndex);
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private readonly record struct MeshParticleDraw(
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MeshBatchKey Key,
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ObjectRenderBatch Batch,
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MeshParticleInstance Instance);
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private readonly struct ParticleInstance
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{
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@ -35,18 +43,44 @@ public sealed unsafe class ParticleRenderer : IDisposable
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}
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}
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private readonly struct MeshParticleInstance
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{
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public readonly Matrix4x4 Model;
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public readonly uint ColorArgb;
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public readonly float DistanceSq;
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public MeshParticleInstance(Matrix4x4 model, uint colorArgb, float distanceSq)
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{
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Model = model;
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ColorArgb = colorArgb;
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DistanceSq = distanceSq;
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}
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}
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private readonly GL _gl;
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private readonly Shader _shader;
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private readonly Shader? _meshShader;
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private readonly TextureCache? _textures;
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private readonly DatCollection? _dats;
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private readonly WbMeshAdapter? _meshAdapter;
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private readonly ParticleSystem _particles;
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private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
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private readonly Dictionary<uint, RetailParticleGeometryKind> _geometryKindByGfxObj = new();
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private readonly Dictionary<uint, TranslucencyKind> _meshBlendBySurface = new();
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private readonly ParticleMeshReferenceTracker? _meshReferences;
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private readonly HashSet<uint> _meshLoadRequestedThisFrame = new();
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private readonly int _meshTextureHandleLoc = -1;
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private readonly int _meshTextureLayerLoc = -1;
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private readonly uint _quadVao;
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private readonly uint _quadVbo;
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private readonly uint _quadEbo;
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private readonly uint _instanceVbo;
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private readonly uint _meshVao;
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private readonly uint _meshInstanceVbo;
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private float[] _instanceScratch = new float[256 * 16];
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private float[] _meshInstanceScratch = new float[256 * 20];
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// MP-Alloc (2026-07-05): Draw() is called up to ~11 times per frame
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// (sky pre/post, scene, per-visible-cell, dynamics, unattached passes),
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@ -60,15 +94,40 @@ public sealed unsafe class ParticleRenderer : IDisposable
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// no call overlaps another's use of these buffers.
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private readonly List<ParticleDraw> _drawListScratch = new(64);
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private readonly List<ParticleInstance> _runScratch = new(64);
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private readonly List<MeshParticleDraw> _meshDrawListScratch = new(64);
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private readonly List<MeshParticleInstance> _meshRunScratch = new(64);
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private readonly List<ParticleSubmission> _submissionScratch = new(128);
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public ParticleRenderer(GL gl, string shadersDir, TextureCache? textures = null, DatCollection? dats = null)
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public ParticleRenderer(
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GL gl,
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string shadersDir,
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ParticleSystem particles,
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TextureCache? textures = null,
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DatCollection? dats = null,
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WbMeshAdapter? meshAdapter = null)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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_textures = textures;
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_dats = dats;
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_meshAdapter = meshAdapter;
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_particles = particles ?? throw new ArgumentNullException(nameof(particles));
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if (_meshAdapter is not null)
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{
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_meshReferences = new ParticleMeshReferenceTracker(
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gfxObjId => _meshAdapter.IncrementRefCount(gfxObjId),
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gfxObjId => _meshAdapter.DecrementRefCount(gfxObjId));
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}
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_shader = new Shader(_gl,
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System.IO.Path.Combine(shadersDir, "particle.vert"),
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System.IO.Path.Combine(shadersDir, "particle.frag"));
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if (_meshAdapter?.MeshManager?.GlobalBuffer is not null)
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{
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_meshShader = new Shader(_gl,
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System.IO.Path.Combine(shadersDir, "particle_mesh.vert"),
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System.IO.Path.Combine(shadersDir, "particle_mesh.frag"));
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_meshTextureHandleLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureHandle");
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_meshTextureLayerLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureLayer");
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}
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float[] quadVerts =
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{
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@ -127,67 +186,204 @@ public sealed unsafe class ParticleRenderer : IDisposable
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_gl.VertexAttribDivisor(5, 1);
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_gl.BindVertexArray(0);
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_meshVao = _gl.GenVertexArray();
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_meshInstanceVbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo);
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_gl.BufferData(
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BufferTargetARB.ArrayBuffer,
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(nuint)(256 * 20 * sizeof(float)),
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(void*)0,
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BufferUsageARB.DynamicDraw);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
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_particles.EmitterDied += OnEmitterDied;
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}
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/// <summary>
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/// Starts one render frame. Wb point-of-use recovery is limited to one
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/// request per missing GfxObj even though portal slicing may invoke Draw
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/// many times during the frame.
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/// </summary>
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public void BeginFrame()
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=> _meshLoadRequestedThisFrame.Clear();
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public void Draw(
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ParticleSystem particles,
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ICamera camera,
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Vector3 cameraWorldPos,
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ParticleRenderPass renderPass = ParticleRenderPass.Scene,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null)
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{
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if (particles is null || camera is null)
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if (camera is null)
