feat(ui): debug overlay + refined input controls
Adds the first on-screen HUD for the dev client plus today's mouse-control refinements. Also lands yesterday's scenery-alignment changes that were left uncommitted in the working tree. Overlay: - BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512 R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks) - TextRenderer batches 2D quads in screen-space with ortho projection; one shader + two draw calls (rect then text) for panel backgrounds under glyphs - DebugOverlay composes info / stats / compass / help panels on top of the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events - DebugLineRenderer and its shaders (carried over from the scenery work) are properly committed in this commit Controls: - Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to adjust the active mode multiplicatively (x1.2) - Hold RMB to free-orbit the chase camera around the player; release stays at the new angle (no snap-back) - Mouse-wheel zooms chase distance between 2m and 40m - Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from the default neutral angle Scenery alignment (carried from yesterday's session): - ShadowObjectRegistry AllEntriesForDebug + Scale field - SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc + set_heading rotation - BSPQuery dispatchers accept localToWorld so normals/offsets transform correctly per part - TransitionTypes.CylinderCollision rewritten with wall-slide + push-out - PhysicsDataCache caches visual-mesh AABB for scenery that lacks physics Setup bounds
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memory/project_session_2026_04_17.md
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# Session 2026-04-17 — Debug Overlay + Control Tuning
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## Headline result
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**On-screen HUD overlay and refined input controls for the dev client.**
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- TTF-based font atlas rendered via stb_truetype
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- Screen-space text + rect batcher (`TextRenderer`)
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- Composite overlay with panels for position / heading / collision /
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FPS / compass / keybind help
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- Per-mode mouse sensitivity (Chase, Fly, Orbit)
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- RMB-held free-orbit around the player (no snap-back on release)
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- Mouse-wheel zoom in chase mode
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- Extended chase pitch range so mouse-Y moves both ways
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## Files added
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- `src/AcDream.App/Rendering/BitmapFont.cs` — TTF atlas (stb_truetype)
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- `src/AcDream.App/Rendering/TextRenderer.cs` — 2D quad batcher for text + rects
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- `src/AcDream.App/Rendering/DebugOverlay.cs` — composed HUD panels
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- `src/AcDream.App/Rendering/Shaders/ui_text.{vert,frag}` — ortho-proj text shader
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- `src/AcDream.App/Rendering/Shaders/debug_line.{vert,frag}` — wireframe shader
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(carried from yesterday's scenery-alignment session but not committed then)
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## Files modified
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- `src/AcDream.App/AcDream.App.csproj` — added `StbTrueTypeSharp` 1.26.12
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- `src/AcDream.App/Rendering/Shader.cs` — added `SetVec2` / `SetVec4`
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- `src/AcDream.App/Rendering/ChaseCamera.cs`
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- Added `YawOffset` for RMB free-orbit
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- Added `AdjustDistance` for mouse-wheel zoom
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- Widened pitch clamp from `[0.05, 1.4]` to `[-0.7, 1.4]`
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(mouse-Y now moves camera in both directions from neutral)
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- `DistanceMin=2f`, `DistanceMax=40f` zoom envelope
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- `src/AcDream.App/Rendering/GameWindow.cs`
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- Field block: `_textRenderer`, `_debugFont`, `_debugOverlay`,
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`_sensChase/_sensFly/_sensOrbit`, `_rmbHeld`, `_lastFps`, `_lastFrameMs`
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- OnLoad: load Consolas → BitmapFont → TextRenderer → DebugOverlay
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(silently skips if no system font)
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- Keyboard: F1/F2/F4/F5/F6 panel toggles; F8/F9 sensitivity
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(multiplicative ×1.2 steps, per-mode)
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- Mouse: MouseDown / MouseUp track RMB; MouseMove routes to the
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active mode's sensitivity; RMB release does NOT snap YawOffset
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- OnRender: snapshot builder (player pos, heading, nearest-obj dist,
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colliding flag) passed to `DebugOverlay.Draw`
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## Yesterday's scenery work (finally committed in this session's commit)
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The untracked files show that yesterday's scenery-alignment fixes lived
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on disk but hadn't been committed. This session's commit includes:
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- `src/AcDream.Core/Physics/BSPQuery.cs` — `localToWorld` rotation params
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- `src/AcDream.Core/Physics/PhysicsDataCache.cs` — `GfxObjVisualBounds`
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- `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` — `Scale` + debug iter
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- `src/AcDream.Core/Physics/TransitionTypes.cs` — rewritten cylinder / BSP
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- `src/AcDream.Core/World/SceneryGenerator.cs` — 64-cell, ACViewer OnRoad,
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baseLoc + set_heading rotation
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- `src/AcDream.Core/World/WorldEntity.cs` — `Scale` field
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## Sensitivity defaults (current)
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| Mode | Default | F8 step | F9 step |
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|-------|---------|-------------|-----------|
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| Chase | 0.15x | ÷ 1.2 | × 1.2 |
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| Fly | 1.0x | ÷ 1.2 | × 1.2 |
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| Orbit | 1.0x | ÷ 1.2 | × 1.2 |
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Effective rate at chase 0.15x: `0.15 × 0.003 rad/px = 0.00045 rad/px`
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≈ 0.026°/pixel. 1000 pixels → 26° rotation.
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Fly at 1.0x is `0.003 rad/px` ≈ 0.172°/px.
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## Keybinds (full, current)
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| Key | Action |
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|-----------|--------|
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| F1 | Toggle keybind help panel |
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| F2 | Toggle collision wireframes |
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| F3 | Console dump (pos + nearby objects) |
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| F4 | Toggle HUD info panel |
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| F5 | Toggle HUD stats panel |
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| F6 | Toggle compass |
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| F8 / F9 | Active-mode mouse sensitivity slower / faster |
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| F | Toggle fly camera |
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| Tab | Toggle player mode (live session only) |
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| WASD | Move (player mode) / fly |
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| Space | Jump (hold to charge, release to fire) |
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| Shift | Run |
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| Mouse | Turn character / look |
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| Hold RMB | Free-orbit camera around player (stays on release) |
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| Wheel | Zoom chase distance |
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| Escape | Exit fly / player / close window |
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## Open issue (parked for follow-up)
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User reports mouse "feels like you can only move one way" at low
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sensitivity. Diagnosed + fixed: chase `PitchMin` was clamping at
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`0.05f`, preventing any upward tilt. Widened to `-0.7f`. Needs
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visual verification next session.
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## Pickup for next session
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**MAJOR TASK PARKED HERE**: user has asked for a deep investigation
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+ port of the retail AC client's GUI subsystem. User explicitly
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directed **Opus 4.7 with extra-high effort** for this work. The
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agents are dispatched in this session and their output lives in
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`docs/research/2026-04-17-retail-ui-*.md`. See that set of files
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for the in-depth UI research + C# scaffold.
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After the retail-UI port is in place:
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1. Hook the retail chat window to the existing WorldSession message
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stream
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2. Port the health/stamina/mana globes to real player stats (need
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`CharacterCreate`/`InqStats` wire parsing first)
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3. Port the inventory panel (needs CreateObject item parsing)
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