Commit Graph
4 Commits
Author SHA1 Message Date
shenleiandClaude Opus 5.5 84404cf1f1 Model preview: AVA2 render-target window on a Vulkan colour target
Port of AVA2's CRenderTarget / GrpRenderTargetTexture / renderTarget module.
The host gains an RGBA8 offscreen colour pass for D3D colour render targets;
mt_preview shows wearable items on every allowed race and monsters with
motions, reached by X+click in the inventory and shop and from the wiki.
Player races are created as TYPE_PC so their parts exist.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 04:48:07 +09:00
shenandshen d1f8d3dddd Improve macOS Retina UI clarity and bundle HD assets 2026-09-30 16:13:31 -07:00
shenleiandClaude Opus 5.5 01cc252a1d Host: 2x UI textures from hd_ui.pak (AI-upscaled 40250 UI art)
The phone magnifies the 600-high 40250 UI about 1.8x, so the 1x window art
and icons look soft next to the oversampled text. scripts/build_hd_ui.py
upscales every UI image the zh client loads (d:/ymir work/ui/, icon/,
locale/zh/) with realesrgan-x4plus, reduces it to 2x and back-projects the
residual so the board grain the network denoises away comes back; the host
uploads a texture found in hd_ui.pak in place of the pack file. Layout,
sizes and UVs stay the engine's 1x ones. MT_HD_UI=0 disables it; the pak
(135 MB, Ymir art) is built into the client dir and synced to the phone,
never committed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 20:04:46 +09:00
shenleiandClaude Opus 5.5 22d534c5eb Split vulkan_window.cpp by responsibility and render() into phases
VulkanWindow's 3000-line TU becomes sdl_window.cpp (window, events,
cursor, screenshot BMP), vk_device.cpp (device, swapchain, MSAA,
framebuffers), vk_pipelines.cpp (render passes, pipelines),
vk_resources.cpp (buffers, render targets, geometry), vk_textures.cpp
(textures, samplers, descriptors), vk_frame.cpp (render) and
ui_batches.cpp; vulkan_window.cpp keeps construction and timing stats.
Function bodies move verbatim.

render() now reads fence/acquire -> prepare_draws -> prepare_ui ->
write_draw_states -> record_passes -> record_readbacks -> submit ->
finish_readbacks -> present, with FrameDraws / Readback carrying the
locals that used to live across 500 lines.

Verified: login-screen screenshot byte-identical to HEAD; game-world
draw/vertex/index/UI counts identical; ctest, port_gate macos+android,
Android build pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:54:36 +09:00