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return;
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Matrix4x4.Invert(camera.View, out var invView);
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Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13));
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Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23));
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var draws = BuildDrawList(particles, cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter);
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if (draws.Count == 0)
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return;
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draws.Sort(static (a, b) => b.Instance.DistanceSq.CompareTo(a.Instance.DistanceSq));
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// draws IS _drawListScratch (see BuildDrawList) - sorting it in place
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// is fine, nothing else reads it between BuildDrawList's return and
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// this call.
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BuildDrawLists(cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter);
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if (_submissionScratch.Count > 0)
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DrawOrdered(camera);
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}
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_shader.Use();
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_shader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
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_shader.SetInt("uParticleTexture", 0);
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private void DrawOrdered(ICamera camera)
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{
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ParticleSubmissionOrdering.Sort(_submissionScratch);
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GlobalMeshBuffer? global = _meshAdapter?.MeshManager?.GlobalBuffer;
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_gl.Enable(EnableCap.DepthTest);
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_gl.Enable(EnableCap.Blend);
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_gl.DepthMask(false);
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_gl.Disable(EnableCap.CullFace);
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_gl.ActiveTexture(TextureUnit.Texture0);
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var run = _runScratch;
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for (int i = 0; i < draws.Count;)
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ParticleSubmissionKind? activeKind = null;
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for (int i = 0; i < _submissionScratch.Count;)
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{
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var key = draws[i].Key;
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run.Clear();
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ParticleSubmission submission = _submissionScratch[i];
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if (submission.Kind == ParticleSubmissionKind.Billboard)
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{
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ParticleDraw draw = _drawListScratch[submission.DrawIndex];
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BatchKey key = draw.Key;
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if (activeKind != ParticleSubmissionKind.Billboard)
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{
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PrepareBillboardPipeline(camera);
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activeKind = ParticleSubmissionKind.Billboard;
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}
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_runScratch.Clear();
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do
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{
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_runScratch.Add(_drawListScratch[submission.DrawIndex].Instance);
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i++;
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if (i >= _submissionScratch.Count)
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break;
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submission = _submissionScratch[i];
|
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}
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while (submission.Kind == ParticleSubmissionKind.Billboard
|
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&& _drawListScratch[submission.DrawIndex].Key == key);
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|
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_gl.BlendFunc(
|
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BlendingFactor.SrcAlpha,
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key.Additive ? BlendingFactor.One : BlendingFactor.OneMinusSrcAlpha);
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_shader.SetInt("uUseTexture", key.UseTexture ? 1 : 0);
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_gl.BindTexture(TextureTarget.Texture2D, key.UseTexture ? key.TextureHandle : 0);
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DrawInstances(_runScratch);
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continue;
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}
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if (_meshShader is null || global is null)
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{
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i++;
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continue;
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}
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MeshParticleDraw meshDraw = _meshDrawListScratch[submission.DrawIndex];
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MeshBatchKey meshKey = meshDraw.Key;
|
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ObjectRenderBatch batch = meshDraw.Batch;
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if (activeKind != ParticleSubmissionKind.Mesh)
|
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{
|
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PrepareMeshPipeline(camera, global);
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activeKind = ParticleSubmissionKind.Mesh;
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}
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_meshRunScratch.Clear();
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do
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{
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run.Add(draws[i].Instance);
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_meshRunScratch.Add(_meshDrawListScratch[submission.DrawIndex].Instance);
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i++;
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if (i >= _submissionScratch.Count)
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break;
|
||||
submission = _submissionScratch[i];
|
||||
}
|
||||
while (i < draws.Count && draws[i].Key == key);
|
||||
while (submission.Kind == ParticleSubmissionKind.Mesh
|
||||
&& _meshDrawListScratch[submission.DrawIndex].Key == meshKey);
|
||||
|
||||
ApplyMeshCullMode(batch.CullMode);
|
||||
TranslucencyKind blend = ResolveMeshBlend(batch);
|
||||
_gl.BlendFunc(
|
||||
BlendingFactor.SrcAlpha,
|
||||
key.Additive ? BlendingFactor.One : BlendingFactor.OneMinusSrcAlpha);
|
||||
_shader.SetInt("uUseTexture", key.UseTexture ? 1 : 0);
|
||||
_gl.BindTexture(TextureTarget.Texture2D, key.UseTexture ? key.TextureHandle : 0);
|
||||
DrawInstances(run);
|
||||
blend == TranslucencyKind.InvAlpha
|
||||
? BlendingFactor.OneMinusSrcAlpha
|
||||
: BlendingFactor.SrcAlpha,
|
||||
blend switch
|
||||
{
|
||||
TranslucencyKind.Additive => BlendingFactor.One,
|
||||
TranslucencyKind.InvAlpha => BlendingFactor.SrcAlpha,
|
||||
_ => BlendingFactor.OneMinusSrcAlpha,
|
||||
});
|
||||
|
||||
_gl.ProgramUniform2(
|
||||
_meshShader.Program,
|
||||
_meshTextureHandleLoc,
|
||||
(uint)(batch.BindlessTextureHandle & 0xFFFFFFFFu),
|
||||
(uint)(batch.BindlessTextureHandle >> 32));
|
||||
_gl.ProgramUniform1(_meshShader.Program, _meshTextureLayerLoc, batch.TextureIndex);
|
||||
|
||||
UploadMeshInstances(_meshRunScratch);
|
||||
_gl.DrawElementsInstancedBaseVertex(
|
||||
PrimitiveType.Triangles,
|
||||
(uint)batch.IndexCount,
|
||||
DrawElementsType.UnsignedShort,
|
||||
(void*)(batch.FirstIndex * sizeof(ushort)),
|
||||
(uint)_meshRunScratch.Count,
|
||||
(int)batch.BaseVertex);
|
||||
}
|
||||
|
||||
_gl.BindTexture(TextureTarget.Texture2D, 0);
|
||||
_gl.BindVertexArray(0);
|
||||
_gl.DepthMask(true);
|
||||
_gl.Disable(EnableCap.Blend);
|
||||
_gl.Disable(EnableCap.CullFace);
|
||||
}
|
||||
|
||||
private List<ParticleDraw> BuildDrawList(
|
||||
ParticleSystem particles,
|
||||
private void PrepareBillboardPipeline(ICamera camera)
|
||||
{
|
||||
_shader.Use();
|
||||
_shader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
|
||||
_shader.SetInt("uParticleTexture", 0);
|
||||
_gl.Disable(EnableCap.CullFace);
|
||||
_gl.BindVertexArray(_quadVao);
|
||||
}
|
||||
|
||||
private void PrepareMeshPipeline(ICamera camera, GlobalMeshBuffer global)
|
||||
{
|
||||
_meshShader!.Use();
|
||||
_meshShader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
|
||||
_gl.FrontFace(FrontFaceDirection.CW);
|
||||
_gl.BindVertexArray(_meshVao);
|
||||
|
||||
// GlobalMeshBuffer may grow and replace either backing buffer. Bind
|
||||
// today's buffer names on every pipeline switch instead of caching
|
||||
// them in this VAO at construction time.
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, global.VBO);
|
||||
int vertexStride = VertexPositionNormalTexture.Size;
|
||||
_gl.EnableVertexAttribArray(0);
|
||||
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)0);
|
||||
