feat(a2b): screen-backbuffer blit compositor + real GetTextureSize

Godot host: source images kept per slot with dims read from the BMP header on
the VM thread (synchronous, so the bytecode's geometry math sees real sizes);
draw-texture blits src rect -> dst into one 800x600 canvas in execution order,
shown by a single TextureRect. Selftest byte-parity preserved.

Slot 0 = primary/screen surface: seed its dims to 800x600 (the boot-time
create-texture the single-scene harness skips) and record create-texture(w,h),
so the first CG's anchor-preserve math stays an identity instead of corrupting
the persistent base globals. Fixes the grey-first-CG opening. Verified: SC0000
pages 1/3 composite the opening event CG at (0,0) with dialogue over it.

Also adds a --shot <png> [--shot-page N] dev capture to Main (page-gated on a
VM-thread counter) for headless visual verification.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-06 23:02:58 -04:00
parent de5eb6562e
commit 78199e9b8c
3 changed files with 90 additions and 42 deletions

View File

@@ -114,15 +114,17 @@ sealed class GfxTraceHost : IHost
private readonly ResourceMap _res;
private readonly string _scene;
private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> resolved BMP path (or null)
// slot -> dims. Slot 0 is the primary/screen surface (800x600), normally created at engine boot which
// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
public List<string> Events { get; } = new();
public GfxTraceHost(ResourceMap res, string scene) { _res = res; _scene = scene; }
public (int Width, int Height) GetTextureSize(int slot)
{
_slotBmp.TryGetValue(slot, out var bmp);
var (w, h) = BmpHeader.ReadDims(bmp);
Events.Add($"get-tex-size slot={slot} -> {w}x{h}");
return (w, h);
var d = _slotDims.TryGetValue(slot, out var v) ? v : (0, 0);
Events.Add($"get-tex-size slot={slot} -> {d.Item1}x{d.Item2}");
return d;
}
public void SetTexture(long resId, int slot)
@@ -130,6 +132,7 @@ sealed class GfxTraceHost : IHost
var e = _res.Resolve(_scene, resId);
var bmp = e != null ? ResourceMap.TexturePath(e) : null;
_slotBmp[slot] = bmp;
_slotDims[slot] = BmpHeader.ReadDims(bmp);
Events.Add($"set-texture slot={slot} res=0x{resId:x} -> {(e?.Name ?? "<unresolved>")}"
+ (bmp == null ? " [NO BMP]" : ""));
}
@@ -141,7 +144,11 @@ sealed class GfxTraceHost : IHost
+ $"file={(bmp != null ? System.IO.Path.GetFileName(bmp) : "<none>")}");
}
public void CreateTexture(int slot, int width, int height) => Events.Add($"create-texture slot={slot} {width}x{height}");
public void CreateTexture(int slot, int width, int height)
{
_slotDims[slot] = (width, height);
Events.Add($"create-texture slot={slot} {width}x{height}");
}
public void ShowText(int offset, string text) { }
public void CallScript(long id) { }
public void OnStub(int opcode) { }

