Reversed create/set/draw-texture handlers + gfx_render_frame: surfaces at ctx+0x52bd4[slot] (set-texture loads a file with a colorkey); objects in the ctx+0x408 registry reference a surface by slot (live) + rect + position (V24) + visible bit; render iterates the registry in ASCENDING HANDLE ORDER (= z-order) and composites visible objects. Answers both unknowns (z-order = handle; slot 0 not special). Design spec + Phase 1 plan rebuilt on this model, replacing the flawed flat-layer version. Ghidra annotated (gfx_op_0x1f8/9/b, gfx_object_bind_draw, gfx_render_frame, gfx_object_composite, gfx_op_0x20c_present_frame). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
5.3 KiB
Design: Surface + Object Compositor (the AE* fades / gfx effects)
Status: approved model, redesigned 2026-07-07 (supersedes the earlier flat-layer version, which was
wrong — see below). RE source: docs/engine-re.md "The full gfx render model". Touches:
engine/Age.Engine/Model/GfxState.cs, engine/Age.Engine/Vm/VirtualMachine.cs, engine/Age.Cli/Program.cs,
godot/{Main,GodotAdvHost}.cs.
Why the first attempt failed (do not repeat)
The first pass modelled rendering as a flat list of "draw layers" blitted to one screen, and resolved a
layer's texture from its slot at composite time. That has no surface concept and snapshots textures
wrong. Symptoms: alternating grey CGs, the glow drawn over backgrounds, vanishing sprites. Reverted. The RE
(engine-re.md) shows the real model is surfaces + objects + a per-frame composite in handle order — this
spec is built on that, model-first.
The model (RE-confirmed — build exactly this)
Surfaces — image buffers indexed by slot (ctx+0x52bd4[slot]). create-texture makes a blank one;
set-texture(resId, slot, colorkey) loads a file into the slot's surface with a chromakey; it replaces the
old surface. Surfaces persist until overwritten.
Objects — a registry keyed by handle. Each object carries: a source slot + source rect + a
position (V24) + anchor (V18) + scale + animation (progress/duration/target) + alpha/color +
a visible flag. draw-texture(handle, slot, srcRect, dstXY) binds slot/rect/position and sets visible;
the geometry/anim/color ops set the rest. An object references its surface by slot index, live (resolved
each frame) — never a snapshot.
Render frame — iterate objects in ascending handle order (= z-order); for each visible object,
compute its transform from geometry, interpolate if animating, and blit surface[slot]'s rect at its position
with alpha + colorkey. Then present. Slot 0 is not special.
Architecture
GfxState(VM-owned) gains two coherent stores:SurfaceStore:slot → Surface{ long ResId, long ColorKey }(blank if create-texture). Set by theset-texture/create-textureVM cases.- Object fields (extend the existing
GfxObject):SourceSlot,(int X,Y,W,H) SrcRect,bool Visible(plus the existingSlot,V18,V24, animation,Color). Set bydraw-texture+ the gfx ops.
- Host compositor (
godot/Main._Process): each frame, iterateGfxStateobjects ordered by ascending handle; for eachVisibleobject, resolveSurfaceStore[obj.SourceSlot].ResId → BMP(host), and blit itsSrcRectatobj.V24position. Clear+recomposite each frame. (Alpha, colorkey, animation added in later phases.) - VM↔host: no lockstep. Objects/surfaces are retained VM state; the host composites what's current each
frame while the VM is parked at wait-for-input. The
0x238clock is non-blocking (confirmed). - Seam:
GfxStatestays version-neutral — it storesResId/ColorKey/geometry (no BMP paths). The host resolvesResId → BMP(it already does viaResourceMap).
Phasing (each runnable + user-eyeballed; RE-first, no guessing)
| Phase | Deliverable | Live check |
|---|---|---|
| 1. Surfaces + objects + composite | SurfaceStore; object gets SourceSlot/SrcRect/Visible; host composites visible objects in ascending-handle order from their live surface. No alpha/anim (opaque). |
CGs render correctly across pages (fixes the alternating grey); no vanished content |
| 2. Colorkey + alpha | chromakey transparency from set-texture's colorkey; per-object alpha (0x202/0x203) in the blit |
glow translucent; sprites' green boxes gone |
| 3. Time-animation | host advances the anim clock + per-object interpolation (0x234/0x1fd/0x238) by elapsed time |
the explosion/glow fades over its duration |
| 4. Transform + remaining ops | scale/rotate from gfx_object_composite math; residual effect/render ops |
opening correct end-to-end |
Testing
- Engine (host-agnostic):
SurfaceStore+ object fields are pure data → unit-tested (set-texture records a surface; draw-texture sets the object's source slot/rect/position/visible; ascending-handle iteration). Age.Cli gfxoracle: dump the object list (handle-ordered) with resolved surface + rect + position — the headless numeric check.- Godot
--selftest: stays green (synthetic scene, no gfx). - Live, user-driven: the user runs
godot -- --bootand eyeballs per phase. No auto-screenshot-and-quit. - Guardrail: booted CGs must render correctly at Phase 1 (the flat-layer version regressed this — the faithful model must not).
Risks / open (RE during implementation, don't guess)
- Scale/transform math in
gfx_object_composite(FUN_00472f00/FUN_00473ed0) — Phase 4; Phase 1 uses position + rect only. - Colorkey format (the
>>0x10 | 0xff00packing in set-texture) — Phase 2; RE the exact bits then. - Visible-flag lifecycle — bit 0 is set by draw-texture; confirm what clears it (erase? a hide op?) so objects stop compositing when they should. Pin empirically via the oracle before relying on it.
Success criteria (design)
- Model recorded in
engine-re.md(done); this spec rebuilt on it; Phase 1 replanned (surfaces+objects, not flat layers). Then implement Phase 1 TDD.