_gl.EnableVertexAttribArray(1);
|
||||
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(3 * sizeof(float)));
|
||||
_gl.EnableVertexAttribArray(2);
|
||||
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(6 * sizeof(float)));
|
||||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, global.IBO);
|
||||
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo);
|
||||
const int instanceStride = 20 * sizeof(float);
|
||||
for (uint column = 0; column < 4; column++)
|
||||
{
|
||||
uint location = 3 + column;
|
||||
_gl.EnableVertexAttribArray(location);
|
||||
_gl.VertexAttribPointer(
|
||||
location,
|
||||
4,
|
||||
VertexAttribPointerType.Float,
|
||||
false,
|
||||
instanceStride,
|
||||
(void*)(column * 4 * sizeof(float)));
|
||||
_gl.VertexAttribDivisor(location, 1);
|
||||
}
|
||||
_gl.EnableVertexAttribArray(7);
|
||||
_gl.VertexAttribPointer(7, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(16 * sizeof(float)));
|
||||
_gl.VertexAttribDivisor(7, 1);
|
||||
}
|
||||
|
||||
private void BuildDrawLists(
|
||||
Vector3 cameraWorldPos,
|
||||
ParticleRenderPass renderPass,
|
||||
Vector3 cameraRight,
|
||||
|
|
@ -196,7 +392,10 @@ public sealed unsafe class ParticleRenderer : IDisposable
|
|||
{
|
||||
var draws = _drawListScratch;
|
||||
draws.Clear();
|
||||
foreach (var (em, idx) in particles.EnumerateLive())
|
||||
_meshDrawListScratch.Clear();
|
||||
_submissionScratch.Clear();
|
||||
int sequence = 0;
|
||||
foreach (var (em, idx) in _particles.EnumerateLive())
|
||||
{
|
||||
if (!em.PresentationVisible)
|
||||
continue;
|
||||
|
|
@ -213,6 +412,14 @@ public sealed unsafe class ParticleRenderer : IDisposable
|
|||
// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
|
||||
Vector3 pos = p.Position;
|
||||
float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
|
||||
uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
|
||||
if (gfxObjId != 0
|
||||
&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
|
||||
&& TryAppendMeshDraws(em, p, gfxObjId, distSq, ref sequence))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var gfxInfo = ResolveParticleGfxInfo(em.Desc);
|
||||
uint texture = gfxInfo.TextureHandle;
|
||||
bool useTexture = texture != 0;
|
||||
|
|
@ -236,10 +443,60 @@ public sealed unsafe class ParticleRenderer : IDisposable
|
|||
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
|
||||
}
|
||||
|
||||
int drawIndex = draws.Count;
|
||||
draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
|
||||
_submissionScratch.Add(new ParticleSubmission(
|
||||
ParticleSubmissionKind.Billboard,
|
||||
drawIndex,
|
||||
distSq,
|
||||
sequence++));
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryAppendMeshDraws(
|
||||
AcDream.Core.Vfx.ParticleEmitter emitter,
|
||||
Particle particle,
|
||||
uint gfxObjId,
|
||||
float distanceSq,
|
||||
ref int sequence)
|
||||
{
|
||||
if (_meshAdapter is null || _meshShader is null)
|
||||
return true;
|
||||
|
||||
_meshReferences!.Register(emitter.Handle, gfxObjId);
|
||||
ObjectRenderData? renderData = _meshAdapter.TryGetRenderData(gfxObjId);
|
||||
if (renderData is null)
|
||||
{
|
||||
if (_meshLoadRequestedThisFrame.Add(gfxObjId))
|
||||
_meshAdapter.EnsureLoaded(gfxObjId);
|
||||
return true;
|
||||
}
|
||||
|
||||
return draws;
|
||||
Quaternion orientation = ParticleOrientation(emitter, particle);
|
||||
Matrix4x4 model = Matrix4x4.CreateScale(particle.Size)
|
||||
* Matrix4x4.CreateFromQuaternion(orientation)
|
||||
* Matrix4x4.CreateTranslation(particle.Position);
|
||||
var instance = new MeshParticleInstance(model, particle.ColorArgb, distanceSq);
|
||||
|
||||
for (int batchIndex = 0; batchIndex < renderData.Batches.Count; batchIndex++)
|
||||
{
|
||||
ObjectRenderBatch batch = renderData.Batches[batchIndex];
|
||||
if (batch.IndexCount <= 0 || batch.BindlessTextureHandle == 0)
|
||||
continue;
|
||||
|
||||
int drawIndex = _meshDrawListScratch.Count;
|
||||
_meshDrawListScratch.Add(new MeshParticleDraw(
|
||||
new MeshBatchKey(gfxObjId, batchIndex),
|
||||
batch,
|
||||
instance));
|
||||
_submissionScratch.Add(new ParticleSubmission(
|
||||
ParticleSubmissionKind.Mesh,
|
||||
drawIndex,
|
||||
distanceSq,
|
||||
sequence++));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void DrawInstances(List<ParticleInstance> instances)
|
||||
|
|
@ -290,6 +547,120 @@ public sealed unsafe class ParticleRenderer : IDisposable
|
|||
_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*)0, (uint)instances.Count);
|
||||
}
|
||||
|
||||
private void UploadMeshInstances(List<MeshParticleInstance> instances)
|
||||
{
|
||||
int needed = instances.Count * 20;
|
||||
if (_meshInstanceScratch.Length < needed)
|
||||
_meshInstanceScratch = new float[needed + 256 * 20];
|
||||
|
||||
for (int i = 0; i < instances.Count; i++)
|
||||
{
|
||||
MeshParticleInstance instance = instances[i];
|
||||
Matrix4x4 model = instance.Model;
|
||||
int o = i * 20;
|
||||
_meshInstanceScratch[o + 0] = model.M11;
|
||||
_meshInstanceScratch[o + 1] = model.M12;
|
||||
_meshInstanceScratch[o + 2] = model.M13;
|
||||
_meshInstanceScratch[o + 3] = model.M14;
|
||||
_meshInstanceScratch[o + 4] = model.M21;
|
||||
_meshInstanceScratch[o + 5] = model.M22;
|
||||
_meshInstanceScratch[o + 6] = model.M23;
|
||||
_meshInstanceScratch[o + 7] = model.M24;
|
||||
_meshInstanceScratch[o + 8] = model.M31;
|
||||
_meshInstanceScratch[o + 9] = model.M32;
|
||||
_meshInstanceScratch[o + 10] = model.M33;
|
||||
_meshInstanceScratch[o + 11] = model.M34;
|
||||
_meshInstanceScratch[o + 12] = model.M41;
|
||||
_meshInstanceScratch[o + 13] = model.M42;
|
||||
_meshInstanceScratch[o + 14] = model.M43;
|
||||
_meshInstanceScratch[o + 15] = model.M44;
|
||||
_meshInstanceScratch[o + 16] = ((instance.ColorArgb >> 16) & 0xFF) / 255f;
|
||||
_meshInstanceScratch[o + 17] = ((instance.ColorArgb >> 8) & 0xFF) / 255f;
|
||||
_meshInstanceScratch[o + 18] = (instance.ColorArgb & 0xFF) / 255f;
|
||||
_meshInstanceScratch[o + 19] = ((instance.ColorArgb >> 24) & 0xFF) / 255f;
|
||||
}
|
||||
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo);
|
||||
fixed (void* bp = _meshInstanceScratch)
|
||||
{
|
||||
_gl.BufferData(
|
||||
BufferTargetARB.ArrayBuffer,
|
||||
(nuint)(instances.Count * 20 * sizeof(float)),
|
||||
bp,
|
||||
BufferUsageARB.DynamicDraw);
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyMeshCullMode(CullMode mode)
|
||||
{
|
||||
_gl.FrontFace(FrontFaceDirection.CW);
|
||||
switch (mode)
|
||||
{
|
||||
case CullMode.None:
|
||||
_gl.Disable(EnableCap.CullFace);
|
||||
break;
|
||||
case CullMode.Clockwise:
|
||||
_gl.Enable(EnableCap.CullFace);
|
||||
_gl.CullFace(TriangleFace.Front);
|
||||
break;
|
||||
case CullMode.CounterClockwise:
|
||||
case CullMode.Landblock:
|
||||
_gl.Enable(EnableCap.CullFace);
|
||||
_gl.CullFace(TriangleFace.Back);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private TranslucencyKind ResolveMeshBlend(ObjectRenderBatch batch)
|
||||
{
|
||||
uint surfaceId = batch.Key.SurfaceId;
|
||||
if (surfaceId == 0 || _dats is null)
|
||||
return batch.IsAdditive ? TranslucencyKind.Additive : TranslucencyKind.AlphaBlend;
|
||||
if (_meshBlendBySurface.TryGetValue(surfaceId, out TranslucencyKind blend))
|
||||
return blend;
|
||||
|
||||
blend = RetailParticleBlendResolver.Resolve(
|
||||
surfaceId,
|
||||
batch.IsAdditive,
|
||||
id => _dats.Get<Surface>(id),
|
||||
Console.Error.WriteLine);
|
||||
_meshBlendBySurface[surfaceId] = blend;
|
||||
return blend;
|
||||
}
|
||||
|
||||
private RetailParticleGeometryKind ResolveGeometryKind(uint gfxObjId)
|
||||
{
|
||||
if (_geometryKindByGfxObj.TryGetValue(gfxObjId, out RetailParticleGeometryKind kind))
|
||||
return kind;
|
||||
|
||||
uint? firstDegradeMode = null;
|
||||
try
|
||||
{
|
||||
if (_dats?.Get<GfxObj>(gfxObjId) is { } gfx
|
||||
&& gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade)
|
||||
&& gfx.DIDDegrade != 0
|
||||
&& _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade) is { Degrades.Count: > 0 } degrade)
|
||||
{
|
||||
firstDegradeMode = degrade.Degrades[0].DegradeMode;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// Missing/corrupt content must not invent a billboard. Cache the
|
||||
// retail full-mesh choice and let WbMeshAdapter's normal missing-
|
||||
// asset diagnostics decide whether geometry can be presented.
|
||||
Console.Error.WriteLine(
|
||||
$"[particle-geometry] Failed to decode GfxObj 0x{gfxObjId:X8} degrade metadata: {ex.Message}");
|
||||
}
|
||||
|
||||
kind = RetailParticleGeometryClassifier.Classify(firstDegradeMode);
|
||||
_geometryKindByGfxObj[gfxObjId] = kind;
|
||||
return kind;
|
||||
}
|
||||
|
||||
private void OnEmitterDied(int handle)
|
||||
=> _meshReferences?.Release(handle);
|
||||
|
||||
private ParticleGfxInfo ResolveParticleGfxInfo(EmitterDesc desc)
|
||||
{
|
||||
if (_textures is null)
|
||||
|
|
@ -456,11 +827,17 @@ public sealed unsafe class ParticleRenderer : IDisposable
|
|||
|
||||
public void Dispose()
|
||||
{
|
||||
_particles.EmitterDied -= OnEmitterDied;
|
||||
_meshReferences?.Dispose();
|
||||
|
||||
_gl.DeleteBuffer(_quadVbo);
|
||||
_gl.DeleteBuffer(_quadEbo);
|
||||
_gl.DeleteBuffer(_instanceVbo);
|
||||
_gl.DeleteBuffer(_meshInstanceVbo);
|
||||
_gl.DeleteVertexArray(_quadVao);
|
||||
_gl.DeleteVertexArray(_meshVao);
|
||||
_shader.Dispose();
|
||||
_meshShader?.Dispose();
|
||||
}
|
||||
|
||||
private readonly record struct ParticleGfxInfo(
|
||||
|
|
|
|||
82
src/AcDream.App/Rendering/ParticleSubmissionOrdering.cs
Normal file
82
src/AcDream.App/Rendering/ParticleSubmissionOrdering.cs
Normal file
|
|
@ -0,0 +1,82 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
internal enum ParticleSubmissionKind
|
||||
{
|
||||
Billboard,
|
||||
Mesh,
|
||||
}
|
||||
|
||||
internal readonly record struct ParticleSubmission(
|
||||
ParticleSubmissionKind Kind,
|
||||
int DrawIndex,
|
||||
float DistanceSq,
|
||||
int Sequence);
|
||||
|
||||
/// <summary>
|
||||
/// Shared ordering for the two retail particle geometry paths. Transparent
|
||||
/// particles are submitted back-to-front; creation/enumeration order is the
|
||||
/// deterministic tiebreak so a PES chain does not shuffle at equal distance.
