Implement ROOM fades and character voices

This commit is contained in:
gamer147
2026-07-21 00:47:29 -04:00
parent 0dfba316f1
commit f6479209ea
18 changed files with 442 additions and 71 deletions

View File

@@ -51,6 +51,9 @@ public sealed class GodotAdvHost : IHost
private volatile bool _modalMovieWaiting;
private volatile bool _modalMovieCancelled;
private GfxState? _foregroundGfx;
private readonly object _screenTransitionLock = new();
private readonly Dictionary<int, IReadOnlyList<RenderObject>> _renderTargetSnapshots = new();
private LegacyScreenTransition? _screenTransition;
public volatile bool IsWaiting;
public volatile bool IsTransitionWaiting;
public volatile bool IsSleeping;
@@ -369,6 +372,19 @@ public sealed class GodotAdvHost : IHost
return;
}
}
if (IsTransitionWaiting)
{
lock (_screenTransitionLock)
{
if (_screenTransition != null)
{
_screenTransition.Forced = true;
_timeline?.State("screen-transition-forced-complete", new());
_frameSignal.Set();
return;
}
}
}
if (IsWaiting && _gate.CurrentCount == 0) _gate.Release();
}
@@ -464,6 +480,17 @@ public sealed class GodotAdvHost : IHost
public void PresentFrame(GfxState gfx)
{
if (gfx.CurrentRenderTargetSlot >= 0)
{
int slot = gfx.CurrentRenderTargetSlot;
var snapshot = gfx.SnapshotVisibleObjects(_clock.NowMs);
lock (_screenTransitionLock) _renderTargetSnapshots[slot] = snapshot;
_timeline?.Event("render-target-snapshot", new()
{
["surface"] = slot, ["objects"] = snapshot.Count,
});
return;
}
int started = gfx.StartForegroundTransitions(_clock.NowMs);
int completed = gfx.CompleteForegroundTransitions(_clock.NowMs);
if (started > 0 || completed > 0)
@@ -474,12 +501,88 @@ public sealed class GodotAdvHost : IHost
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
}
// Op 0x25's native mode-4 path advances an 8-bit alpha accumulator. Values <=64 use the
// operand as the timer interval and step alpha by sixteen; larger values divide the interval
// by sixteen and step alpha by one. This reproduces the resulting wall-clock duration.
public void CrossfadeSurfaces(GfxState gfx, int sourceSurface, int targetSurface, long intervalArgument)
{
IReadOnlyList<RenderObject> source;
IReadOnlyList<RenderObject> target;
long start = _clock.NowMs;
long duration = LegacyScreenTransitionTiming.DurationMilliseconds(intervalArgument);
lock (_screenTransitionLock)
{
source = _renderTargetSnapshots.TryGetValue(sourceSurface, out var capturedSource)
? capturedSource : System.Array.Empty<RenderObject>();
target = _renderTargetSnapshots.TryGetValue(targetSurface, out var capturedTarget)
? capturedTarget : gfx.SnapshotVisibleObjects(start);
_screenTransition = new LegacyScreenTransition(source, target, start, duration);
}
_foregroundGfx = null;
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, start);
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
IsTransitionWaiting = true;
_timeline?.State("screen-transition-start", new()
{
["source"] = sourceSurface, ["target"] = targetSurface,
["interval_argument"] = intervalArgument, ["duration_ms"] = duration,
["source_objects"] = source.Count, ["target_objects"] = target.Count,
});
while (!_stopping)
{
bool complete;
lock (_screenTransitionLock)
complete = _screenTransition == null || _screenTransition.Forced
|| _clock.NowMs - start >= duration;
if (complete) break;
_frameSignal.WaitOne(50);
}
// Publish the exact target endpoint before the following surface releases/root reload.
lock (_screenTransitionLock)
if (_screenTransition != null) _screenTransition.Forced = true;
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
// Do not let the VM release both source surfaces (or immediately reload SYSTEM4) until the
// main thread has actually published the terminal target frame.
while (!_stopping)
{
lock (_screenTransitionLock)
if (_screenTransition == null) break;
_frameSignal.WaitOne(50);
}
IsTransitionWaiting = false;
