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
This commit is contained in:
Erik 2026-04-17 18:45:38 +02:00
parent 6b4e7569a3
commit ff325abd7b
20 changed files with 2734 additions and 268 deletions

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