|
||||
/// </summary>
|
||||
internal static class ParticleSubmissionOrdering
|
||||
{
|
||||
public static void Sort(List<ParticleSubmission> submissions)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(submissions);
|
||||
submissions.Sort(static (left, right) =>
|
||||
{
|
||||
int distance = right.DistanceSq.CompareTo(left.DistanceSq);
|
||||
return distance != 0
|
||||
? distance
|
||||
: left.Sequence.CompareTo(right.Sequence);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Balances the modern mesh pipeline's reference count against one stable
|
||||
/// particle-emitter handle. Registration and teardown are idempotent because
|
||||
/// the renderer sees every live particle, not merely every live emitter.
|
||||
/// </summary>
|
||||
internal sealed class ParticleMeshReferenceTracker : IDisposable
|
||||
{
|
||||
private readonly Action<uint> _increment;
|
||||
private readonly Action<uint> _decrement;
|
||||
private readonly Dictionary<int, uint> _gfxByEmitter = new();
|
||||
private bool _disposed;
|
||||
|
||||
public ParticleMeshReferenceTracker(Action<uint> increment, Action<uint> decrement)
|
||||
{
|
||||
_increment = increment ?? throw new ArgumentNullException(nameof(increment));
|
||||
_decrement = decrement ?? throw new ArgumentNullException(nameof(decrement));
|
||||
}
|
||||
|
||||
public void Register(int emitterHandle, uint gfxObjId)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
if (_gfxByEmitter.ContainsKey(emitterHandle))
|
||||
return;
|
||||
|
||||
_gfxByEmitter.Add(emitterHandle, gfxObjId);
|
||||
_increment(gfxObjId);
|
||||
}
|
||||
|
||||
public void Release(int emitterHandle)
|
||||
{
|
||||
if (_disposed || !_gfxByEmitter.Remove(emitterHandle, out uint gfxObjId))
|
||||
return;
|
||||
_decrement(gfxObjId);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed)
|
||||
return;
|
||||
_disposed = true;
|
||||
foreach (uint gfxObjId in _gfxByEmitter.Values)
|
||||
_decrement(gfxObjId);
|
||||
_gfxByEmitter.Clear();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,60 @@
|
|||
using System;
|
||||
using AcDream.Core.Meshing;
|
||||
using DatReaderWriter.DBObjs;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// Retail particle geometry selection from <c>CPhysicsPart::Always2D</c>
|
||||
/// (named retail 0x0050D8A0). A GfxObj with no degrade entry, or whose first
|
||||
/// degrade has mode 1, is drawn as its authored 3D mesh. Every other first
|
||||
/// degrade mode uses the camera-facing 2D presentation.
|
||||
/// </summary>
|
||||
public static class RetailParticleGeometryClassifier
|
||||
{
|
||||
public static RetailParticleGeometryKind Classify(uint? firstDegradeMode)
|
||||
=> firstDegradeMode is uint mode && mode != 1u
|
||||
? RetailParticleGeometryKind.Billboard
|
||||
: RetailParticleGeometryKind.FullMesh;
|
||||
}
|
||||
|
||||
public enum RetailParticleGeometryKind
|
||||
{
|
||||
FullMesh,
|
||||
Billboard,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves authored particle-surface blending without allowing one malformed
|
||||
/// Surface entry to abort the render frame. The fallback remains the batch's
|
||||
/// already-decoded additive bit; it never fabricates geometry or a material.
|
||||
/// </summary>
|
||||
internal static class RetailParticleBlendResolver
|
||||
{
|
||||
public static TranslucencyKind Resolve(
|
||||
uint surfaceId,
|
||||
bool batchIsAdditive,
|
||||
Func<uint, Surface?>? loadSurface,
|
||||
Action<string>? diagnostic = null)
|
||||
{
|
||||
TranslucencyKind fallback = batchIsAdditive
|
||||
? TranslucencyKind.Additive
|
||||
: TranslucencyKind.AlphaBlend;
|
||||
if (surfaceId == 0 || loadSurface is null)
|
||||
return fallback;
|
||||
|
||||
try
|
||||
{
|
||||
Surface? surface = loadSurface(surfaceId);
|
||||
return surface is null
|
||||
? fallback
|
||||
: TranslucencyKindExtensions.FromSurfaceType(surface.Type);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
diagnostic?.Invoke(
|
||||
$"[particle-material] Failed to decode Surface 0x{surfaceId:X8}: {ex.Message}");
|
||||
return fallback;
|
||||
}
|
||||
}
|
||||
}
|
||||
17
src/AcDream.App/Rendering/Shaders/particle_mesh.frag
Normal file
17
src/AcDream.App/Rendering/Shaders/particle_mesh.frag
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
#version 430 core
|
||||
#extension GL_ARB_bindless_texture : require
|
||||
|
||||
in vec2 vTexCoord;
|
||||
in vec4 vColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform uvec2 uTextureHandle;
|
||||
uniform int uTextureLayer;
|
||||
|
||||
void main() {
|
||||
sampler2DArray tex = sampler2DArray(uTextureHandle);
|
||||
vec4 color = texture(tex, vec3(vTexCoord, float(uTextureLayer))) * vColor;
|
||||
if (color.a < 0.02)
|
||||
discard;
|
||||
fragColor = color;
|
||||
}
|
||||
18
src/AcDream.App/Rendering/Shaders/particle_mesh.vert
Normal file
18
src/AcDream.App/Rendering/Shaders/particle_mesh.vert
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
layout(location = 2) in vec2 aTexCoord;
|
||||
layout(location = 3) in mat4 aModel;
|
||||
layout(location = 7) in vec4 aColor;
|
||||
|
||||
uniform mat4 uViewProjection;
|
||||
|
||||
out vec2 vTexCoord;
|
||||
out vec4 vColor;
|
||||
|
||||
void main() {
|
||||
vTexCoord = aTexCoord;
|
||||
vColor = aColor;
|
||||
gl_Position = uViewProjection * aModel * vec4(aPosition, 1.0);
|
||||
}
|
||||
|
|
@ -46,7 +46,7 @@ public static class FixtureProvider
|
|||
/// <see cref="SampleData.BuildObjectTable"/>.</param>
|
||||
/// <param name="dats">The live DAT collection used to resolve per-list empty-slot sprites
|
||||
/// (same lookup GameWindow.OnLoad performs for the production binding).</param>
|
||||
public static void Populate(
|
||||
public static IRetainedPanelController? Populate(
|
||||
uint layoutId,
|
||||
ImportedLayout layout,
|
||||
RenderStack stack,
|
||||
|
|
@ -63,10 +63,10 @@ public static class FixtureProvider
|
|||
healthText: () => "80/100",
|
||||
staminaText: () => "60/100",
|
||||
manaText: () => "90/100");
|
||||
break;
|
||||
return null;
|
||||
|
||||
case RadarController.LayoutId: // gmRadarUI
|
||||
RadarController.Bind(
|
||||
return RadarController.Bind(
|
||||
layout,
|
||||
() => new UiRadarSnapshot(
|
||||
PlayerHeadingDegrees: 32f,
|
||||
|
|
@ -88,7 +88,6 @@ public static class FixtureProvider
|
|||
],
|
||||
CoordinatesText: "42.1N,33.3E"),
|
||||
datFont: stack.VitalsDatFont);
|
||||
break;
|
||||
|
||||
case CombatUiController.LayoutId:
|
||||
{
|
||||
|
|
@ -99,7 +98,7 @@ public static class FixtureProvider
|
|||
sendAttack: (_, _) => true,
|
||||
autoRepeatAttack: () => false);
|
||||
GameplaySettings gameplay = GameplaySettings.Default;
|
||||
CombatUiController.Bind(
|
||||
CombatUiController? controller = CombatUiController.Bind(
|
||||
layout,
|
||||
combat,
|
||||
attacks,
|
||||
|
|
@ -110,11 +109,11 @@ public static class FixtureProvider
|
|||
"High", "Medium", "Low"),
|
||||
visible => layout.Root.Visible = visible);
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
break;
|
||||
return controller;
|
||||
}
|
||||
|
||||
case 0x21000016u: // toolbar
|
||||
ToolbarController.Bind(
|
||||
return ToolbarController.Bind(
|
||||
layout,
|
||||
objects,
|
||||
shortcuts: () => System.Array.Empty<ShortcutEntry>(),
|
||||
|
|
@ -126,7 +125,6 @@ public static class FixtureProvider
|
|||
emptyDigits: null,
|
||||
sendAddShortcut: null,
|
||||
sendRemoveShortcut: null);
|
||||
break;
|
||||
|
||||
case 0x21000023u: // inventory + paperdoll
|
||||
{
|
||||
|
|
@ -140,8 +138,15 @@ public static class FixtureProvider
|
|||
|
||||
var iconIds = MakeIconIds(stack);
|
||||
var selection = new AcDream.Core.Selection.SelectionState();
|
||||
var itemInteraction = new ItemInteractionController(
|
||||
objects,
|
||||
() => SampleData.PlayerGuid,
|
||||
sendUse: null,
|
||||
sendUseWithTarget: null,
|
||||
sendWield: null,
|
||||
sendDrop: null);
|
||||
|
||||
InventoryController.Bind(
|
||||
InventoryController inventory = InventoryController.Bind(
|
||||
layout,
|
||||
objects,
|
||||
playerGuid: () => SampleData.PlayerGuid,
|
||||
|
|
@ -154,17 +159,18 @@ public static class FixtureProvider
|
|||
mainPackEmptySprite: mainPackEmpty);
|
||||
|
||||
// Bind the paperdoll equip slots with their authored per-location UIItem prototypes.
