Commit graph

4 commits

Author SHA1 Message Date
Erik
ff325abd7b 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
2026-04-17 18:45:38 +02:00
Erik
6a55838a10 perf(rendering): true DrawElementsInstanced — one draw call per (GfxObj × sub-mesh)
Replaces the per-entity glUniform uModel path with a shared instance VBO and
DrawElementsInstanced. All instance model matrices are uploaded to GPU once per
frame; the VAO's per-instance attribute pointers (locations 3–6, divisor=1) are
updated with a byte-offset re-point per group so a single VBO serves all groups
without requiring DrawElementsInstancedBaseInstance (not in Silk.NET 2.23).

Changes:
- InstancedMeshRenderer: add _instanceVbo, _instanceBuffer scratch; EnsureUploaded
  sets up mat4 instance attrs (locs 3–6) from the shared VBO; Draw builds the flat
  float[] of all instance matrices once then calls DrawElementsInstanced per sub-mesh.
  Drops the unused uint TerrainLayer attribute (loc 3 from vertex VBO) — mesh shaders
  never used it. Adds InstanceGroup helper to track per-group buffer offsets.
- mesh_instanced.frag: replace sampler2DArray+uTextureLayer with sampler2D uDiffuse,
  matching the existing TextureCache / individual-texture pipeline.
- mesh_instanced.vert+frag: track as committed files (were untracked).
- Shader.cs: add SetVec3 helper needed for uLightDirection uniform.
- GameWindow.cs: switch mesh shader load from mesh.vert/.frag to
  mesh_instanced.vert/.frag.

Visual output is identical: same entities, same textures, same lighting constants
(SUN_DIR=(0.5,0.4,0.6), AMBIENT=0.25, DIFFUSE=0.75 — moved from frag to vert).
Build: clean. Tests: 431/431 green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 18:51:49 +02:00
Erik
a71db90310 feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event
Server sends UpdateMotion whenever an entity's motion state changes:
NPCs starting a walk cycle, creatures switching to a combat stance,
doors opening, a player waving, etc. Phase 6.1-6.4 already handles
rendering different (stance, forward-command) pairs for the INITIAL
CreateObject, but without this message NPCs freeze in whatever pose
they spawned with and never transition to walking/fighting.

Added UpdateMotion.TryParse with the same ServerMotionState the
CreateObject path uses, reached via a slightly different outer
layout (guid + instance seq + header'd MovementData; the MovementData
starts with the 8-byte sequence/autonomous header this time rather
than being preceded by a length field). Only the (stance, forward-
command) pair is extracted — same subset CreateObject grabs.

WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C
body parses successfully. The App-side wiring (guid→entity lookup
and AnimatedEntity cycle swap) is intentionally deferred to a
separate commit because it touches GameWindow which is currently
being edited by the Phase 9.1 translucent-pass work.

89 Core.Net tests (was 83, +6 for UpdateMotion coverage).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 20:33:26 +02:00
Erik
87c45c70ac feat(app): render landblock with height-ramp shader + orbit camera
Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that
compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera
with yaw/pitch/distance and a 192-unit-centered target for a single
landblock. TerrainRenderer now takes a Shader and issues an actual
DrawElements call with uView + uProjection uniforms. GameWindow owns
the Shader and Camera, routes mouse drag to camera yaw/pitch, and
scroll wheel to camera distance.

The fragment shader maps world Z to a green-brown-white ramp so
lowlands read green, midlands brown, and peaks white — no textures
yet, but enough to visually confirm the terrain shape.

Shaders are copied to the output dir via a <None Update> item group.

Smoke verified against real dats: process stays alive with no GL
errors, no shader compile/link failures, and no exception trail.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:44:08 +02:00