the cooldown goes stock, early-Z comes back, and lists reach the end

- a size-less `<Model>` pane's rect is its file's box in layout units: the reference's geometry overrides (`0x76d080`/`0x76d0d0`) answer the bbox extent whenever no size is authored, `bboxExtent · 768·√(a²+1) · layoutScale` FrameXML units (`1280 · extent` at 4:3), written into the pane's layout input when the file's facts land, re-derived on an aspect change, and ended for good by any authored size; `SetPosition` is the same unit, which is how `0x4a7b20` centres the arrow at `½·GetWidth, ½·GetHeight` through the override — so the map arrow's sprite arm and its hand-sized 33.6 px footprint go (its rect is `0.0262 × 0.0263` layout units, 33.5 × 33.7 FrameXML units at 4:3, 41.0 × 41.2 at 16:9), and the stock `ItemAnim` pane plays the item push unadapted (`ReplaceIconTexture` on the type-14 batch, the 1000 ms clamp, the stock `OnAnimFinished`), `ContainerFrameAdapters.xml` losing 0887's Lua card and its hand-measured 42.41 × 124.72 rect — the implicit one at 16:9 — and keeping the keyring fork and the three bag verbs (2015); and the cooldown is the reference's own model: the texture-transform law `uv' = R_q((uv + t − p) ⊙ s) + p`, `p = (½, ½)`, the raw quaternion component-lerped and never normalised, is one function (`uv_transform`) with the shader's UV fold as its twin — rotation and scale tracks bake per file sequence slot beside the translation, the mat-anim table gains an affine row `[cos − 1, sin, sx − 1, sy − 1]` on `anim_slots.z` whose identity is the zero row so every static batch reads exactly what it did, and a UI tile clones the twin material per animated batch and writes both rows every frame off the pane's play head, never the world clock; the stock `Cooldown.xml` runs off the chain on 2007's two handlers, the file's four quadrant quads turned by their own rotation tracks (`0 → −90°` over each quadrant's 250 ms window, clockwise from 12 o'clock) and its alpha tracks revealing the star for the flash; retired: the native `Cooldown` widget and `SetCooldown` (an Era API 1.12 never had — `CreateFrame("Cooldown")` is the reference's unknown-type refusal now), the loader's `Model → Cooldown` substitution, the app's hand-built pie and star, and our `Cooldown.xml`; `assets/ui` is eight files (2019)
- `UpdateMapHighlight` gets its zone-level exits (B360): at zone zoom ours returned the nil tail for every cursor position, so hovering Deadwind Pass from Duskwood showed no label where 1.12 shows "Deadwind Pass"; the reference's `0x4a7fa0` runs two lookups at zone level and answers a NAME only — first the current zone's exploration-gated overlay list (the builder at `0x4a6ad9` gating on the explored byte), each row's HitRect scaled by 1/1002 and 1/668 against the normalized cursor, edges inclusive, the first hit naming its Area1, then the continent grid re-windowed through the displayed zone's own rect, naming the neighbouring zone or city and nothing for the displayed zone itself — and only the name-only tail is reachable from there, fileName nil and the six coords zero, so the stock frame hides the highlight quad, as the director's own 1.12 shot shows; and `SetVerticalScroll` stores the offset as given (B370, B363): the reference's `0x786db0` compares the new offset against the old and writes it to `[+0x328]` verbatim, `0x787100` re-anchors the scroll child off it, and the range at `[+0x320]` is never read on that path — every clamp the reference exhibits is FrameXML's, through the scroll bar's `[min, max]`; ours clamped into `[0, GetVerticalScrollRange()]`, the child's overflow past the FRAME, which is 40 px short of where `FauxScrollFrame_Update` sends the bar on the 220-tall skills list (three rows lost) and 15 px short on the 287-tall who list (one); the setter fires `OnVerticalScroll` only on a change, as the bytes do, `BenillaScroll_Step` bounds its wheel in Lua where the reference's handler does, and the ScrollFrame kind's prose stops calling its offset unpinned (2017)
- overdraw's cheap half, the sky first: since 0588 every sky element wrote `frag_depth = 0.0`, which costs a pipeline its early-Z, so on an outdoor frame every full-screen dome fragment under the ground and the buildings was shaded in full (the gradient's `asin`, `atan2` and eight table lookups at dawn and dusk) and thrown away; one shared `sky_vertex.wgsl` — bevy's mesh vertex verbatim plus `out.position.z = 0.0` — is now the vertex stage of the gradient dome, the cloud dome, the star patches and the celestial discs and glares, and the model lane's `WOW_SKY_DEPTH` branch moves from its fragment to its vertex, so no sky fragment declares `frag_depth` and the rasterizer rejects the covered screen before the shader runs; every sky `specialize` zeroes the rasterizer bias constant the `sky_order` rung had been leaking into `DepthBiasState::constant`, harmless only while the fragment overwrote its depth, and the prose beside the pin follows it; then the retained `static_gx` pass draws BEFORE bevy's opaque pass (`StartMainPass → static_gx → MainOpaquePass`) — buildings and doodads are the frame's best occluders and a terrain fragment its dearest, six samples a pixel — so walls reject the terrain behind them instead of the reverse, the pass taking the first-use clear with it and the dev depth probe ordered after it; measured on 16 capture scenarios: 14 bit-identical, `northshire-dusk` 1 px and `water-night` 11 px, attributed to exact depth ties on static/terrain silhouettes and last-bit interpolation noise; a depth prepass and near-to-far bins are declined until a journal says where the time goes (2016)