|
||||
PaperdollController.Bind(
|
||||
PaperdollController paperdoll = PaperdollController.Bind(
|
||||
layout,
|
||||
objects,
|
||||
playerGuid: () => SampleData.PlayerGuid,
|
||||
iconIds: iconIds,
|
||||
selection: selection,
|
||||
sendWield: null, // no live session in the studio
|
||||
itemInteraction: itemInteraction,
|
||||
emptySlotSprite: contentsEmpty,
|
||||
datFont: stack.VitalsDatFont,
|
||||
emptySlotSprites: paperdollEmpty);
|
||||
break;
|
||||
emptySlotSprites: paperdollEmpty,
|
||||
ownsItemInteraction: true);
|
||||
return new RetainedPanelControllerGroup(inventory, paperdoll);
|
||||
}
|
||||
|
||||
case 0x2100002Eu: // gmStatManagementUI — Attributes/Skills/Titles window (LayoutDesc 0x2100002E)
|
||||
|
|
@ -179,11 +185,11 @@ public static class FixtureProvider
|
|||
datFont: stack.VitalsDatFont,
|
||||
rowDatFont: stack.LargeDatFont ?? stack.VitalsDatFont,
|
||||
spriteResolve: stack.ResolveChrome);
|
||||
break;
|
||||
return null;
|
||||
|
||||
default:
|
||||
// Unknown layout — no-op; the panel renders structurally.
|
||||
break;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -45,7 +45,8 @@ internal static class MockupDesktop
|
|||
var layout = Import(dats, 0x2100006Cu, stack);
|
||||
if (layout is null) return null;
|
||||
|
||||
FixtureProvider.Populate(0x2100006Cu, layout, stack, objects, dats);
|
||||
IRetainedPanelController? controller =
|
||||
FixtureProvider.Populate(0x2100006Cu, layout, stack, objects, dats);
|
||||
|
||||
return RetailWindowFrame.Mount(
|
||||
stack.UiHost.Root,
|
||||
|
|
@ -61,6 +62,7 @@ internal static class MockupDesktop
|
|||
ResizeY = false,
|
||||
MinWidth = 40f,
|
||||
ContentClickThrough = false,
|
||||
Controller = controller,
|
||||
});
|
||||
}
|
||||
|
||||
|
|
@ -69,7 +71,8 @@ internal static class MockupDesktop
|
|||
var layout = Import(dats, 0x21000016u, stack);
|
||||
if (layout is null) return null;
|
||||
|
||||
FixtureProvider.Populate(0x21000016u, layout, stack, objects, dats);
|
||||
IRetainedPanelController? controller =
|
||||
FixtureProvider.Populate(0x21000016u, layout, stack, objects, dats);
|
||||
|
||||
const int border = RetailChromeSprites.Border;
|
||||
var toolbarRoot = layout.Root;
|
||||
|
|
@ -93,6 +96,7 @@ internal static class MockupDesktop
|
|||
ResizableEdges = ResizeEdges.Bottom,
|
||||
ContentAnchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right,
|
||||
ContentClickThrough = true,
|
||||
Controller = controller,
|
||||
});
|
||||
var frame = (UiCollapsibleFrame)handle.OuterFrame;
|
||||
|
||||
|
|
@ -137,7 +141,8 @@ internal static class MockupDesktop
|
|||
var layout = Import(dats, 0x2100002Eu, stack);
|
||||
if (layout is null) return null;
|
||||
|
||||
FixtureProvider.Populate(0x2100002Eu, layout, stack, objects, dats);
|
||||
IRetainedPanelController? controller =
|
||||
FixtureProvider.Populate(0x2100002Eu, layout, stack, objects, dats);
|
||||
|
||||
return RetailWindowFrame.Mount(
|
||||
stack.UiHost.Root,
|
||||
|
|
@ -155,6 +160,7 @@ internal static class MockupDesktop
|
|||
ResizableEdges = ResizeEdges.Bottom,
|
||||
ContentAnchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Bottom,
|
||||
ContentClickThrough = false,
|
||||
Controller = controller,
|
||||
});
|
||||
}
|
||||
|
||||
|
|
@ -163,7 +169,8 @@ internal static class MockupDesktop
|
|||
var layout = Import(dats, 0x21000023u, stack);
|
||||
if (layout is null) return null;
|
||||
|
||||
FixtureProvider.Populate(0x21000023u, layout, stack, objects, dats);
|
||||
IRetainedPanelController? controller =
|
||||
FixtureProvider.Populate(0x21000023u, layout, stack, objects, dats);
|
||||
|
||||
var inventoryRoot = layout.Root;
|
||||
float contentW = inventoryRoot.Width;
|
||||
|
|
@ -187,6 +194,7 @@ internal static class MockupDesktop
|
|||
contentH + 2f * RetailChromeSprites.Border,
|
||||
stack.UiHost.Root.Height - 18f),
|
||||
ContentAnchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Bottom,
|
||||
Controller = controller,
|
||||
});
|
||||
|
||||
StretchV(layout, 0x100001D0u);
|
||||
|
|
|
|||
|
|
@ -57,6 +57,7 @@ public sealed class StudioWindow : IDisposable
|
|||
// Task 4: sample data table — built once in OnLoad and kept alive for the window's lifetime
|
||||
// so the controller subscriptions (ObjectAdded/ObjectMoved etc.) fire correctly.
|
||||
private AcDream.Core.Items.ClientObjectTable? _objects;
|
||||
private IRetainedPanelController? _fixtureController;
|
||||
|
||||
// Headless screenshot mode: set when --screenshot was passed.
|
||||
// True after the first OnRender fires the screenshot (guard against repeat).
|
||||
|
|
@ -184,7 +185,8 @@ public sealed class StudioWindow : IDisposable
|
|||
{
|
||||
uint layoutId = _opts.LayoutId ?? 0x2100006Cu;
|
||||
_objects = SampleData.BuildObjectTable();
|
||||
FixtureProvider.Populate(layoutId, _source.CurrentLayout, _stack, _objects, _dats);
|
||||
_fixtureController = FixtureProvider.Populate(
|
||||
layoutId, _source.CurrentLayout, _stack, _objects, _dats);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -431,7 +433,10 @@ public sealed class StudioWindow : IDisposable
|
|||
return;
|
||||
}
|
||||
|
||||
// Remove the existing panel root from the tree.
|
||||
// Remove the existing panel root from the tree. Fixture controllers
|
||||
// own subscriptions into the sample table and end with their panel.