View File

@@ -8,7 +8,10 @@ public sealed class GodotAdvHost : IHost
private readonly Main _main;
private readonly ResourceMap _res;
private readonly string _scene; // e.g. "SC0000" — for section_base
private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> pre-converted BMP path
private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> pre-converted BMP path
// slot -> dims. Slot 0 is the primary/screen surface (800x600), normally created at engine boot which
// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
private readonly SemaphoreSlim _gate = new(0, 1);
public volatile bool IsWaiting;
public readonly List<(int Offset, string Text)> Captured = new();
@@ -24,8 +27,11 @@ public sealed class GodotAdvHost : IHost
_main.CallDeferred("AppendLine", text);
}
public volatile int Pages; // VM-thread page counter (incremented before IsWaiting so shot-gating can't race)
public void WaitForInput()
{
Pages++;
_main.CallDeferred("PageBreak");
IsWaiting = true;
_gate.Wait();
@@ -40,23 +46,27 @@ public sealed class GodotAdvHost : IHost
public void OnStub(int opcode) { }
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
public void CreateTexture(int slot, int width, int height) => _slotBmp[slot] = null;
public void CreateTexture(int slot, int width, int height) { _slotBmp[slot] = null; _slotDims[slot] = (width, height); }
public void SetTexture(long resourceId, int slot)
{
var asset = _res.Resolve(_scene, resourceId);
_slotBmp[slot] = asset != null ? ResourceMap.TexturePath(asset) : null;
var bmp = asset != null ? ResourceMap.TexturePath(asset) : null;
_slotBmp[slot] = bmp;
_slotDims[slot] = BmpHeader.ReadDims(bmp); // synchronous: dims from the header, no Godot Image
}
// Dims are read from the BMP header on the VM thread so the bytecode's geometry math (which calls this
// synchronously right after set-texture) sees the real size. Pixels are blitted later on the main thread.
public (int Width, int Height) GetTextureSize(int slot)
=> _slotDims.TryGetValue(slot, out var d) ? (d.W, d.H) : (0, 0);
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY)
{
if (_slotBmp.TryGetValue(slot, out var bmp) && bmp != null)
_main.CallDeferred("DrawSlot", slot, bmp, dstX, dstY, width, height);
_main.CallDeferred("BlitSlot", bmp, srcX, srcY, width, height, dstX, dstY);
}
// Temporary stub — replaced by the real BMP-header-backed impl in Task 3 (blit compositor).
public (int Width, int Height) GetTextureSize(int slot) => (0, 0);
// ---- audio ops (OGG plays natively in Godot) ----
// BGM: addressed by direct name (BGM{id:D3}.OGG), NOT the manifest. Voice: via the per-scene manifest.
public void PlayBgm(long id)

