5 Commits
Author SHA1 Message Date
西风逍遥游 09c778dea7 test: shared test fixtures (test/Fixtures.h), dedupe 16 openGfxWindow copies
Add test/Fixtures.h with an inline openGfxWindow() (same signature as the
16 per-file copies, plus EVENGINE_TEST_VIEW_W/H overrides for CI), a RAII
GfxFixture, and a TempDir helper. Migrate all 16 test files that hand-rolled
openGfxWindow to use the shared helper; windowed GPU tests now override their
view size from env vars instead of editing each file.
2026-08-22 02:27:46 +08:00
西风逍遥游 34d1fdb63b refactor(modules): clear remaining back-edges and split the largest TUs (#127)
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules

* refactor(modules): clear remaining back-edges and split the largest TUs

Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES
is now empty; --check passes with 0 violations, 0 cycles):

- window -> graphics: window queries the new IWindowSurfaceHost capability
  (common/WindowSurfaceHost.h) instead of holding a Graphics pointer;
  Window::setGraphics was removed and all call sites updated.
- window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*,
  w, h); the window no longer decodes ImageData.
- scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved
  to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge);
  scene now depends only on spatial.

TU splits (pure moves, verified identical method sets and brace balance):

- vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline,
  Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h.
- scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization)
  + SceneNodes.cpp + shared SceneInternal.h.

Verified with a real build (MSVC 19.51, prebuilt third-party): full build green;
window.* and Scene.* suites pass, including scene picking/culling and GPU cases.

* refactor(graphics): narrow Graphics interfaces and clear public-header leaks

Step 4 — interface segregation:
- New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX
  (pure virtuals, forward-declared types only; graphics/Color.h extracted from
  Canvas.h so modules that only need the color type stop pulling Canvas.h).
- Graphics now implements all four facets; consumers can depend on the narrow
  interface they use instead of the 129-method god class.
- Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d
  (ModelRenderer::buildRenderable(s) -> IResourceFactory&).
- Graphics.h slims from 24 sub-header includes to a handful of small type
  headers + forward declarations; the destructor moved out-of-line so
  unique_ptr effect members are destroyed where types are complete.

Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7):
- map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h,
  animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h,
  model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h +
  Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/
  PbrMaterial -> forward declarations, includes moved to .cpp.
- voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line
  destructor), removing the procgen header dependency.
- gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h.
- Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig,
  MapObject, BlendMode, Color), an internal backend header
  (GraphicsInternal.h -> filesystem), and lean interface references.

Verified with a full clean build (MSVC) and tests: window/Scene/voxel/
RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite
only shows the pre-existing PHYSFS-init filesystem-environment failures.

* feat(resources): revive ResourceManager as unified IAssetReloader-backed cache

* fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes

Cached CPU resources may own third-party handles (FreeType faces, Assimp
scenes, image decode handlers) whose libraries are torn down at process
exit in an unspecified TU order; destroying cached entries from the
singleton destructor can segfault at exit (seen on CI Windows in
model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim;
explicit unload()/clear() still release entries during the run.

* refactor(devtools): consume business modules through capability interfaces

DevTools / cmdline no longer include business-module headers, so trimming
scene / physics / procgen / particles / audio / ui / graphics no longer
requires disabling devtools, and devtools can be switched off with
-DEVENGINE_MODULE_DEVTOOLS=OFF.

New capability interfaces in common/:
- ISceneQuery (scene) - host/node inspection + mutation + transform sync
- IRenderCapture (graphics) - render status, PNG capture, camera control,
  visible-entity snapshot, entity-ID mask, G-buffer PNGs
- IPhysicsQuery (physics) - 2D world lifecycle + ray casts
- IProcgenQuery (procgen) - recipe listing, map/mesh generation
- IParticlesQuery (particles) - emitter status + one-shot emit
- IAudioQuery (audio) - volume / stop-all
- IEditorHost (ui) - declarative editor host (used by cmdline too)

Providers register in their module constructors. DevTools rewires McpServer
(render/scene/procgen/physics/particles/audio/host tools), SceneInspect
(now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses
IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost.

manifest: devtools DEPS graphics scene physics procgen particles audio ui
image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem.

Verified: full build green; devtools.mcp.* tests pass; broad suite shows
only the pre-existing PHYSFS-init filesystem-environment failures.

* style: apply clang-format to changed lines after dev merge

* fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming

* fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables

* fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
2026-08-20 05:53:33 +08:00
西风逍遥游 adf32a4e78 test: re-enable hair/runtime suites, add resource-lifetime and tooling tests
Re-add test/hair.cpp and test/runtime.cpp (fixing the missing zeroerr include and enum comparisons), add graphics.resourceLifetime tests for the new release APIs, a test-source manifest check, module declared-layer check with unit tests, and a raw-string-literal regression test.
2026-08-19 22:44:53 +08:00
Cursor Agentand西风逍遥游 fe1a5d2a47 fix(test): do not delete the Stylize module singleton
Xray.cpp was the only suite that deleted Stylize after create(). The
pointer stays in ModuleManager, so the next case got a dangling
singleton and crashed on the second delete (xray.occludedSilhouette
after xray.shaderAndFlags). Other stylize tests never delete it.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:25 +00:00
西风逍遥游 5771b193b7 feat(graphics): x-ray occluded-character shader (vulkan + webgpu)
Show only the part of a marked character that is hidden behind a building,
as a filled highlight silhouette (Overwatch-style). Visible parts render
normally.

- Shader: xray_mesh.frag samples G-buffer hardware depth (binding 7) and
  compares it against its own fragment depth: occluded (behind) pixels emit
  the highlight, visible pixels discard. Drawn as a second pass over the
  scene with depth test/write off + alpha blend.
- RenderSystem3D: MeshRenderer gains xrayShader + xrayHighlight. X-ray
  targets are skipped in the G-buffer (their pixels record occluder depth),
  then redrawn with the X-ray shader; scene depth is bound via
  Graphics::setMesh3DSceneDepth.
- Graphics: new setMesh3DSceneDepth + Shader::setXray. Vulkan adds binding 7
  to the mesh3d set layout and a dedicated X-ray pipeline variant.
- WebGPU: new newMeshShaderFromWgsl (WGSL custom mesh shaders), scene-depth
  binding 9, X-ray pipeline variant, xray params packed into the Frame UBO,
  and the G-buffer hardware depth is exposed/sampleable (getHwDepthTexture).
  AO (SPIR-V) is skipped on WebGPU via supportsGBufferPost.
- stylize: 'xray' style registered (createMeshShader dispatches SPIR-V on
  Vulkan / WGSL on WebGPU) with push-constant params.
- Tests: test/Xray.cpp (shader/flags + occluded-silhouette render smoke).
2026-08-16 04:08:55 +08:00