|
||||
_fixtureController?.Dispose();
|
||||
_fixtureController = null;
|
||||
if (_panelRoot is not null)
|
||||
{
|
||||
_stack.UiHost.Root.RemoveChild(_panelRoot);
|
||||
|
|
@ -467,6 +472,8 @@ public sealed class StudioWindow : IDisposable
|
|||
|
||||
private void OnClosing()
|
||||
{
|
||||
_fixtureController?.Dispose();
|
||||
_fixtureController = null;
|
||||
_imgui?.Dispose();
|
||||
_panelFbo?.Dispose();
|
||||
_imgui = null;
|
||||
|
|
@ -479,6 +486,8 @@ public sealed class StudioWindow : IDisposable
|
|||
|
||||
public void Dispose()
|
||||
{
|
||||
_fixtureController?.Dispose();
|
||||
_fixtureController = null;
|
||||
_imgui?.Dispose();
|
||||
_panelFbo?.Dispose();
|
||||
_imgui = null;
|
||||
|
|
|
|||
|
|
@ -62,6 +62,7 @@ internal sealed class AutoWieldController : IDisposable
|
|||
private readonly Action<uint, uint>? _sendWield;
|
||||
private readonly Action<uint, uint, int>? _sendPutItemInContainer;
|
||||
private readonly Action<string>? _toast;
|
||||
private readonly Action<string>? _systemMessage;
|
||||
|
||||
private PendingSwitch? _pendingSwitch;
|
||||
private bool _disposed;
|
||||
|
|
@ -73,13 +74,15 @@ internal sealed class AutoWieldController : IDisposable
|
|||
Func<uint> playerGuid,
|
||||
Action<uint, uint>? sendWield,
|
||||
Action<uint, uint, int>? sendPutItemInContainer,
|
||||
Action<string>? toast)
|
||||
Action<string>? toast,
|
||||
Action<string>? systemMessage = null)
|
||||
{
|
||||
_objects = objects ?? throw new ArgumentNullException(nameof(objects));
|
||||
_playerGuid = playerGuid ?? throw new ArgumentNullException(nameof(playerGuid));
|
||||
_sendWield = sendWield;
|
||||
_sendPutItemInContainer = sendPutItemInContainer;
|
||||
_toast = toast;
|
||||
_systemMessage = systemMessage;
|
||||
|
||||
_objects.ObjectMoved += OnObjectMoved;
|
||||
_objects.ObjectRemoved += OnObjectRemoved;
|
||||
|
|
@ -94,22 +97,53 @@ internal sealed class AutoWieldController : IDisposable
|
|||
/// as retail's inventory-ready gate prevents a second concurrent request.
|
||||
/// </summary>
|
||||
public bool TryWield(ClientObject item)
|
||||
=> TryWield(item, EquipMask.None);
|
||||
|
||||
/// <summary>
|
||||
/// Execute AutoWield while retaining the paperdoll's resolved target side.
|
||||
/// Retail <c>gmPaperDollUI::AcceptDragObject @ 0x004A3B10</c> supplies this
|
||||
/// location to <c>CPlayerSystem::AutoWield @ 0x00560A60</c> rather than
|
||||
/// bypassing the transaction with a direct wire request.
|
||||
/// </summary>
|
||||
public bool TryWield(ClientObject item, EquipMask requestedMask)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(item);
|
||||
|
||||
if (_pendingSwitch is not null)
|
||||
return true;
|
||||
if (item.ValidLocations == EquipMask.None
|
||||
|| item.CurrentlyEquippedLocation != EquipMask.None)
|
||||
if (item.ValidLocations == EquipMask.None)
|
||||
return false;
|
||||
if (requestedMask != EquipMask.None
|
||||
&& (requestedMask & item.ValidLocations) != requestedMask)
|
||||
return false;
|
||||
|
||||
EquipMask weaponLocation = item.ValidLocations & WeaponReadyMask;
|
||||
// gmPaperDollUI::AcceptDragObject can ask AutoWield to move an item
|
||||
// that is already worn (the classic left-ring -> right-ring drop).
|
||||
// It is not a blocker transaction: the object itself is the requested
|
||||
// item, so preserve the paperdoll's explicit destination and let the
|
||||
// ordinary GetAndWieldItem acknowledgement relocate it.
|
||||
if (item.CurrentlyEquippedLocation != EquipMask.None)
|
||||
{
|
||||
if (requestedMask == EquipMask.None
|
||||
|| requestedMask == item.CurrentlyEquippedLocation)
|
||||
return false;
|
||||
if (GetEquippedObjectAtLocation(
|
||||
requestedMask, priority: 0, item.ObjectId) is { } blocker)
|
||||
{
|
||||
return BeginWeaponReplacement(item.ObjectId, blocker, requestedMask);
|
||||
}
|
||||
return SendWield(item, requestedMask);
|
||||
}
|
||||
|
||||
EquipMask weaponLocation = requestedMask == EquipMask.None
|
||||
? item.ValidLocations & WeaponReadyMask
|
||||
: requestedMask & WeaponReadyMask;
|
||||
if (weaponLocation != EquipMask.None)
|
||||
{
|
||||
ClientObject? blocker = GetEquippedObjectAtLocation(
|
||||
WeaponReadyMask, priority: 0, item.ObjectId);
|
||||
if (blocker is not null)
|
||||
return BeginWeaponReplacement(item.ObjectId, blocker.ObjectId);
|
||||
return BeginWeaponReplacement(item.ObjectId, blocker, weaponLocation);
|
||||
|
||||
// Retail checks secondary blockers only after the primary weapon
|
||||
// slot is vacant, then re-enters AutoWield after each confirmed
|
||||
|
|
@ -117,18 +151,20 @@ internal sealed class AutoWieldController : IDisposable
|
|||
if (BlocksUseOfShield(item)
|
||||
&& GetEquippedObjectAtLocation(
|
||||
EquipMask.Shield, priority: 0, item.ObjectId) is { } shield)
|
||||
return BeginWeaponReplacement(item.ObjectId, shield.ObjectId);
|
||||
return BeginWeaponReplacement(item.ObjectId, shield, weaponLocation);
|
||||
|
||||
if (item.AmmoType is > 0
|
||||
&& GetEquippedObjectAtLocation(
|
||||
EquipMask.MissileAmmo, priority: 0, item.ObjectId) is { } ammo
|
||||
&& ammo.AmmoType != item.AmmoType)
|
||||
return BeginWeaponReplacement(item.ObjectId, ammo.ObjectId);
|
||||
return BeginWeaponReplacement(item.ObjectId, ammo, weaponLocation);
|
||||
|
||||
return SendWield(item, weaponLocation);
|
||||
}
|
||||
|
||||
EquipMask mask = BestAvailableEquipMask(item);
|
||||
EquipMask mask = requestedMask != EquipMask.None
|
||||
? requestedMask
|
||||
: BestAvailableEquipMask(item);
|
||||
if (mask == EquipMask.None)
|
||||
{
|
||||
_toast?.Invoke("That slot is already in use");
|
||||
|
|
@ -138,7 +174,10 @@ internal sealed class AutoWieldController : IDisposable
|
|||
return SendWield(item, mask);
|
||||
}
|
||||
|
||||
private bool BeginWeaponReplacement(uint requestedItemId, uint blockingItemId)
|
||||
private bool BeginWeaponReplacement(
|
||||
uint requestedItemId,
|
||||
ClientObject blockingItem,
|
||||
EquipMask requestedMask)
|
||||
{
|
||||
if (_sendPutItemInContainer is null)
|
||||
{
|
||||
|
|
@ -150,12 +189,17 @@ internal sealed class AutoWieldController : IDisposable
|
|||
if (player == 0)
|
||||
return false;
|
||||
|
||||
_pendingSwitch = new PendingSwitch(requestedItemId, blockingItemId);
|
||||
_pendingSwitch = new PendingSwitch(
|
||||
requestedItemId,
|
||||
blockingItem.ObjectId,
|
||||
requestedMask);
|
||||
|
||||
// Retail AttemptToPlaceInContainer(blockingID, playerID, 0, 1, 0).
|
||||
// Do not change the local equip projection yet: the server's move event
|
||||
// is the transaction boundary and preserves its stance-specific motion.
|
||||
_sendPutItemInContainer(blockingItemId, player, 0);
|
||||
_systemMessage?.Invoke(
|
||||
$"Moving {blockingItem.GetAppropriateName()} to your backpack");
|
||||
_sendPutItemInContainer(blockingItem.ObjectId, player, 0);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -163,7 +207,10 @@ internal sealed class AutoWieldController : IDisposable
|
|||
{
|
||||
if (_sendWield is null)
|
||||
return false;
|
||||
_pendingSwitch = new PendingSwitch(item.ObjectId, BlockingItemId: 0);
|
||||
_pendingSwitch = new PendingSwitch(
|
||||
item.ObjectId,
|
||||
BlockingItemId: 0,
|
||||
RequestedMask: mask);
|
||||
if (!_objects.WieldItemOptimistic(item.ObjectId, _playerGuid(), mask))
|
||||
{
|
||||
_pendingSwitch = null;
|
||||
|
|
@ -188,7 +235,7 @@ internal sealed class AutoWieldController : IDisposable
|
|||
// vacant ready slot and send GetAndWieldItem for the requested weapon.
