The page-mount half CC6b-PRE deferred: CharacterCreationAppearancePage (gender buttons, Face/Clothes sub-tabs, nine spin controls with retail's decrement/increment/select-as-current-part OnClickAt zones, nine color swatches, shade scrollbar, zoom/rotate wiring) plus ChargenPreviewController, which bridges the ChargenPreviewRenderer/ChargenPreviewZoomController camera-injection gap CC6a/CC6b-PRE left open and mounts as the third private creature viewport beside paperdoll/creature-appraisal. Color-wheel scouting (campaign risk item 4): live-DAT probe found every color-wheel-family id resolves through existing DatWidgetFactory mappings (Button/Scrollbar/generic fallback) — no new widget type needed. The @140355 gender-flip-on-init oddity (risk item 5): resolved via decomp alone — gmCharGenMainUI's own ctor calls CharGenState::RandomizeCharacter before any page constructs, so retail's chargen screen is never actually blank on open; the Appearance page's gender-flip code always fires against a real, randomly-rolled gender. Filed AP-214 (acdream doesn't port RandomizeCharacter this round, so it opens honestly blank instead) and AP-215 (two narrow visual substitutions: swatch .Selected highlight vs retail's separate overlay, ordinal labels vs retail's icon-only spins). AD-101 retired: the Heritage page's auto-gender-select interim default is deleted now that the Appearance page's real gender buttons exist. TS-82 narrowed to Summary-only. Scope addendum: ChargenPreviewRotationController's parameterless-constructor default changes from 0f to a new RetailDefaultHeadingDegrees=180f constant (retail's InitializePage override, not the ctor's raw 0) — every real gmCG3DView owner converges on 180 before its first frame, so a controller defaulting to 0 was a trap for future consumers. Runtime 1713/0, Core 4786/1 skip, Content 147/0, App 5220/3 skips (Release, ACDREAM_PROBE_LIVE_MOUNT=1) — zero failures across two clean full-solution runs; the one Core.Net.Tests NakEmissionTests flake observed on a third run is the same pre-existing, previously-documented timing flake (zero files under src/AcDream.Core.Net/ touched, passes 100% in isolation). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
111 lines
4.5 KiB
C#
111 lines
4.5 KiB
C#
using AcDream.App.Rendering.Wb;
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using AcDream.App.UI;
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using AcDream.Core.Lighting;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// CC6b-MOUNT: narrow seam mirroring <c>IPaperdollDollRenderer</c> so
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/// <see cref="ChargenPreviewController"/>'s rebuild/render logic can be
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/// exercised with a fake in tests without a live GPU device.
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/// </summary>
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internal interface IChargenPreviewRenderer
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{
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void SetPreview(WorldEntity? entity);
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uint Render(int width, int height);
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}
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/// <summary>
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/// Chargen-specific facade over the shared private creature viewport
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/// (<see cref="PrivateEntityViewportRenderer"/>) — CC6a's foundation half of
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/// the campaign plan's "chargen preview renderer" deliverable. Mirrors
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/// <see cref="PaperdollViewportRenderer"/>'s shape exactly, with a
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/// heading-capable <see cref="ChargenPreviewViewportCamera"/> in place of the
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/// paperdoll's fixed one.
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///
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/// <para>
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/// <b>NOT wired here (CC6b page-mount half, after CC4 merges per the
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/// campaign's parallelism contract):</b> mounting into the authored
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/// Appearance/Summary viewport ids (<c>0x100003bb</c> / <c>0x10000406</c>)
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/// and binding the spin/color-wheel/rotate/zoom widgets to
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/// <see cref="ChargenPreviewAnimator"/>/<see cref="ChargenPreviewRotationController"/>/
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/// <see cref="ChargenPreviewZoomController"/>. This class is a standalone,
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/// composition-root-agnostic renderer — nothing in
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/// <c>AcDream.App/UI/Layout/</c> or <c>RetailUiRuntime.cs</c> references it
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/// yet.
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/// </para>
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///
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/// <para>
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/// <b>CC6b (pre-mount half):</b> the preview now HAS a real live idle loop
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/// (<see cref="ChargenPreviewAnimator"/>, retail's <c>m_didAnimation</c> DID
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/// at 30fps via <c>set_sequence_animation</c>) instead of the CC6a-only held
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/// rest pose — TS-83 is retired. <see cref="SetPreview"/> still accepts a
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/// static <c>WorldEntity</c> for callers that only want
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/// <c>ChargenPreviewEntityBuilder.TryBuild</c>'s unchanged rest-pose
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/// snapshot; a caller that wants the animated preview constructs a
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/// <see cref="ChargenPreviewAnimator"/> from
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/// <c>ChargenPreviewEntityBuilder.TryBuildAnimated</c> and passes its
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/// <c>Entity</c> here once — the animator mutates that SAME entity's
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/// <c>MeshRefs</c> in place every <c>Tick</c>, and <c>Render</c> reads it
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/// fresh (no re-<c>SetPreview</c> needed per frame; see
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/// <c>WorldEntity.MeshRefs</c>'s own "mutable so the animation tick can
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/// replace it each frame" doc comment).
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/// </para>
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/// </summary>
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internal sealed class ChargenPreviewRenderer :
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IUiViewportRenderer,
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IChargenPreviewRenderer,
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IDisposable
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{
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private readonly PrivateEntityViewportRenderer _renderer;
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private readonly ChargenPreviewViewportCamera _camera;
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internal ChargenPreviewRenderer(
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IWorldPassScope scope,
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AcDream.App.Rendering.Gpu.IGpuDevice device,
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ICurrentGpuFrameSource frames,
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WbDrawDispatcher dispatcher,
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SceneLightingUboBinding lightUbo,
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IEntityTextureLifetime textureLifetime,
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IWbMeshAdapter meshAdapter,
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uint heritageId = 0u,
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ChargenPreviewCamera? camera = null)
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{
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// CC6b-MOUNT: when a caller supplies its own camera instance (the
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// page-mount composition, which needs a SETTABLE camera for
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// ChargenPreviewZoomController to tween — see
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// ChargenPreviewController's own doc comment), wrap that exact
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// instance instead of building a private, unreachable one.
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_camera = camera is not null
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? new ChargenPreviewViewportCamera(camera)
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: new ChargenPreviewViewportCamera(heritageId);
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_renderer = new PrivateEntityViewportRenderer(
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scope,
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device,
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frames,
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dispatcher,
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lightUbo,
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textureLifetime,
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meshAdapter,
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ChargenPreviewEntityBuilder.PreviewRenderId,
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_camera,
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"chargen preview");
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}
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public bool TextureIsBottomUp => _renderer.TextureIsBottomUp;
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/// <summary>
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/// Re-derives the fixed per-heritage camera eye
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/// (<see cref="ChargenPreviewCamera.ResolveDefaultEye"/>) — call whenever
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/// the selected heritage changes, BEFORE the next <see cref="Render"/>.
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/// </summary>
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public void SetHeritage(uint heritageId) => _camera.SetHeritage(heritageId);
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public void SetPreview(WorldEntity? entity) => _renderer.SetEntity(entity);
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public uint Render(int width, int height) => _renderer.Render(width, height);
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public void Dispose() => _renderer.Dispose();
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}
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