feat(gfx): Godot per-frame compositor on the surface/object model + restore --boot

Main._Process composites visible objects in ascending-handle order from their live
surface (resId->BMP); GodotAdvHost.DrawTexture no-op'd (retained), ResolveResIdTexture
added. Restored the --boot system-boot handling that the revert had dropped (Main.cs
was running cold, which is why nothing matched the oracle). Verified: booted opening
event CG renders correctly. Selftest green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-07 20:38:07 -04:00
parent 34ea2f30f9
commit eeaeabd5cc
2 changed files with 52 additions and 16 deletions

View File

@@ -58,10 +58,16 @@ public sealed class GodotAdvHost : IHost
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)
// Retained render model: draw-texture updates GfxState (object -> surface bind); Main._Process composites
// the visible objects each frame in ascending-handle order. No immediate blit here.
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY) { }
/// <summary>Resolve a gfx surface's resId to its pre-converted BMP path (Main's per-frame compositor
/// resolves each visible object's surface through this).</summary>
public string? ResolveResIdTexture(long resId)
{
if (_slotBmp.TryGetValue(slot, out var bmp) && bmp != null)
_main.CallDeferred("BlitSlot", bmp, srcX, srcY, width, height, dstX, dstY);
var asset = _res.Resolve(_scene, resId);
return asset != null ? ResourceMap.TexturePath(asset) : null;
}
// ---- audio ops (OGG plays natively in Godot) ----