|
||||
_pendingSwitch = null;
|
||||
if (_objects.Get(pending.RequestedItemId) is { } requested)
|
||||
TryWield(requested);
|
||||
TryWield(requested, pending.RequestedMask);
|
||||
}
|
||||
|
||||
private void OnWieldConfirmed(ClientObject item)
|
||||
|
|
@ -325,5 +372,6 @@ internal sealed class AutoWieldController : IDisposable
|
|||
|
||||
private readonly record struct PendingSwitch(
|
||||
uint RequestedItemId,
|
||||
uint BlockingItemId);
|
||||
uint BlockingItemId,
|
||||
EquipMask RequestedMask);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -44,6 +44,7 @@ public sealed class ItemInteractionController : IDisposable
|
|||
private readonly Func<uint> _selectedObjectId;
|
||||
private readonly StackSplitQuantityState? _stackSplitQuantity;
|
||||
private readonly Func<bool> _dragOnPlayerOpensSecureTrade;
|
||||
private readonly Action<string>? _systemMessage;
|
||||
private readonly AutoWieldController _autoWield;
|
||||
|
||||
private long _lastUseMs = long.MinValue / 2;
|
||||
|
|
@ -76,7 +77,8 @@ public sealed class ItemInteractionController : IDisposable
|
|||
StackSplitQuantityState? stackSplitQuantity = null,
|
||||
Action<uint, uint, int>? sendPutItemInContainer = null,
|
||||
Action<uint, uint, uint>? sendGive = null,
|
||||
Func<bool>? dragOnPlayerOpensSecureTrade = null)
|
||||
Func<bool>? dragOnPlayerOpensSecureTrade = null,
|
||||
Action<string>? systemMessage = null)
|
||||
{
|
||||
_objects = objects ?? throw new ArgumentNullException(nameof(objects));
|
||||
_playerGuid = playerGuid ?? throw new ArgumentNullException(nameof(playerGuid));
|
||||
|
|
@ -100,6 +102,7 @@ public sealed class ItemInteractionController : IDisposable
|
|||
_selectedObjectId = selectedObjectId ?? (() => 0u);
|
||||
_stackSplitQuantity = stackSplitQuantity;
|
||||
_dragOnPlayerOpensSecureTrade = dragOnPlayerOpensSecureTrade ?? (() => true);
|
||||
_systemMessage = systemMessage;
|
||||
_interactionState = interactionState ?? new InteractionState();
|
||||
_interactionState.Changed += OnInteractionModeChanged;
|
||||
_autoWield = new AutoWieldController(
|
||||
|
|
@ -107,7 +110,8 @@ public sealed class ItemInteractionController : IDisposable
|
|||
_playerGuid,
|
||||
_sendWield,
|
||||
sendPutItemInContainer,
|
||||
_toast);
|
||||
_toast,
|
||||
_systemMessage);
|
||||
}
|
||||
|
||||
public event Action? StateChanged;
|
||||
|
|
@ -264,6 +268,20 @@ public sealed class ItemInteractionController : IDisposable
|
|||
return ExecuteUseActions(decision.Actions);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail paperdoll drop entry point. The paperdoll resolves the exact
|
||||
/// target side/location; this shared interaction owner performs AutoWield's
|
||||
/// confirmed blocker transaction before sending GetAndWieldItem.
|
||||
/// </summary>
|
||||
public bool WieldFromPaperdoll(uint itemGuid, EquipMask targetMask)
|
||||
{
|
||||
if (itemGuid == 0u || targetMask == EquipMask.None)
|
||||
return false;
|
||||
if (_objects.Get(itemGuid) is not { } item)
|
||||
return false;
|
||||
return _autoWield.TryWield(item, targetMask);
|
||||
}
|
||||
|
||||
public bool AcquireTarget(uint targetGuid)
|
||||
{
|
||||
if (!IsTargetModeActive || targetGuid == 0) return false;
|
||||
|
|
|
|||
|
|
@ -48,8 +48,8 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
|
|||
private readonly Func<uint> _playerGuid;
|
||||
private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds;
|
||||
private readonly Func<ItemType, uint, uint, uint, uint, uint>? _dragIconIds;
|
||||
private readonly Action<uint, uint>? _sendWield; // (itemGuid, equipMask) → GetAndWieldItem 0x001A
|
||||
private readonly ItemInteractionController? _itemInteraction;
|
||||
private readonly ItemInteractionController _itemInteraction;
|
||||
private readonly bool _ownsItemInteraction;
|
||||
private readonly SelectionState _selection;
|
||||
private readonly PaperdollClickMap? _clickMap;
|
||||
private readonly List<(EquipMask Mask, UiItemList List)> _slots = new();
|
||||
|
|
@ -65,15 +65,17 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
|
|||
private PaperdollController(
|
||||
ImportedLayout layout, ClientObjectTable objects, Func<uint> playerGuid,
|
||||
Func<ItemType, uint, uint, uint, uint, uint> iconIds, SelectionState selection,
|
||||
Action<uint, uint>? sendWield,
|
||||
uint emptySlotSprite, UiDatFont? datFont, ItemInteractionController? itemInteraction,
|
||||
ItemInteractionController itemInteraction,
|
||||
uint emptySlotSprite, UiDatFont? datFont,
|
||||
PaperdollClickMap? clickMap,
|
||||
Func<ItemType, uint, uint, uint, uint, uint>? dragIconIds,
|
||||
IReadOnlyDictionary<uint, uint>? emptySlotSprites)
|
||||
IReadOnlyDictionary<uint, uint>? emptySlotSprites,
|
||||
bool ownsItemInteraction)
|
||||
{
|
||||
_objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield;
|
||||
_objects = objects; _playerGuid = playerGuid; _iconIds = iconIds;
|
||||
_dragIconIds = dragIconIds;
|
||||
_itemInteraction = itemInteraction;
|
||||
_itemInteraction = itemInteraction ?? throw new ArgumentNullException(nameof(itemInteraction));
|
||||
_ownsItemInteraction = ownsItemInteraction;
|
||||
_selection = selection ?? throw new ArgumentNullException(nameof(selection));
|
||||
_clickMap = clickMap;
|
||||
|
||||
|
|
@ -172,15 +174,15 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
|
|||
public static PaperdollController Bind(
|
||||
ImportedLayout layout, ClientObjectTable objects, Func<uint> playerGuid,
|
||||
Func<ItemType, uint, uint, uint, uint, uint> iconIds, SelectionState selection,
|
||||
Action<uint, uint>? sendWield = null,
|
||||
ItemInteractionController itemInteraction,
|
||||
uint emptySlotSprite = 0u, UiDatFont? datFont = null,
|
||||
ItemInteractionController? itemInteraction = null,
|
||||
PaperdollClickMap? clickMap = null,
|
||||
Func<ItemType, uint, uint, uint, uint, uint>? dragIconIds = null,
|
||||
IReadOnlyDictionary<uint, uint>? emptySlotSprites = null)
|
||||
IReadOnlyDictionary<uint, uint>? emptySlotSprites = null,
|
||||
bool ownsItemInteraction = false)
|
||||
=> new PaperdollController(
|
||||
layout, objects, playerGuid, iconIds, selection, sendWield, emptySlotSprite,
|
||||
datFont, itemInteraction, clickMap, dragIconIds, emptySlotSprites);
|
||||
layout, objects, playerGuid, iconIds, selection, itemInteraction, emptySlotSprite,
|
||||
datFont, clickMap, dragIconIds, emptySlotSprites, ownsItemInteraction);
|
||||
|
||||
private void HandleDollClick(int x, int y)
|
||||
{
|
||||
|
|
@ -311,9 +313,10 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
|
|||
: ItemDragAcceptance.Reject;
|
||||
}
|
||||
|
||||
/// <summary>Wield the dropped item: optimistic local equip (instant) + GetAndWieldItem 0x001A.
