feat(D.5.1): faithful item-icon type-default underlay (EnumIDMap 0x10000004) — opaque icon backing
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top: type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon, custom overlay. acdream's IconComposer omitted the type-default underlay, leaving filled toolbar slots with a transparent background. Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum 0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID (0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID. Golden values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF, Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4. Changes: - IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised); widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque) - ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type - GameWindow: update toolbar mount lambda to 4-arg form - Tests: update ToolbarController test stubs to (_,_,_,_); add Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent) No divergence-register row existed for this omission; none added (fully ported now). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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5 changed files with 156 additions and 23 deletions
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@ -1,6 +1,8 @@
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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;
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using AcDream.Core.Items;
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using AcDream.Core.Textures;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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@ -9,18 +11,37 @@ namespace AcDream.App.UI;
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/// <summary>
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/// Builds an item icon by alpha-compositing its RenderSurface layers into one 32x32
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/// texture, mirroring retail IconData::RenderIcons (decomp 407524). Each layer is a
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/// 0x06 RenderSurface decoded DIRECTLY (the D.2b RenderSurface-vs-Surface rule).
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/// Phase 1 composites the layers ItemInstance exposes (custom underlay + base +
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/// custom overlay); the GetByEnum type-default underlay, the overlay ReplaceColor
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/// tint, and the effect overlay are deferred (see plan Task 12 / divergence rows).
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/// Composited textures are cached by their layer-id tuple.
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/// texture, mirroring retail IconData::RenderIcons (decomp 407524) and
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/// DBCache::GetDIDFromEnum (0x413940). Each layer is a 0x06 RenderSurface decoded
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/// DIRECTLY (the D.2b RenderSurface-vs-Surface rule).
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///
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/// Layer order (bottom → top), matching retail:
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/// 1. type-default underlay (OPAQUE backing; resolved via EnumIDMap 0x10000004 from
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/// the portal MasterMap) — <see cref="ResolveUnderlayDid"/>
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/// 2. item custom underlay (e.g. "magic" tint strip)
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/// 3. base icon
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/// 4. item custom overlay (e.g. "enchanted" sparkle)
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///
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/// The type-default underlay is the key to non-transparent filled slots: because it
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/// is fully opaque and is layer 0, <see cref="Compose"/> sizes the output to it and
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/// the alpha-over pass fills every pixel. The overlay ReplaceColor tint and the effect
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/// overlay (RenderIcons 407546) remain out of scope (paperdoll phase).
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///
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/// Composited textures are cached by their (typeUnderlay, underlay, base, overlay) tuple.
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/// </summary>
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public sealed class IconComposer
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{
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private readonly DatCollection _dats;
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private readonly TextureCache _cache;
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private readonly Dictionary<(uint, uint, uint), uint> _byTuple = new();
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private readonly Dictionary<(uint, uint, uint, uint), uint> _byTuple = new();
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// ── type-default underlay resolve (EnumIDMap 0x10000004) ─────────────────
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// Portal MasterMap (0x25000000) maps enum 0x10000004 → submap DID (0x25000008).
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// Submap maps index → 0x06 RenderSurface DID. index = LSB(itemType)+1, or 0x21.
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// Refs: IconData::RenderIcons 0058d214–0058d22c; DBCache::GetDIDFromEnum 0x413940.
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private EnumIDMap? _underlaySubMap;
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private bool _underlayResolveTried;
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private readonly Dictionary<uint, uint> _underlayDidByIndex = new();
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public IconComposer(DatCollection dats, TextureCache cache)
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{
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@ -28,6 +49,41 @@ public sealed class IconComposer
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_cache = cache;
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}
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/// <summary>
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/// Resolve the type-default underlay DID for <paramref name="itemType"/> via the
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/// two-level EnumIDMap chain (retail: IconData::RenderIcons 0058d214–0058d22c +
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/// DBCache::GetDIDFromEnum 0x413940).
