acdream/src/AcDream.App/Rendering/DollCamera.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

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using System;
using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>
/// Fixed camera for the paperdoll mini-scene — retail-exact, ported from the gmPaperDollUI viewport
/// setup (decomp 0x004a5a390x004a5a69). The viewport (element <c>0x100001d5</c>) is configured by
/// <c>UIElement_Viewport::SetCamera(position, direction)</c> with:
/// <list type="bullet">
/// <item>position = (0.12, 2.4, 0.88) [hex 0x3df5c28f, 0xc019999a, 0x3f6147ae]</item>
/// <item>direction = (0, 0, 0) ⇒ <c>CreatureMode::SetCameraDirection</c> resets the view frame to
/// IDENTITY (<c>euler_set_rotate(0,0,0)</c> then <c>rotate(0,0,0)</c>), so the camera looks
/// straight down +Y with +Z up — NO yaw, NO pitch.</item>
/// </list>
/// The doll is framed purely by camera POSITION + FOV, NOT by aiming at the body: at distance 2.4 with
/// a π/4 (45°) vertical FOV the visible vertical band is z≈[0.11, 1.87], which covers the whole ~1.6 m
/// figure even though the model origin sits at the FEET (z=0). FOV π/4 is <c>CreatureMode</c>'s default
/// <c>m_fFOVRadians</c> (ctor 0x004543cf, hex 0x3f490fdb); default ambient is (0.3,0.3,0.3); the
/// paperdoll uses <c>UseSharpMode</c> (not SmartboxFOV) so <c>Render::SetFOVRad(m_fFOVRadians)</c> applies.
///
/// <para>An earlier hand-tune aimed the camera at mid-body to "fit the figure", which introduced a
/// spurious yaw (Target.x ≠ Eye.x) that rotated the view and turned the doll's face away from the
/// viewer. This restores retail's zero-yaw frame, where full-body framing comes from the eye height +
/// FOV, not from aiming.</para>
///
/// Uses the same <see cref="Matrix4x4.CreateLookAt"/> / <see cref="Matrix4x4.CreatePerspectiveFieldOfView"/>
/// convention as <see cref="ChaseCamera"/> so the doll's triangle winding + back-face culling match the
/// world render pass. AC up-axis = +Z.
/// </summary>
public sealed class DollCamera : ICamera
{
// Retail paperdoll camera origin (decomp 0x004a5a510x004a5a61).
internal static readonly Vector3 RetailEye = new(0.12f, -2.4f, 0.88f);
// Identity view orientation ⇒ look straight down +Y (no yaw/pitch). Target = Eye + (0,1,0).
private static readonly Vector3 Target = new(0.12f, -1.4f, 0.88f);
private static readonly Vector3 Up = Vector3.UnitZ; // AC up-axis = +Z, same as ChaseCamera
/// <summary>Vertical field of view — retail <c>CreatureMode</c> default <c>m_fFOVRadians</c> = π/4 (45°).</summary>
public float FovRadians { get; set; } = MathF.PI / 4f;
public float Near { get; set; } = 0.1f; // same near plane as ChaseCamera / retail znear
public float Far { get; set; } = 50f; // doll scene is small; 50 m is ample
public float Aspect { get; set; } = 1f;
/// <inheritdoc/>
public Matrix4x4 View =>
Matrix4x4.CreateLookAt(RetailEye, Target, Up);
/// <inheritdoc/>
public Matrix4x4 Projection =>
Matrix4x4.CreatePerspectiveFieldOfView(FovRadians, Aspect <= 0f ? 1f : Aspect, Near, Far);
}
/// <summary>
/// Internal private-viewport adapter that preserves <see cref="DollCamera"/>'s
/// existing public camera contract.
/// </summary>
internal sealed class DollViewportCamera : IPrivateEntityViewportCamera
{
private readonly DollCamera _camera = new();
public Vector3 Eye => DollCamera.RetailEye;
public float FovRadians
{
get => _camera.FovRadians;
set => _camera.FovRadians = value;
}
public float Near
{
get => _camera.Near;
set => _camera.Near = value;
}
public float Far
{
get => _camera.Far;
set => _camera.Far = value;
}
public float Aspect
{
get => _camera.Aspect;
set => _camera.Aspect = value;
}
public Matrix4x4 View => _camera.View;
public Matrix4x4 Projection => _camera.Projection;
}