- the grass cut goes per pixel because of a quarter-mip: `0x6813d0` sets `D3DSAMP_MIPMAPLODBIAS = +0.25` on stage 0 (`0x6813f4`) once per frame before the detail-doodad pass — capture-confirmed on all 29 doodad batches, and outside the `[0x6b1000, 0x6b3200)` scan 2004 had called complete; it decides the whole look because the `clutter_cut` probe finds 6 of 31 shipped detail atlases carry a BINARY alpha pyramid (mip 0 has DXT3's 16 levels, every level below exactly two, both starting zones among them), so `a × ramp` degenerates to a global on/off and every texel of a leaf crosses at the same depth — Elwynn's survivor coverage is flat at 47.6 % across the whole 52.5–61.1 yd band, then 0.0 %, while the probe's box-filtered control erodes 47.7 → 20.9 over the same band, so the art has the gradient the shipped pyramid threw away, and `clutter_size` puts the median tuft at 0.92 yd tall, 1.03 yd deep, a full yard for the boundary plane to sweep; the escape is bilinear: full alpha needs a 2×2 all-opaque texel neighbourhood, and those run out between mip 2 and 3 (179/56/10/0/0/0 on the dominant Elwynn cell), so the reference's λ ≈ 2.9–3.3 sits past the cliff and the tuft erodes continuously — 2.2 % of a tuft's pixels leave in the last half-yard with the bias, 11.6 % without, 24.2 % one mip sharper; wgpu has no sampler LOD bias, so the clutter lane re-samples base colour at `view.mip_bias + 0.25`, keeping the sampler every other model batch shares at the reference's 0; ruled out on the way: our BLP decoder (all nine uploaded levels byte-identical against the archive's 52 793 BLP2s), mip regeneration, the `has_mipmaps` byte's value 2 (a plain boolean, an authoring marker), anisotropy and geometry; what it does not fix is resolution-dependent, and so is the reference's own look — λ with the bias is 3.22 at the capture's 648p but 2.48 at 1080p and 1.48 at 2160p, so at a modern resolution the reference itself pops leaf by leaf, and scaling the bias with the viewport is one reversible line left for a look call (2021)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Sam
2026-09-06 19:35:31 +07:00
co-authored by Claude Fable 5.1
parent c92ca1b8ec
commit c3555b4eea
93 changed files with 2423 additions and 1643 deletions
+70 -7
View File
@@ -16,7 +16,7 @@
//! catch a mistake in a file somebody just edited, and `content::read`'s dev-build probe already
//! prefers disk for the same reason.
use benilla_ui::script::UiScript;
use benilla_ui::script::{QuadContent, UiScript};
/// Load one interface file into `s`, panicking on any loader error, and return how many frames it
/// materialized (`0` for a `.lua` entry, which materializes none).
@@ -31,6 +31,70 @@ pub(crate) fn load_ui(s: &UiScript, entry: &str) -> usize {
load_entry(s, entry, false, false)
}
/// The cooldown indicator's file: `Interface\Cooldown\UI-Cooldown-Indicator.mdx`, as the
/// stock `CooldownFrameTemplate` names it.
pub(super) const COOLDOWN_MODEL: &str = r"Interface\Cooldown\UI-Cooldown-Indicator.mdx";
/// The cooldown indicator's file facts (`benilla-extract m2seq`): sequence 0 = id 0, 1000 ms,
/// clamp — the sweep `CooldownFrame_OnUpdateModel` scrubs; sequence 1 = id 1, 1000 ms, clamp —
/// the finish flash, whose completion hides the frame. Handed to the engine the way the app does
/// once the asset lands (decisions 2007/2019); every pane holding the file arms its Stand.
pub(super) fn cooldown_facts(s: &mut UiScript) {
use benilla_ui::widget::{ModelFileFacts, SequenceFacts};
let seq = |anim_id, duration_ms| SequenceFacts {
anim_id,
duration_ms,
looping: false,
};
s.set_model_facts(
COOLDOWN_MODEL,
ModelFileFacts {
sequences: vec![seq(0, 1000), seq(1, 1000)],
bbox: ([0.0; 3], [0.0; 3]),
},
);
}
/// The play head `(anim_id, cursor_ms)` of the SHOWN cooldown pane `owner` names (`None` while
/// it is hidden, or has nothing armed) — what the tile renderer samples the file at. Read the way
/// the renderer reads it: the pane's quad in the extract joined to the engine's paint list.
pub(super) fn cooldown_play(s: &UiScript, owner: &str) -> Option<(u16, u32)> {
let heads = s.visible_model_panes();
s.extract().into_iter().find_map(|q| match &q.content {
QuadContent::ModelPane {
handle,
model: Some(m),
..
} if m.eq_ignore_ascii_case(COOLDOWN_MODEL)
&& s.quad_owner_name(q.target).as_deref() == Some(owner) =>
{
heads
.iter()
.find(|p| p.handle == *handle)
.and_then(|p| p.play.map(|ph| (ph.anim_id, ph.cursor_ms)))
}
_ => None,
})
}
/// [`cooldown_play`] for whichever cooldown pane is shown — the bag windows number their slots
/// from the far end (`ContainerFrame_GenerateFrame`: `Item{j}` carries id `size − j + 1`), so a
/// test that seats one item asks for "the" sweep rather than a name.
pub(super) fn cooldown_play_any(s: &UiScript) -> Option<(u16, u32)> {
let heads = s.visible_model_panes();
s.extract().into_iter().find_map(|q| match &q.content {
QuadContent::ModelPane {
handle,
model: Some(m),
..
} if m.eq_ignore_ascii_case(COOLDOWN_MODEL) => heads
.iter()
.find(|p| p.handle == *handle)
.and_then(|p| p.play.map(|ph| (ph.anim_id, ph.cursor_ms))),
_ => None,
})
}
/// [`load_ui`], and **a missing template is a failure too**.
///
/// A frame that inherits a template nothing declares is a loader *warning*, not an error: the frame
@@ -404,7 +468,7 @@ pub(super) const CHARACTER_UI: &[&str] = &[
r"Interface\FrameXML\MoneyFrame.xml",
r"Interface\FrameXML\UIParent.xml", // Model_OnLoad/_Rotate*/_OnUpdate — the model panes' turntable
"Interface\\FrameXML\\GameTooltip.xml",
"Cooldown.xml", // CooldownFrameTemplate + CooldownFrame_SetTimer, per equipment slot
"Interface\\FrameXML\\Cooldown.xml", // CooldownFrameTemplate + CooldownFrame_SetTimer, per equipment slot
r"Interface\FrameXML\UIPanelTemplates.lua",
r"Interface\FrameXML\UIPanelTemplates.xml",
"Interface\\FrameXML\\StaticPopup.xml",
@@ -470,7 +534,7 @@ pub(super) const SOCIAL_UI: &[&str] = &[
"Interface\\FrameXML\\LocaleProperties.lua",
"Interface\\FrameXML\\BasicControls.xml",
r"Interface\FrameXML\UIParent.xml",
"Cooldown.xml",
"Interface\\FrameXML\\Cooldown.xml",
"Interface\\FrameXML\\ActionButtonTemplate.xml",
"Interface\\FrameXML\\TextStatusBar.lua",
"Interface\\FrameXML\\TextStatusBar.xml",
@@ -540,7 +604,7 @@ pub(super) const BAG_UI: &[&str] = &[
r"Interface\FrameXML\MoneyFrame.xml",
"Interface\\FrameXML\\LocaleProperties.lua",
"Interface\\FrameXML\\GameTooltip.xml",
"Cooldown.xml",
"Interface\\FrameXML\\Cooldown.xml",
// The bag BAR declares `parent="MainMenuBarArtFrame"`, resolved at LOAD — so without this the
// six buttons fall back to UIParent and sit at a level no production run ever puts them at.
// It also carries `MainMenuBar_UpdateKeyRing`, which is what puts the keyring on the bar.
@@ -588,9 +652,8 @@ pub(super) const BAG_UI: &[&str] = &[
"Interface\\FrameXML\\UIPanelTemplates.lua",
"Interface\\FrameXML\\UIPanelTemplates.xml",
"Interface\\FrameXML\\FloatingChatFrame.xml",
// Our adapters over the reference's container files — the keyring tooltip wrapper, the three
// bag verbs 0561 shadows (`OpenBackpack`/`CloseBackpack`/`CloseAllBags`), and the item-push
// card the reference draws with a `<Model>` this engine does not render (0887). It has to be
// Our adapters over the reference's container files — the keyring tooltip wrapper and the
// three bag verbs 0561 shadows (`OpenBackpack`/`CloseBackpack`/`CloseAllBags`). It has to be
// AFTER `ContainerFrame.xml` and after the bar, which is why it is here and not up with
// UiPanels.xml.
"ContainerFrameAdapters.xml",