acdream/src/AcDream.App/Rendering/ChargenPreviewRenderer.cs
Erik bd359d5181 fix(chargen): Campaign CC gate round 1 closeout — Group 3: round review fixes (F4-F11, F14, F16)
The remaining code-bearing findings from the round review, F4-F16 minus
the doc-only items (batched separately):

- F4: three client-wide UiButton corpus sweeps (LabelBox path — exactly
  the 4 Town buttons, confined to chargen; conflicting custom-selection-
  pair + standard Normal/Highlight media — zero found, no gate
  tightening needed; per-state label-color map — 209 matches beyond
  chargen, confirming AP-222's mechanism has always been broadly active
  since it shipped generically in DatWidgetFactory).
- F5/F6: LayoutImporter's Batch C un-consumed-children carve-out now
  honors a child's own AuthoredInvisible flag (a narrow honor scoped to
  exactly that carve-out, not the general #408 client-wide one) — the
  chat transcript's new-text indicator (0x1000048C) was building as a
  visible phantom element retail never shows; verified both directions
  against the gold-frame pieces, which do not author Invisible.
- F7: BoundedProcessOutputCapture.AppendLine combines the line text and
  its trailing newline into one buffer and one file open/write/close
  instead of two.
- F9: corrected a stale comment in RuntimeSettingsTargets — #407 split
  DisplayModeCatalog's Resolutions/WindowedResolutions in two, so the
  fullscreen validator's own narrower list is now DELIBERATELY different
  from the Config dropdown's fuller offering, not the "must match" bug
  the comment described.
- F10: documented (not changed) why the LabelBox path's default 3px
  inset and the face-relative +4px gap in DatWidgetFactory.BuildButton
  are deliberately different numbers — neither carries a retail
  citation, and moving either to match the other would be an unfounded
  guess on a button that currently works correctly.
- F11: Heritage/Profession/Summary/Town description pages now compose
  DatRichText.Compose's result ONCE inside their already revision-gated
  Refresh, caching the built line list instead of re-wrapping on every
  draw call.
- F14: documented (not changed) why PrivateEntityViewportRenderer's
  _animatedIds set carrying a reserved-but-never-drawn backdrop id is
  harmless — BuildDrawEntities already excludes a null/empty backdrop
  from the actual draw list, so the id is never looked up.
- F16: the Summary preview now uses its own render-id pair
  (SummaryPreviewRenderId/SummaryPreviewBackdropRenderId, 0xDA11D035/
  0xDA11D036) instead of sharing the Appearance page's
  (0xDA11D032/0xDA11D034) — confirmed by tracing
  FixedEntityTextureOwnerLease through TextureCache to
  CompositeTextureArrayCache's shared owner tracker that both pages'
  previews share ONE process-wide TextureCache, so sharing render ids
  was a real cross-page texture-release collision (either page's own
  re-dress or disposal could release the OTHER page's still-active
  textures), not a theoretical one.

F3's own register bookkeeping (AP-229 addendum) and F12's register/AD
header-count corrections land in the docs-only commit alongside F15.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 15:34:07 +02:00