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///
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/// <para>index = LowestSetBit(itemType) + 1, or 0x21 when itemType has no bits set.</para>
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///
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/// <para>NOTE: retail RenderIcons (407546) has a special paperdoll IsThePlayer case
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/// that uses GetDIDByEnum(0x10000004, 7) + TYPE_CONTAINER for the player doll — that
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/// path is out of scope here (paperdoll phase).</para>
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/// </summary>
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internal uint ResolveUnderlayDid(ItemType itemType)
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{
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uint raw = (uint)itemType;
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int lsb = raw == 0 ? -1 : BitOperations.TrailingZeroCount(raw);
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uint index = lsb < 0 ? 0x21u : (uint)(lsb + 1);
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if (_underlayDidByIndex.TryGetValue(index, out var cached)) return cached;
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EnsureUnderlaySubMap();
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uint did = 0;
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if (_underlaySubMap is { } sub && sub.ClientEnumToID.TryGetValue(index, out var d)) did = d;
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_underlayDidByIndex[index] = did;
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return did;
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}
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private void EnsureUnderlaySubMap()
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{
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if (_underlayResolveTried) return;
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_underlayResolveTried = true;
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uint masterDid = (uint)_dats.Portal.Header.MasterMapId; // = 0x25000000
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if (masterDid == 0) return;
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if (!_dats.Portal.TryGet<EnumIDMap>(masterDid, out var master)) return;
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if (!master.ClientEnumToID.TryGetValue(0x10000004u, out var subDid)) return; // → 0x25000008
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if (_dats.Portal.TryGet<EnumIDMap>(subDid, out var sub)) _underlaySubMap = sub;
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}
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/// <summary>Pure alpha-over composite, bottom->top. Layers may differ in size;
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/// the result is sized to the FIRST (bottom) layer and upper layers are sampled
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/// top-left aligned (all icon layers are 32x32 in practice).</summary>
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@ -56,15 +112,24 @@ public sealed class IconComposer
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return (outp, w, h);
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}
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/// <summary>Resolve (and cache) the composited GL texture for an item's icon
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/// layers. Returns 0 if no base icon is available.</summary>
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public uint GetIcon(uint iconId, uint underlayId, uint overlayId)
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/// <summary>
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/// Resolve (and cache) the composited GL texture for an item's icon layers.
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/// Returns 0 if no base icon is available.
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///
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/// <para>Layer order mirrors retail IconData::RenderIcons (decomp 407524):
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/// type-default underlay (OPAQUE) → custom underlay → base icon → custom overlay.
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/// The type-default underlay is resolved via the EnumIDMap 0x10000004 chain;
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/// its presence ensures filled slots are never transparent.</para>
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/// </summary>
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public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId)
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{
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if (iconId == 0) return 0;
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var key = (iconId, underlayId, overlayId);
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uint typeUnderlayDid = ResolveUnderlayDid(itemType);
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var key = (typeUnderlayDid, iconId, underlayId, overlayId);
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if (_byTuple.TryGetValue(key, out var tex)) return tex;
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var layers = new List<(byte[] rgba, int w, int h)>();
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AddLayer(layers, typeUnderlayDid); // OPAQUE bottom; sizes the 32x32 output
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AddLayer(layers, underlayId);
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AddLayer(layers, iconId);
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AddLayer(layers, overlayId);
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@ -51,14 +51,14 @@ public sealed class ToolbarController
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private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length];
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private readonly ItemRepository _repo;
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private readonly Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
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private readonly Func<uint, uint, uint, uint> _iconIds; // (iconId, underlayId, overlayId) → GL tex
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private readonly Func<ItemType, uint, uint, uint, uint> _iconIds; // (itemType, iconId, underlayId, overlayId) → GL tex
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private readonly Action<uint> _useItem; // guid → fire UseObject
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private ToolbarController(
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ImportedLayout layout,
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ItemRepository repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<uint, uint, uint, uint> iconIds,
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Func<ItemType, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState)
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{
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@ -105,7 +105,7 @@ public sealed class ToolbarController
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/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
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/// <param name="repo">Live item repository — must stay alive for the controller's lifetime.</param>
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/// <param name="shortcuts">Provider for the current shortcut bar list.</param>
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/// <param name="iconIds">Resolves (iconId, underlayId, overlayId) → GL texture handle.</param>
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/// <param name="iconIds">Resolves (itemType, iconId, underlayId, overlayId) → GL texture handle.</param>
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/// <param name="useItem">Callback fired when a bound slot is clicked; receives the item guid.</param>
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/// <param name="combatState">
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/// Optional live combat state — when provided, the toolbar subscribes to
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@ -117,7 +117,7 @@ public sealed class ToolbarController
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ImportedLayout layout,
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ItemRepository repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<uint, uint, uint, uint> iconIds,
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Func<ItemType, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState = null)
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{
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@ -148,7 +148,7 @@ public sealed class ToolbarController
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var item = _repo.GetItem(sc.ObjectGuid);
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if (item is null) continue; // deferred: ItemAdded will re-call Populate
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uint tex = _iconIds(item.IconId, item.IconUnderlayId, item.IconOverlayId);
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uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId);
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list.Cell.SetItem(sc.ObjectGuid, tex);
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}
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}
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