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, -1);
_timeline?.State("running", new() { ["screen_transition_complete"] = true });
}
public bool TrySnapshotScreenTransition(out LegacyScreenTransitionSnapshot snapshot)
{
lock (_screenTransitionLock)
{
if (_screenTransition == null)
{
snapshot = default;
return false;
}
double progress = _screenTransition.Forced ? 1.0
: System.Math.Clamp((_clock.NowMs - _screenTransition.StartMs)
/ (double)_screenTransition.DurationMs, 0.0, 1.0);
snapshot = new LegacyScreenTransitionSnapshot(
_screenTransition.Source, _screenTransition.Target, progress);
if (_screenTransition.Forced) _screenTransition = null;
return true;
}
}
// Native retained-object writes are not front-buffer writes. Publish explicit/service-boundary dirtiness
// once, then continue only while the sampled retained scene can actually change. Text reveal is a separate
// Godot Label; waiting/sleeping alone do not alter background pixels.
public bool ShouldRecomposite(GfxState gfx)
=> System.Threading.Interlocked.Exchange(ref _presentRequested, 0) != 0 ||
gfx.HasActiveVisualPresentation(_clock.NowMs);
{
bool screenTransitionActive;
lock (_screenTransitionLock) screenTransitionActive = _screenTransition != null;
return System.Threading.Interlocked.Exchange(ref _presentRequested, 0) != 0 ||
screenTransitionActive || gfx.HasActiveVisualPresentation(_clock.NowMs);
}
public void Stop()
{
@@ -518,6 +621,11 @@ public sealed class GodotAdvHost : IHost
_modalMovieCancelled = false;
_modalMovieWaiting = false;
_foregroundGfx = null;
lock (_screenTransitionLock)
{
_renderTargetSnapshots.Clear();
_screenTransition = null;
}
IsWaiting = false;
IsTransitionWaiting = false;
IsSleeping = false;
@@ -694,6 +802,7 @@ public sealed class GodotAdvHost : IHost
public void ReleaseSurface(int slot)
{
lock (_screenTransitionLock) _renderTargetSnapshots.Remove(slot);
long resourceId;
lock (_imageLock)
{
@@ -739,6 +848,8 @@ public sealed class GodotAdvHost : IHost
{
var stoppedMovies = new System.Collections.Generic.HashSet<long>();
int end = checked(firstSlot + count);
lock (_screenTransitionLock)
for (int slot = firstSlot; slot < end; slot++) _renderTargetSnapshots.Remove(slot);
lock (_imageLock)
{
for (int slot = firstSlot; slot < end; slot++)
@@ -808,7 +919,8 @@ public sealed class GodotAdvHost : IHost
}
// ---- 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.
// BGM: addressed by direct name (BGM{id:D3}.OGG), NOT the manifest. Voice: SC-section first,
// then universal raw id for frontend scripts such as ROOM that do not own an SC section.
public void PlayBgm(long id)
{
var asset = _res.ResolveBgm(id);
@@ -821,7 +933,7 @@ public sealed class GodotAdvHost : IHost
public void PlayVoice(long id, int playbackVariant)
{
var asset = _res.Resolve(CurrentScene, id);
var asset = _res.ResolveVoice(CurrentScene, id);
var audio = asset != null ? LoadAudio(asset) : null;
_timeline?.Event("voice", new() { ["id"] = id, ["file"] = audio?.Name,
["playback_variant"] = playbackVariant });
@@ -914,5 +1026,26 @@ public sealed class GodotAdvHost : IHost
}
public readonly record struct SurfaceTextDraw(int X, int Y, string Text, AdvTextStyle Style);
public readonly record struct LegacyScreenTransitionSnapshot(
IReadOnlyList<RenderObject> Source, IReadOnlyList<RenderObject> Target, double Progress);
internal sealed class LegacyScreenTransition
{
public IReadOnlyList<RenderObject> Source { get; }
public IReadOnlyList<RenderObject> Target { get; }
public long StartMs { get; }
public long DurationMs { get; }
public bool Forced { get; set; }
public LegacyScreenTransition(IReadOnlyList<RenderObject> source, IReadOnlyList<RenderObject> target,
long startMs, long durationMs)
{
Source = source;
Target = target;
StartMs = startMs;
DurationMs = durationMs;
}
}
public readonly record struct AdvWaitIndicatorSnapshot(
RgbaImage Image, string Name, int AssetId, AdvWaitIndicatorConfig Config, int Frame);