|
||||
/// <summary>Wield the dropped item through the shared retail AutoWield transaction.
|
||||
/// wieldMask = ValidLocations & slotMask resolves the specific bit (the composite weapon slot, the
|
||||
/// chosen finger). Retail: gmPaperDollUI HandleDropRelease → GetAndWieldItem.</summary>
|
||||
/// chosen finger). Retail: gmPaperDollUI::HandleDropRelease @ 0x004A4D80 to
|
||||
/// AcceptDragObject @ 0x004A3B10 to CPlayerSystem::AutoWield @ 0x00560A60.</summary>
|
||||
public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
|
||||
{
|
||||
// gmPaperDollUI::HandleDropRelease @ 0x004A4D80 applies the same flag
|
||||
|
|
@ -324,8 +327,7 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
|
|||
if (item is null) return;
|
||||
EquipMask wieldMask = ItemEquipRules.ResolvePaperdollDropWieldMask(item, MaskFor(targetList));
|
||||
if (wieldMask == EquipMask.None) return; // not wieldable here (defensive; OnDragOver already rejected)
|
||||
_objects.WieldItemOptimistic(payload.ObjId, _playerGuid(), wieldMask);
|
||||
_sendWield?.Invoke(payload.ObjId, (uint)wieldMask);
|
||||
_itemInteraction.WieldFromPaperdoll(payload.ObjId, wieldMask);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -362,5 +364,7 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
|
|||
element.OnClickAt = null;
|
||||
break;
|
||||
}
|
||||
if (_ownsItemInteraction)
|
||||
_itemInteraction.Dispose();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -19,9 +19,9 @@ public sealed class RadarSnapshotProvider
|
|||
private static readonly Vector2 ProductionCenter = new(60f, 60f);
|
||||
|
||||
private readonly ClientObjectTable _objects;
|
||||
private readonly IReadOnlyDictionary<uint, WorldEntity> _worldEntities;
|
||||
private readonly IReadOnlyDictionary<uint, WorldEntity> _playerEntities;
|
||||
private readonly IReadOnlyDictionary<uint, WorldSession.EntitySpawn> _spawns;
|
||||
private readonly Func<IReadOnlyDictionary<uint, WorldEntity>> _worldEntities;
|
||||
private readonly Func<IReadOnlyDictionary<uint, WorldEntity>> _playerEntities;
|
||||
private readonly Func<IReadOnlyDictionary<uint, WorldSession.EntitySpawn>> _spawns;
|
||||
private readonly Func<uint> _playerGuid;
|
||||
private readonly Func<float> _playerYawRadians;
|
||||
private readonly Func<uint> _playerCellId;
|
||||
|
|
@ -32,8 +32,8 @@ public sealed class RadarSnapshotProvider
|
|||
|
||||
public RadarSnapshotProvider(
|
||||
ClientObjectTable objects,
|
||||
IReadOnlyDictionary<uint, WorldEntity> worldEntities,
|
||||
IReadOnlyDictionary<uint, WorldSession.EntitySpawn> spawns,
|
||||
Func<IReadOnlyDictionary<uint, WorldEntity>> worldEntities,
|
||||
Func<IReadOnlyDictionary<uint, WorldSession.EntitySpawn>> spawns,
|
||||
Func<uint> playerGuid,
|
||||
Func<float> playerYawRadians,
|
||||
Func<uint> playerCellId,
|
||||
|
|
@ -41,7 +41,7 @@ public sealed class RadarSnapshotProvider
|
|||
Func<bool> coordinatesOnRadar,
|
||||
Func<bool> uiLocked,
|
||||
Func<uint, RadarRelationshipTraits>? relationshipFor = null,
|
||||
IReadOnlyDictionary<uint, WorldEntity>? playerEntities = null)
|
||||
Func<IReadOnlyDictionary<uint, WorldEntity>>? playerEntities = null)
|
||||
{
|
||||
_objects = objects ?? throw new ArgumentNullException(nameof(objects));
|
||||
_worldEntities = worldEntities ?? throw new ArgumentNullException(nameof(worldEntities));
|
||||
|
|
@ -58,9 +58,17 @@ public sealed class RadarSnapshotProvider
|
|||
|
||||
public UiRadarSnapshot BuildSnapshot()
|
||||
{
|
||||
// The retained UI mounts before LiveEntityRuntime during GameWindow
|
||||
// startup. Resolve these canonical projections per snapshot so the
|
||||
// provider observes that runtime once it is installed, rather than
|
||||
// retaining the bootstrap empty-map sentinels forever.
|
||||
IReadOnlyDictionary<uint, WorldEntity> worldEntities = _worldEntities();
|
||||
IReadOnlyDictionary<uint, WorldEntity> playerEntities = _playerEntities();
|
||||
IReadOnlyDictionary<uint, WorldSession.EntitySpawn> spawns = _spawns();
|
||||
|
||||
bool uiLocked = _uiLocked();
|
||||
uint playerGuid = _playerGuid();
|
||||
if (playerGuid == 0u || !_playerEntities.TryGetValue(playerGuid, out var playerEntity))
|
||||
if (playerGuid == 0u || !playerEntities.TryGetValue(playerGuid, out var playerEntity))
|
||||
return UiRadarSnapshot.Empty with { UiLocked = uiLocked };
|
||||
|
||||
float heading = MoveToMath.HeadingFromYaw(_playerYawRadians());
|
||||
|
|
@ -70,15 +78,15 @@ public sealed class RadarSnapshotProvider
|
|||
? playerCoordinates.CombinedText
|
||||
: null;
|
||||
|
||||
uint playerPwd = _spawns.TryGetValue(playerGuid, out var playerSpawn)
|
||||
uint playerPwd = spawns.TryGetValue(playerGuid, out var playerSpawn)
|
||||
? playerSpawn.ObjectDescriptionFlags ?? 0u
|
||||
: 0u;
|
||||
var playerTraits = RadarObjectTraits.FromPublicWeenieDescription(
|
||||
(uint)(_objects.Get(playerGuid)?.Type ?? ItemType.None), playerPwd);
|
||||
float range = RetailRadar.GetRangeMeters(isOutside);
|
||||
|
||||
var blips = new List<UiRadarBlip>(_worldEntities.Count);
|
||||
foreach (var pair in _worldEntities)
|
||||
var blips = new List<UiRadarBlip>(worldEntities.Count);
|
||||
foreach (var pair in worldEntities)
|
||||
{
|
||||
uint guid = pair.Key;
|
||||
if (guid == playerGuid)
|
||||
|
|
@ -86,7 +94,7 @@ public sealed class RadarSnapshotProvider
|
|||
|
||||
var entity = pair.Value;
|
||||
var clientObject = _objects.Get(guid);
|
||||
_spawns.TryGetValue(guid, out var spawn);
|
||||
spawns.TryGetValue(guid, out var spawn);
|
||||
|
||||
byte? rawBehavior = clientObject?.RadarBehavior ?? spawn.RadarBehavior;
|
||||
if (rawBehavior is null
|
||||
|
|
|
|||
|
|
@ -88,7 +88,6 @@ public sealed record InventoryRuntimeBindings(
|
|||
Action<uint, uint, int>? SendPutItemInContainer,
|
||||
Action<uint, uint, uint, uint>? SendStackableSplitToContainer,
|
||||
Action<uint, uint, uint>? SendStackableMerge,
|
||||
Action<uint, uint>? SendWield,
|
||||
ItemInteractionController ItemInteraction,
|
||||
SelectionState Selection);
|
||||
|
||||
|
|
@ -934,8 +933,8 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
StackSplitQuantity,
|
||||
b.ResolveDragIcon);
|
||||
PaperdollController paperdoll = PaperdollController.Bind(
|
||||
layout, b.Objects, b.PlayerGuid, b.ResolveIcon, b.Selection, b.SendWield,
|
||||
contents, _bindings.Assets.DefaultFont, b.ItemInteraction, paperdollClickMap,
|
||||
layout, b.Objects, b.PlayerGuid, b.ResolveIcon, b.Selection, b.ItemInteraction,
|
||||
contents, _bindings.Assets.DefaultFont, paperdollClickMap,
|
||||
b.ResolveDragIcon, paperdollEmptySprites);
|
||||
Host.WindowManager.AttachController(
|
||||
WindowNames.Inventory,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue