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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20 changed files with 2734 additions and 268 deletions
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src/AcDream.App/Rendering/Shaders/ui_text.vert
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src/AcDream.App/Rendering/Shaders/ui_text.vert
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#version 430 core
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layout(location = 0) in vec2 aPos; // screen pixels, origin top-left
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layout(location = 1) in vec2 aUv;
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layout(location = 2) in vec4 aColor;
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uniform vec2 uScreenSize;
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out vec2 vUv;
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out vec4 vColor;
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void main() {
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// Convert pixel coords (origin top-left, +Y down) to NDC (origin center, +Y up).
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vec2 ndc = vec2(
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aPos.x / uScreenSize.x * 2.0 - 1.0,
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1.0 - aPos.y / uScreenSize.y * 2.0);
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gl_Position = vec4(ndc, 0.0, 1.0);
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vUv = aUv;
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vColor = aColor;
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}
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