acdream/src/AcDream.App/Rendering/ChaseCamera.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

130 lines
5.4 KiB
C#

using System;
using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>
/// Third-person chase camera that follows behind and above a player
/// character. Implements <see cref="ICamera"/> so it plugs into the
/// existing renderer pipeline.
/// </summary>
public sealed class ChaseCamera : ICamera
{
public Vector3 Position { get; private set; }
public float Aspect { get; set; } = 16f / 9f;
public float FovY { get; set; } = MathF.PI / 3f;
/// <summary>Distance behind the player. Clamped to [<see cref="DistanceMin"/>, <see cref="DistanceMax"/>].</summary>
public float Distance { get; set; } = 8f;
public const float DistanceMin = 2f;
public const float DistanceMax = 40f;
/// <summary>Camera pitch above horizontal (radians). Positive = look down.</summary>
public float Pitch { get; set; } = 0.35f; // ~20 degrees
/// <summary>
/// Additional yaw applied on top of the player's heading when positioning
/// the camera. Used by the hold-RMB "inspect" mode to orbit around the
/// player without rotating the character. Snap to 0 to return the camera
/// to directly behind the player.
/// </summary>
public float YawOffset { get; set; } = 0f;
/// <summary>Vertical offset from the player's feet to the look-at point (eye height).</summary>
public float EyeHeight { get; set; } = 1.5f;
// Pitch range: negative values place the camera below the player's Z
// (at distance * sin(Pitch)) so the player can be viewed from a low
// angle. Clamped to -0.7 to avoid pushing the camera deep underground;
// at -0.7 and Distance=8 the camera is ~5m below player-Z which will
// clip terrain on hills but is OK on flat ground. 1.4 ≈ looking
// straight down. Wider than the old [0.05, 1.4] so mouse-Y moves the
// camera in both directions from the neutral [~20°] default.
private const float PitchMin = -0.7f;
private const float PitchMax = 1.4f;
private float _playerYaw;
private Vector3 _lookAt;
// K-fix12 (2026-04-26): retail-feel jump camera. The camera Z is
// pinned to the LAST GROUNDED Z while the player is airborne — the
// character rises above the camera on screen, visually matching
// retail's "you can see yourself jump" feedback. Walking on the
// ground tracks Z directly (no lag on hill transitions); falling
// catches up immediately so we don't end up below ground when
// landing in a pit. Only the upward-while-airborne case is pinned.
private float _trackedZ;
private bool _trackedZInitialised;
public Matrix4x4 View =>
Matrix4x4.CreateLookAt(Position, _lookAt, Vector3.UnitZ);
// Near plane 0.1 m = retail Render::znear (see RetailChaseCamera.Projection).
public Matrix4x4 Projection =>
Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 0.1f, 5000f);
/// <summary>
/// Update the camera position to follow the player. <paramref name="isOnGround"/>
/// drives the airborne-pin behavior: while airborne and rising, the
/// camera stays at last-grounded Z so the jump is visible on screen.
/// </summary>
public void Update(Vector3 playerPosition, float playerYaw, bool isOnGround = true, float dt = 1f / 60f)
{
_playerYaw = playerYaw;
// K-fix12: track the camera's reference Z.
// - On ground: snap directly to player.Z (smooth slope walking).
// - Airborne + rising: stay pinned (player visibly rises above camera).
// - Airborne + falling below tracked Z: catch up so we don't lag below
// ground when landing somewhere lower (a cliff / hole).
if (!_trackedZInitialised)
{
_trackedZ = playerPosition.Z;
_trackedZInitialised = true;
}
else if (isOnGround)
{
_trackedZ = playerPosition.Z;
}
else if (playerPosition.Z < _trackedZ)
{
_trackedZ = playerPosition.Z; // catch up to falls / drops
}
// else: airborne and rising — keep _trackedZ pinned.
// Look-at uses the actual player Z so the camera always points
// at the character — when the player rises above the pinned
// camera the look-at tilts up to keep them centered in frame.
_lookAt = playerPosition + new Vector3(0f, 0f, EyeHeight);
// Camera offset: behind the player (-forward direction) plus any
// YawOffset for the hold-RMB inspect orbit mode.
float effectiveYaw = playerYaw + YawOffset;
float forwardX = MathF.Cos(effectiveYaw);
float forwardY = MathF.Sin(effectiveYaw);
float horizontalDist = Distance * MathF.Cos(Pitch);
float verticalDist = Distance * MathF.Sin(Pitch);
Position = new Vector3(
playerPosition.X - forwardX * horizontalDist,
playerPosition.Y - forwardY * horizontalDist,
_trackedZ + EyeHeight + verticalDist); // ← uses tracked Z (pinned to ground while airborne)
}
/// <summary>
/// Adjust pitch by a delta (from mouse Y movement).
/// </summary>
public void AdjustPitch(float delta)
{
Pitch = Math.Clamp(Pitch + delta, PitchMin, PitchMax);
}
/// <summary>
/// Adjust distance (zoom) by a delta, clamped to [DistanceMin, DistanceMax].
/// </summary>
public void AdjustDistance(float delta)
{
Distance = Math.Clamp(Distance + delta, DistanceMin, DistanceMax);
}
}