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

View file

@ -0,0 +1,230 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// 2D batched quad renderer for text + solid rectangles. Coordinates are in
/// screen pixels with origin top-left, +X right, +Y down. Call
/// <see cref="Begin"/> at the start of a HUD pass, queue geometry via
/// <see cref="DrawString"/> / <see cref="DrawRect"/>, then <see cref="Flush"/>.
///
/// Uses two internal vertex buffers (text and rect) flushed in two draw calls
/// to avoid a per-vertex "use texture" flag. Rects are drawn first so text
/// sits on top of background panels.
/// </summary>
public sealed unsafe class TextRenderer : IDisposable
{
private const int FloatsPerVertex = 8; // pos(2) + uv(2) + color(4)
private readonly GL _gl;
private readonly Shader _shader;
private readonly uint _vao;
private readonly uint _vbo;
private int _vboCapacityBytes;
private readonly List<float> _textBuf = new(8192);
private readonly List<float> _rectBuf = new(1024);
private int _textVerts;
private int _rectVerts;
private Vector2 _screenSize;
public TextRenderer(GL gl, string shaderDir)
{
_gl = gl;
_shader = new Shader(gl,
Path.Combine(shaderDir, "ui_text.vert"),
Path.Combine(shaderDir, "ui_text.frag"));
_vao = _gl.GenVertexArray();
_vbo = _gl.GenBuffer();
_gl.BindVertexArray(_vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
uint stride = FloatsPerVertex * sizeof(float);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, stride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(2 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, stride, (void*)(4 * sizeof(float)));
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_gl.BindVertexArray(0);
}
/// <summary>Begin a HUD pass. Call once per frame before any Draw* calls.</summary>
public void Begin(Vector2 screenSize)
{
_screenSize = screenSize;
_textBuf.Clear();
_rectBuf.Clear();
_textVerts = 0;
_rectVerts = 0;
}
/// <summary>Draw a filled rectangle in screen pixel space.</summary>
public void DrawRect(float x, float y, float w, float h, Vector4 color)
{
AppendQuad(_rectBuf, x, y, w, h, 0, 0, 0, 0, color);
_rectVerts += 6;
}
/// <summary>Draw a 1-pixel-thick outline rect.</summary>
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
{
// top, bottom, left, right
DrawRect(x, y, w, thickness, color);
DrawRect(x, y + h - thickness, w, thickness, color);
DrawRect(x, y, thickness, h, color);
DrawRect(x + w - thickness, y, thickness, h, color);
}
/// <summary>
/// Draw a single line of text at (x,y) where (x,y) is the top-left of the
/// typographic block. Handles '\n' as a line break.
/// </summary>
public void DrawString(BitmapFont font, string text, float x, float y, Vector4 color)
{
float cursorX = x;
// The caller provides top-y; shift to baseline for glyph offset math.
float baseline = y + font.Ascent;
for (int i = 0; i < text.Length; i++)
{
char c = text[i];
if (c == '\n')
{
cursorX = x;
baseline += font.LineHeight;
continue;
}
if (!font.TryGetGlyph(c, out var g))
{
// Unknown glyph — skip its advance width if '?' exists.
if (font.TryGetGlyph('?', out var q))
cursorX += q.Advance;
continue;
}
float gx = cursorX + g.OffsetX;
float gy = baseline + g.OffsetY;
float gw = g.Width;
float gh = g.Height;
if (gw > 0 && gh > 0)
{
AppendQuad(_textBuf,
gx, gy, gw, gh,
g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY,
color);
_textVerts += 6;
}
cursorX += g.Advance;
}
}
private static void AppendQuad(List<float> buf,
float x, float y, float w, float h,
float u0, float v0, float u1, float v1, Vector4 color)
{
// Two triangles (6 verts). CCW in pixel space is clockwise in NDC
// because the vertex shader flips Y, so OpenGL's default front-face
// is GL_CCW — we rely on cull-face being disabled during HUD pass.
// (x, y) ─ (x+w, y)
// │ │
// (x, y+h) ─ (x+w, y+h)
//
// Triangle 1: (x,y) (x+w,y+h) (x+w,y)
// Triangle 2: (x,y) (x,y+h) (x+w,y+h)
void V(float px, float py, float pu, float pv)
{
buf.Add(px); buf.Add(py);
buf.Add(pu); buf.Add(pv);
buf.Add(color.X); buf.Add(color.Y); buf.Add(color.Z); buf.Add(color.W);
}
V(x, y, u0, v0);
V(x + w, y + h, u1, v1);
V(x + w, y, u1, v0);
V(x, y, u0, v0);
V(x, y + h, u0, v1);
V(x + w, y + h, u1, v1);
}
/// <summary>Upload + draw accumulated rects + text. font may be null if only DrawRect was used.</summary>
public void Flush(BitmapFont? font)
{
if (_textVerts == 0 && _rectVerts == 0) return;
_shader.Use();
_shader.SetVec2("uScreenSize", _screenSize);
_gl.BindVertexArray(_vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
// Save GL state.
bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest);
bool wasBlend = _gl.IsEnabled(EnableCap.Blend);
bool wasCull = _gl.IsEnabled(EnableCap.CullFace);
_gl.Disable(EnableCap.DepthTest);
_gl.Disable(EnableCap.CullFace);
_gl.Enable(EnableCap.Blend);
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// Untextured rects first — they form panel backgrounds.
if (_rectVerts > 0)
{
_shader.SetInt("uUseTexture", 0);
UploadBuffer(_rectBuf);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_rectVerts);
}
// Textured text glyphs.
if (_textVerts > 0 && font is not null)
{
_shader.SetInt("uUseTexture", 1);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, font.TextureId);
_shader.SetInt("uTex", 0);
UploadBuffer(_textBuf);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_textVerts);
}
// Restore GL state.
if (!wasBlend) _gl.Disable(EnableCap.Blend);
if (wasCull) _gl.Enable(EnableCap.CullFace);
if (wasDepth) _gl.Enable(EnableCap.DepthTest);
_gl.BindVertexArray(0);
}
private void UploadBuffer(List<float> buf)
{
int bytes = buf.Count * sizeof(float);
if (bytes == 0) return;
if (bytes > _vboCapacityBytes)
{
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)bytes, p, BufferUsageARB.DynamicDraw);
_vboCapacityBytes = bytes;
}
else
{
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, (nuint)bytes, p);
}
}
public void Dispose()
{
_gl.DeleteBuffer(_vbo);
_gl.DeleteVertexArray(_vao);
_shader.Dispose();
}
}