136 lines
5.8 KiB
C#

using AcDream.App.Rendering.Wb;
using AcDream.App.UI;
using AcDream.Core.Lighting;
using AcDream.Core.World;
namespace AcDream.App.Rendering;
/// <summary>
/// CC6b-MOUNT: narrow seam mirroring <c>IPaperdollDollRenderer</c> so
/// <see cref="ChargenPreviewController"/>'s rebuild/render logic can be
/// exercised with a fake in tests without a live GPU device.
/// </summary>
internal interface IChargenPreviewRenderer
{
void SetPreview(WorldEntity? entity);
/// <summary>
/// Sets or clears the environment backdrop entity drawn BEHIND the
/// preview (Campaign CC gate round 1 Batch D, GF-7/GF-14) — retail's
/// <c>gmCG3DView::m_pbgObject</c>. See
/// <see cref="ChargenPreviewEntityBuilder.TryBuildBackdrop"/> for the
/// decomp-cited placement.
/// </summary>
void SetBackdrop(WorldEntity? entity);
uint Render(int width, int height);
}
/// <summary>
/// Chargen-specific facade over the shared private creature viewport
/// (<see cref="PrivateEntityViewportRenderer"/>) — CC6a's foundation half of
/// the campaign plan's "chargen preview renderer" deliverable. Mirrors
/// <see cref="PaperdollViewportRenderer"/>'s shape exactly, with a
/// heading-capable <see cref="ChargenPreviewViewportCamera"/> in place of the
/// paperdoll's fixed one.
///
/// <para>
/// <b>NOT wired here (CC6b page-mount half, after CC4 merges per the
/// campaign's parallelism contract):</b> mounting into the authored
/// Appearance/Summary viewport ids (<c>0x100003bb</c> / <c>0x10000406</c>)
/// and binding the spin/color-wheel/rotate/zoom widgets to
/// <see cref="ChargenPreviewAnimator"/>/<see cref="ChargenPreviewRotationController"/>/
/// <see cref="ChargenPreviewZoomController"/>. This class is a standalone,
/// composition-root-agnostic renderer — nothing in
/// <c>AcDream.App/UI/Layout/</c> or <c>RetailUiRuntime.cs</c> references it
/// yet.
/// </para>
///
/// <para>
/// <b>CC6b (pre-mount half):</b> the preview now HAS a real live idle loop
/// (<see cref="ChargenPreviewAnimator"/>, retail's <c>m_didAnimation</c> DID
/// at 30fps via <c>set_sequence_animation</c>) instead of the CC6a-only held
/// rest pose — TS-83 is retired. <see cref="SetPreview"/> still accepts a
/// static <c>WorldEntity</c> for callers that only want
/// <c>ChargenPreviewEntityBuilder.TryBuild</c>'s unchanged rest-pose
/// snapshot; a caller that wants the animated preview constructs a
/// <see cref="ChargenPreviewAnimator"/> from
/// <c>ChargenPreviewEntityBuilder.TryBuildAnimated</c> and passes its
/// <c>Entity</c> here once — the animator mutates that SAME entity's
/// <c>MeshRefs</c> in place every <c>Tick</c>, and <c>Render</c> reads it
/// fresh (no re-<c>SetPreview</c> needed per frame; see
/// <c>WorldEntity.MeshRefs</c>'s own "mutable so the animation tick can
/// replace it each frame" doc comment).
/// </para>
/// </summary>
internal sealed class ChargenPreviewRenderer :
IUiViewportRenderer,
IChargenPreviewRenderer,
IDisposable
{
private readonly PrivateEntityViewportRenderer _renderer;
private readonly ChargenPreviewViewportCamera _camera;
internal ChargenPreviewRenderer(
IWorldPassScope scope,
AcDream.App.Rendering.Gpu.IGpuDevice device,
ICurrentGpuFrameSource frames,
WbDrawDispatcher dispatcher,
SceneLightingUboBinding lightUbo,
IEntityTextureLifetime textureLifetime,
IWbMeshAdapter meshAdapter,
uint heritageId = 0u,
ChargenPreviewCamera? camera = null,
// F16 (Campaign CC gate round 1 closeout): the Appearance and
// Summary pages each construct their OWN ChargenPreviewRenderer but
// share ONE process-wide TextureCache — see
// ChargenPreviewEntityBuilder.SummaryPreviewRenderId's own doc for
// the full collision trace. Defaulting to the Appearance page's
// pair keeps every pre-existing call site byte-identical; the
// composition root passes the Summary pair explicitly for its own
// instance.
uint renderId = ChargenPreviewEntityBuilder.PreviewRenderId,
uint backdropRenderId = ChargenPreviewEntityBuilder.PreviewBackdropRenderId)
{
// CC6b-MOUNT: when a caller supplies its own camera instance (the
// page-mount composition, which needs a SETTABLE camera for
// ChargenPreviewZoomController to tween — see
// ChargenPreviewController's own doc comment), wrap that exact
// instance instead of building a private, unreachable one.
_camera = camera is not null
? new ChargenPreviewViewportCamera(camera)
: new ChargenPreviewViewportCamera(heritageId);
_renderer = new PrivateEntityViewportRenderer(
scope,
device,
frames,
dispatcher,
lightUbo,
textureLifetime,
meshAdapter,
renderId,
_camera,
"chargen preview",
// Batch D (GF-7/GF-14): reserves the second draw-entity slot for
// the heritage's environment Setup — see PrivateEntityViewportRenderer's
// own doc comment on backdropRenderId.
backdropRenderId);
}
public bool TextureIsBottomUp => _renderer.TextureIsBottomUp;
/// <summary>
/// Re-derives the fixed per-heritage camera eye
/// (<see cref="ChargenPreviewCamera.ResolveDefaultEye"/>) — call whenever
/// the selected heritage changes, BEFORE the next <see cref="Render"/>.
/// </summary>
public void SetHeritage(uint heritageId) => _camera.SetHeritage(heritageId);
public void SetPreview(WorldEntity? entity) => _renderer.SetEntity(entity);
public void SetBackdrop(WorldEntity? entity) => _renderer.SetBackdrop(entity);
public uint Render(int width, int height) => _renderer.Render(width, height);
public void Dispose() => _renderer.Dispose();
}