View File

@@ -604,8 +604,31 @@ public partial class Main : Godot.Control
foreach (var label in _surfaceTextLabels) label.Visible = false;
int surfaceTextLabelIndex = 0;
System.Collections.Generic.Dictionary<long, string>? decisions = _gfxLogPath != null || _timeline != null ? new() : null;
if (_host.TrySnapshotScreenTransition(out var transition))
{
// Native mode 4 keeps the captured source opaque and alpha-composites the complete target
// surface over it. Each offscreen target has an opaque-black clear beneath its objects.
CompositeVisibleObjects(transition.Source, 1f, ref surfaceTextLabelIndex, decisions, false);
FillQuad(0, 0, ScreenWidth, ScreenHeight, 0, (float)transition.Progress);
CompositeVisibleObjects(transition.Target, (float)transition.Progress,
ref surfaceTextLabelIndex, decisions, false);
}
else
{
var visible = _vm.Gfx.SnapshotVisibleObjects(_clock.NowMs); // synchronized objects + ranges
CompositeVisibleObjects(visible, 1f, ref surfaceTextLabelIndex, decisions, true);
}
_screen.SetData(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8, _screenPixels);
_screenTex.Update(_screen);
if (decisions != null) LogGfxDecisionChanges(decisions);
}
private void CompositeVisibleObjects(IReadOnlyList<RenderObject> visible, float globalOpacity,
ref int surfaceTextLabelIndex,
System.Collections.Generic.Dictionary<long, string>? decisions,
bool includeSurfaceText)
{
int z = 0;
var visible = _vm.Gfx.SnapshotVisibleObjects(_clock.NowMs); // one synchronized sample for objects + ranges
foreach (var v in visible) // interpolate at the retained-presentation clock
{
var t = v.Transform;
@@ -614,7 +637,7 @@ public partial class Main : Godot.Control
var projected = localToDest.Apply(0, 0);
int dstX = (int)System.Math.Round(projected.X);
int dstY = (int)System.Math.Round(projected.Y);
float opacity = v.Alpha / 255f; // transform Z is never opacity
float opacity = v.Alpha / 255f * globalOpacity; // transform Z is never opacity
float strength = v.TintStrength / 255f; // tint-blend / fill strength
string outcome;
if (v.SurfaceTransition is { } transition)
@@ -661,9 +684,9 @@ public partial class Main : Godot.Control
ColorTimeline(v.ColorTransition);
}
}
decisions?.Add(v.Handle, $"z{z} {outcome}");
if (decisions != null) decisions[v.Handle] = $"z{z} {outcome}";
var rawObject = _vm.Gfx.TryGet(v.Handle);
if (rawObject != null)
if (includeSurfaceText && rawObject != null)
{
foreach (var surfaceText in _host.SnapshotSurfaceText(rawObject.SourceSlot))
{
@@ -681,9 +704,6 @@ public partial class Main : Godot.Control
}
z++;
}
_screen.SetData(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8, _screenPixels);
_screenTex.Update(_screen);
if (decisions != null) LogGfxDecisionChanges(decisions);
}
private void UpdateAdvTextPresentation()