Covers Scene.cpp host-level branches: select/findHost on missing hosts,
findHostByOwner (owner id 0 never resolves), bindOwner, setHostVisible /
setHostLayer, and transform propagation with and without a selected host.
* 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)
A scene link keeps an external object in step with the node it hangs off. The
kinds were a closed enum with a switch in TransformSystem, so scene had to
include graphics, physics and audio to do the casts, and no other module could
ever attach to the tree without editing SceneHost.h -- particles, voxel,
spritestack, avatar and weather all had to stay outside it.
Kinds are registered now (scene/SceneLink.h). The module owning the target type
supplies pushWorld / pullWorld / alive, keeps the casts on its own side where
the type is complete, and scene never learns what a Renderable3D is. Dispatch is
a function-pointer table rather than virtual calls, since link sync runs for
every dirty node every frame.
The six typed helpers (linkRenderable2D and friends) stay as conveniences and
now resolve their kind by name, so they return false rather than crash when the
module that registers it was trimmed out. The script API already named kinds
with strings, which is exactly the registry key, so it is unchanged.
Direction is now the right way round: graphics, physics and audio depend on
scene rather than scene on them, and scene drops from L5 to L1. What remains is
scene -> graphics from pickScreenAt / collectFrustumIdsAt, which take a Camera3D
and read its projection; that is recorded in the back-edge whitelist as the next
thing to move.
Each provider lives in a SceneLinks.cpp, sharing the basename so the three come
out of the build together when scene is disabled.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
- Added new test cases for various graphics functionalities, including animation previews, particle effects, and inventory UI.
- Implemented rendering previews for Mixamo animations, Box2D physics, and procedural generation, allowing for real-time visualization during tests.
- Introduced helper functions for drawing graphics elements, improving the clarity and maintainability of test code.
- Enhanced existing tests to utilize the new graphics capabilities, ensuring comprehensive coverage of rendering features.
- Introduced new methods for querying scene nodes, including `hasNode`, `getNodeCount`, `getRootId`, `getParentId`, and `getChildCount`.
- Added traversal methods such as `walkDepthFirstIds` and `walkBreadthFirstIds` for easier navigation through the scene graph.
- Implemented path-based querying with `findIdByPath` and `getNodePath`, enhancing the ability to locate nodes by their hierarchical structure.
- Updated documentation to reflect these new features and added tests to ensure functionality.
These enhancements significantly improve the usability and flexibility of the scene management system.
- Improved CMake configuration for Vulkan on iOS, allowing for dynamic and static linking of MoltenVK based on availability.
- Updated the script for resolving Vulkan SDK paths to prioritize dynamic frameworks and provide warnings for missing components.
- Introduced a new scene module, enabling a declarative scene tree structure that mirrors the UI system, enhancing the engine's capabilities for scene management.
- Updated documentation to reflect the new scene module and its integration with existing systems.
- Enhanced test coverage by including new tests for the scene module.
These changes significantly improve Vulkan support on iOS and expand the engine's modular architecture.