View File

@@ -7,8 +7,9 @@ using Age.Engine.Vm;
public partial class Main : Godot.Control
{
private Control _stage = null!; // texture layer (behind the text)
private readonly Dictionary<int, TextureRect> _slots = new();
private TextureRect _screenView = null!; // shows the composited screen backbuffer
private Image _screen = null!; // 800x600 immediate-mode canvas
private ImageTexture _screenTex = null!;
private Label _text = null!;
private Label _status = null!;
private AudioStreamPlayer _bgm = null!; // looping background music
@@ -18,14 +19,26 @@ public partial class Main : Godot.Control
private volatile bool _done;
private bool _ended;
private bool _selftest;
private string? _shotPath; // --shot <png>: capture a page then quit (dev tool)
private int _shotPage = 1; // --shot-page <n>: which page to capture (default 1)
private volatile int _pageCount;
private int _shotSettle;
private bool _shotDone;
public override void _Ready()
{
// texture stage, added first so it draws BEHIND the dialogue text
_stage = new Control();
_stage.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
_stage.MouseFilter = MouseFilterEnum.Ignore;
AddChild(_stage);
// Screen backbuffer: one 800x600 canvas that draw-texture blits into, shown behind the dialogue.
_screen = Image.CreateEmpty(800, 600, false, Image.Format.Rgba8);
_screenTex = ImageTexture.CreateFromImage(_screen);
_screenView = new TextureRect
{
Texture = _screenTex,
ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
StretchMode = TextureRect.StretchModeEnum.Scale,
MouseFilter = MouseFilterEnum.Ignore,
};
_screenView.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
AddChild(_screenView); // added first -> draws behind the text/status labels
_text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart };
_text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
@@ -57,7 +70,13 @@ public partial class Main : Godot.Control
AddChild(_bgm);
AddChild(_voice);
_selftest = System.Array.IndexOf(OS.GetCmdlineUserArgs(), "--selftest") >= 0;
var userArgs = OS.GetCmdlineUserArgs();
_selftest = System.Array.IndexOf(userArgs, "--selftest") >= 0;
for (int i = 0; i < userArgs.Length; i++)
{
if (userArgs[i] == "--shot" && i + 1 < userArgs.Length) _shotPath = userArgs[i + 1];
if (userArgs[i] == "--shot-page" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _shotPage);
}
var table = OpcodeTableJson.Load(Paths.OpcodesJson);
var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table);
@@ -67,10 +86,26 @@ public partial class Main : Godot.Control
if (_selftest)
_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } });
// --shot: auto-advance up to (but not past) the target page, then _Process captures + quits.
if (_shotPath != null)
_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting && _host.Pages < _shotPage) _host.SignalInput(); await Task.Delay(1); } });
}
public override void _Process(double delta)
{
// --shot: once the target page is composed and parked at wait-for-input, settle a few frames then grab it.
if (_shotPath != null && !_shotDone && (_host.Pages >= _shotPage && _host.IsWaiting || _done))
{
if (++_shotSettle >= 3)
{
_shotDone = true;
var img = GetViewport().GetTexture().GetImage();
img.SavePng(_shotPath);
GD.Print($"SHOT saved page {_pageCount} -> {_shotPath}");
GetTree().Quit(0);
}
return;
}
if (_done && !_ended)
{
_ended = true;
@@ -92,28 +127,24 @@ public partial class Main : Godot.Control
public override void _ExitTree() { _host?.SignalInput(); }
// ---- UI methods invoked on the main thread via CallDeferred ----
// Composite a resolved texture into a slot at (x,y) sized (w,h). One TextureRect per slot,
// layered in draw order (backgrounds are drawn before sprites, so they sit behind).
public void DrawSlot(int slot, string bmpPath, int x, int y, int w, int h)
// Blit a source BMP (src rect) onto the screen backbuffer at (dstX,dstY), then refresh the display
// texture. Execution order == paint order, so later draws (sprites) land over earlier ones (bg).
public void BlitSlot(string bmpPath, int srcX, int srcY, int w, int h, int dstX, int dstY)
{
var img = new Image();
var err = img.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath));
if (err != Error.Ok) { GD.Print($"BMP load failed {bmpPath}: {err}"); return; }
if (!_slots.TryGetValue(slot, out var tr))
{
tr = new TextureRect
{
ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
StretchMode = TextureRect.StretchModeEnum.Scale,
MouseFilter = MouseFilterEnum.Ignore,
};
_stage.AddChild(tr);
_slots[slot] = tr;
}
tr.Texture = ImageTexture.CreateFromImage(img);
tr.Position = new Vector2(x, y);
tr.Size = new Vector2(w > 0 ? w : img.GetWidth(), h > 0 ? h : img.GetHeight());
tr.Visible = true;
var src = new Image();
if (src.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath)) != Error.Ok)
{ GD.Print($"BMP load failed {bmpPath}"); return; }
if (src.GetFormat() != Image.Format.Rgba8) src.Convert(Image.Format.Rgba8);
// Clamp the source rect to the image; a zero/negative size falls back to the full image.
int sw = w > 0 ? w : src.GetWidth();
int sh = h > 0 ? h : src.GetHeight();
sw = System.Math.Min(sw, src.GetWidth() - srcX);
sh = System.Math.Min(sh, src.GetHeight() - srcY);
if (sw <= 0 || sh <= 0) return;
_screen.BlitRect(src, new Rect2I(srcX, srcY, sw, sh), new Vector2I(dstX, dstY));
_screenTex.Update(_screen);
}
// Load an OGG off disk and play it. BGM loops; voice plays once, cutting off any prior line.
@@ -136,7 +167,7 @@ public partial class Main : Godot.Control
}
public void AppendLine(string text) => _text.Text += text + "\n";
public void PageBreak() => _status.Text = "▼ click / Enter";
public void PageBreak() { _pageCount++; _status.Text = "▼ click / Enter"; }
public void ClearPage() { _text.Text = ""; _status.Text = ""; }
public void ShowEnd() => _status.Text = "— end —";