port: CMapOutdoor + PythonBackground + minimap (1:1 40250)

GameLib map/area/terrain units, PRTerrainLib Terrain/TextureSet,
PythonBackground(+Module) and ColorTransitionHelper ported verbatim;
pending stand-ins and background module stubs removed. Hand edits:
BeginEnvironment's pointer tag via uintptr_t, LoadWaterMap reads the
file's 32-bit longs. Terrain draw passes stay platform no-ops (Godot
draws the terrain). RecordingDevice gains textures, buffers and render
targets; orthographic draws become UI commands so CPythonMiniMap's
masked tiles show through minimap_image_filter in python_ui_surface.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-24 03:50:09 +09:00
co-authored by Claude Opus 5.5
parent b69116992c
commit 2ead95756e
100 changed files with 17679 additions and 1514 deletions
@@ -1,4 +1,6 @@
#include "EterLib/StdAfx.h"
#include "UIRenderCommands.h"
#include "EterLib/StateManager.h"
#include <algorithm>
@@ -39,10 +41,36 @@ void UIRenderRestoreClip() {
void UIRenderAddImage(const CGraphicTexture* texture, const float x[4], const float y[4],
float su, float sv, float eu, float ev, std::uint32_t argb, int blend) {
// 40250 draws the image quad through the device: the UI pass's world transform places it
// (identity except where a caller sets one, e.g. CPythonMiniMap::RenderAtlas's window offset) and a
// stage-0 MODULATE with D3DTA_TFACTOR tints it (the atlas's NPC/warp/waypoint marks).
D3DXMATRIX world;
D3DXMatrixIdentity(&world);
if (CStateManager* state = CStateManager::InstancePtr()) {
state->GetTransform(D3DTS_WORLD, &world);
DWORD op = 0, arg1 = 0, arg2 = 0;
state->GetTextureStageState(0, D3DTSS_COLOROP, &op);
state->GetTextureStageState(0, D3DTSS_COLORARG1, &arg1);
state->GetTextureStageState(0, D3DTSS_COLORARG2, &arg2);
if (op == D3DTOP_MODULATE && (arg1 == D3DTA_TFACTOR || arg2 == D3DTA_TFACTOR)) {
// TFACTOR x TEXTURE drops the vertex colour; TFACTOR x DIFFUSE scales it. The canvas
// multiplies the texture in.
const std::uint32_t factor = state->GetRenderState(D3DRS_TEXTUREFACTOR) & 0x00FFFFFFu;
const DWORD other = arg1 == D3DTA_TFACTOR ? arg2 : arg1;
if (other == D3DTA_DIFFUSE) {
std::uint32_t tinted = argb & 0xFF000000u;
for (int shift = 0; shift < 24; shift += 8)
tinted |= ((((argb >> shift) & 255) * ((factor >> shift) & 255) + 127) / 255) << shift;
argb = tinted;
} else {
argb = (argb & 0xFF000000u) | factor;
}
}
}
UIRenderCommand command{UIRenderCommand::Image, 0, 0, 0, 0, argb};
for (int i = 0; i < 4; ++i) {
command.qx[i] = x[i] + 0.5f;
command.qy[i] = y[i] + 0.5f;
command.qx[i] = x[i] * world._11 + y[i] * world._21 + world._41 + 0.5f;
command.qy[i] = x[i] * world._12 + y[i] * world._22 + world._42 + 0.5f;
}
command.x1 = std::min({command.qx[0], command.qx[1], command.qx[2], command.qx[3]});
command.y1 = std::min({command.qy[0], command.qy[1], command.qy[2], command.qy[3]});