engine-re.md: the gfx animation/effects subsystem (gfx_anim_start/0x234, 0x1fd, 0x238 non-blocking anim clock, render model — the fades are host-loop-drivable, no VM/host lockstep). Design spec: retained per-frame animated compositor, 4-phase. Phase 1 plan (TDD): retained DrawLayer model + per-frame clear/recomposite. Ghidra handlers/workers annotated (0x234/0x1fd/0x238/gfx_anim_start). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
7.1 KiB
Design: Retained Animated Compositor (the AE* fades / gfx effects)
Status: approved (design) · Date: 2026-07-07
RE source: docs/engine-re.md (op 0x215 + "The gfx animation/effects subsystem"). Builds on the gfx
command-buffer work (docs/phase-a-slice-plan.md A2b; docs/superpowers/specs/2026-07-07-gfx-command-buffer-design.md).
Touches: engine/Age.Engine/Model/GfxState.cs, engine/Age.Engine/Vm/VirtualMachine.cs,
engine/Age.Cli/Program.cs (GfxTraceHost), godot/{Main,GodotAdvHost}.cs.
Problem / goal
SC0000's opening event CGs now render (gfx command-buffer + system boot), but the AE* flash/glow effects
draw opaque and never clear — a white "explosion" glow stays at the bottom of the screen. Root cause
(RE, engine-re.md): those effects are a native time-animated retained render loop — objects carry
animation state (progress/duration/target), op 0x238 sets a non-blocking global animation clock, and the
engine's per-frame loop interpolates + composites. Our immediate-mode permanent canvas can neither
animate (fade) nor clear (remove the overlay). Goal: replace it with a retained, host-driven,
per-frame animated compositor so effects fade and clear correctly — completing SC0000's rendering, which
proves the ADV effectful-op layer for all ADV scenes.
Key architectural shift: immediate → retained
Today draw-texture (and BlitSlot) blit immediately and permanently onto one canvas. The real engine
is retained: the VM configures object/layer state; a per-frame render loop clears, advances animations,
and re-composites the active set. We adopt that:
- The VM's gfx ops update retained
GfxState(they already do for geometry; extend to alpha + animation- a draw/layer list). They do not paint pixels.
- The host owns a per-frame render loop (
godot/_Process): advance time, interpolate, clear, composite. - No VM/host frame-lockstep — the VM parks at
wait-for-inputand the host animates during the park; the bytecode'sconfigure → waitstructure gives the timing (RE-confirmed:0x238is non-blocking).
The model — GfxState extensions
GfxState (VM-owned execution state) gains, per object, the reversed animation fields and a compositor-
facing draw list:
GfxObject (additions)
int Alpha // 0..255, from 0x202/0x203 (default 255)
bool Animating // native flag bit 4
long AnimDuration // obj+0x228 (from gfx_anim_start / 0x234)
long AnimProgress // obj+0x214 (advanced by the host clock)
(long X,Y,Z) AnimTarget // obj+0x244/248/24c
// (existing: Slot, V18/V24/V16c, Field64/68/6c, Color)
GfxState (additions)
long AnimClockElapsed, AnimClockDuration // op 0x238 global clock (ctx+0x51b78/7c)
IReadOnlyList<DrawLayer> Layers // retained composite list (order = paint order)
DrawLayer = a resolved draw command (slot/source-rect/dst/alpha) captured when the VM executes
draw-texture/0x202/0x203, replacing the immediate blit. The host composites Layers each frame.
- Layer lifecycle: a full-screen opaque draw resets the layer set (it covers everything, matching the
engine's frame);
0x1f7erase / animation-complete removes layers; a new frame's draws append. Exact reset policy is a Phase-1 decision, validated by the oracle/screenshot (see Phase 1 plan). - Native workers still NOT modelled — only the retained data the render loop needs.
Data flow (per frame, host)
VM thread: gfx ops → mutate GfxState (layers, alpha, anim target/duration/clock) → park at wait-for-input
Host _Process(delta):
1. advance AnimClockElapsed += delta-scaled; per-object AnimProgress += ... (Phase 3)
2. interpolate each Animating object's current props toward AnimTarget by progress/dur (Phase 3)
3. clear screen; composite Layers in order, each blended by its Alpha (Phase 1–2)
4. present (update the TextureRect)
Phasing (each a runnable, screenshot-checkable checkpoint)
- Phase 1 — Retained compositor + clear.
draw-textureregisters aDrawLayerinstead of blitting; Godot_Processclears + composites the layer set each frame. No alpha/anim yet (layers opaque). Fixes the never-clears half — stuck overlays disappear when the frame resets. Check: opening CGs still render; the stuck bottom glow no longer persists across pages. - Phase 2 — Alpha/blend.
0x202/0x203set per-object/layerAlpha; the composite blends by alpha. Check: the glow renders translucent, not solid white. - Phase 3 — Time-animation. Host clock + per-object interpolation (
0x234/0x1fd/0x238) advance in_Process. Check: the explosion/glow fades over its duration. - Phase 4 — Remaining effect ops + polish. RE + fold in the render/present family
(
0x243/0x20c/0x21c/0x224), green chromakey for sprites, residual effect ops. Check: opening correct end-to-end by-eye.
Parity & testing
- Engine tests stay host-agnostic.
GfxStateadditions are pure data → unit-testable (layer list built by the ops; alpha/anim fields set; clock advance is a pure function). No Godot needed. Age.Cli gfxoracle dumps the resolved layer list (slot/dst/alpha) + anim state — the headless numeric check that the VM builds the right retained state.- Godot
--selfteststays green (synthetic scene, no gfx) — the compositor rewrite must not perturb it. - Screenshot / by-eye on
SC0000 --bootis the human oracle per phase (the user drives it live — do not auto-screenshot-and-quit). - Guardrail: the existing booted CG render (event CGs at
(0,0)) must not regress at any phase.
Deferrals (explicit)
- SRPG rendering ops (map/sprite
RENDERMAP/DRAWOBJfamily) — a separate surface SC0000 doesn't exercise; out of scope. - Exact easing curve of the interpolation (linear vs the engine's curve) — start linear; refine if by-eye shows it matters.
- The render/present family internals (
0x243/0x20c/0x21c/0x224) — RE in Phase 4 as needed; Phases 1–3 don't require them (the host loop is our present).
Risks / open questions
- Layer-reset policy (when does the frame clear / which layers persist): the main Phase-1 design risk.
Fallback: reset on each full-screen opaque draw + on
0x1f7erase; validated by the oracle + screenshot, iterate if wrong. - VM-runs-ahead vs animation timing: mitigated by the bytecode's
setup → wait-for-inputstructure (the VM parks after each animation setup). If a sequence sets up an animation without a following wait, the retained state still animates from its configured values — acceptable. - Time base for the clock (
deltaseconds vs the engine's unit): calibrate the elapsed→progress scale against a known-duration effect (e.g. the9000explosion) by-eye in Phase 3.
Success criteria (design done)
- This spec approved; the retained/host-loop architecture + 4-phase split committed.
- Phase 1 expanded into a TDD plan (
docs/superpowers/plans/2026-07-07-animated-compositor-phase1.md). - RE findings recorded in
engine-re.md(done).