- Added a new 3D rendering pipeline section in the documentation, detailing initialization, VKBuilder, and asynchronous frame handling.
- Updated the Ambient Occlusion module to support depth-based sampling, allowing for improved visual fidelity in 3D scenes.
- Introduced new shader functionalities for ambient occlusion and global illumination, enhancing the overall rendering quality.
- Updated GBuffer to include hardware depth texture for more accurate depth sampling in 3D rendering.
- Enhanced the RenderControl to manage new features for ambient occlusion and global illumination, ensuring they are enabled by default.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Shadow ortho now uses the same Vulkan Y-flip as the camera, with nearest depth sampling so manual PCF does not invent false umbra. Tonemap only compresses HDR peaks, and scene sun intensity is no longer overwritten per config.
Co-authored-by: Cursor <cursoragent@cursor.com>
Record shadow and G-buffer into the in-flight swapchain command buffer, add Graphics::setVSync for IMMEDIATE present, and measure ClassicScenes FPS with image-audit snapshots.
Co-authored-by: Cursor <cursoragent@cursor.com>
* test(rpg): add village-defense cross-module simulation
Drive tilemap, sprite walk animation, tile/world/screen/cell
coordinate conversion, 2D normal litPath + optional GPU lighting,
buff/DOT combat, and building placement in one RPG scenario test.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(rpg): soft-skip GPU normal sample on software Vulkan ICDs
Lavapipe can return black Canvas pixels for lit2d; keep the optional
GPU normal-map check only when samples are non-zero.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Introduce a compilable render feature control (shadow/gbuffer/forward/hair),
package shading into Material+ModelPart attachable to Renderable3D, and fill
sampleable linear-depth/normal (optional albedo) G-buffer targets while
keeping forward HW z-testing and CSM shadows.
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(image): ImageData::rotate with inverse-map nearest/linear
Add CPU pixel rotation on ImageData using destination-to-source inverse
mapping (Geometric Tools / standard image processing). Supports nearest
and bilinear filters, optional canvas expand to fit the rotated AABB,
and matches Math::rotate2* angle convention. Includes unit tests, Font
script binding, and docs.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(image): assert exact 90° rotate pixel positions
Pin nearest+expand 90° mapping of corner markers to (1,2) and (0,0).
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* feat(image): implement RotSprite pixel-art rotation filter
Add Xenowhirl RotSprite as ImageData::rotate filter "rotsprite":
Scale2x×3 with color similarity, best 8×8 sampling offset search,
nearest-neighbor rotate+downscale, and single-pixel detail restore.
Quarter turns use an exact remapping fast path. Tests cover 90°
palette preservation and 45° no-new-colors.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(ci): M_PI on MSVC and GitHub API 403 for asset downloads
Windows unit tests failed because test/image.cpp used M_PI without the
MSVC fallback used by other test files. macOS build failed when
download_skinned_character.sh hit GitHub API 403 during PRE_BUILD; add
User-Agent + optional GITHUB_TOKEN auth to asset fetch scripts and pass
GITHUB_TOKEN in CI build steps.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* Add extensible building placement module for strategy/ETS games
Introduce eve.Building with data-driven definitions, grid occupancy worlds,
ghost previews, and pluggable validate/snap/change hooks. Includes design docs,
user module guide, unit tests, and a gitignore fix so build*/ no longer ignores
src/modules/building/.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(building): preserve free-snap world pose on placeAtWorld
placeAtWorld now keeps the snap rule's worldX/worldY on the placed
instance instead of always rewriting to the cell origin, so free and
custom snap modes stay accurate for ETS-style soft placement.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* Add examples/building town placement sandbox demo
Interactive demo covering grid snap ghost preview, terrain (dock on water),
road adjacency (stall), L-mask barn, rotate/remove, and resource costs.
Also adds make building shortcut, docs links, and a unit test locking the
demo building definitions.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(ci): vendor CesiumMan test assets to avoid flaky Linux SSL download
Linux CI failed linking unit_test when PRE_BUILD curl hit a self-signed
certificate fetching CesiumMan from api.github.com. Commit the ~464 KiB
glTF fixture, skip download when files are present, and add curl retries
with explicit CA bundle for refresh runs.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Record timed samples (manual points or bone world projection), fade by
duration, and draw dotted trajectories via Graphics for animation FX.
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(particles): bind emitters to bones and emit from skinned mesh
Add ParticleEmitter Attach/SkinSource components so VFX can follow
AnimPose bones (with plane/scale projection) and sample CPU-skinned
vertices for character-surface effects. Expose AnimSkin skinned-position
cache to scripts and cover with unit tests.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(particles): use ComponentRef correctly for Attach/SkinSource
attach()/skinSource() return ecs::ComponentRef, not raw pointers.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(animation): CPU skinning + CesiumMan download test
Add AnimSkin linear-blend skinning, ModelData bone/weight APIs, and a
network download script for Khronos CesiumMan used by animation.skinned
integration tests during unit_test builds.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(test): mount CesiumMan via physfs for skinned animation tests
Model3D loads through the VFS; use allowMountingForPath + mount like
ClassicScenes so CesiumMan.gltf resolves with its .bin sidecar.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Introduce Flex containers with gap, flexGrow, align, and justify so
toolbars and panels can lay out without manual SameLine, including
Spacer and script builder APIs.
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(graphics): add mipmap, anisotropic filtering, and mesh LOD
Enable texture LOD sampling with CPU-generated mip chains, sampler
anisotropy (when supported), and LOD bias via TextureCreateInfo /
TextureSampler. Cubemaps generate mips by default for IBL textureLod.
Renderable3D gains distance-based geometric LOD selection.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(graphics): avoid X11 None clash; link sndio on Linux
Rename MipmapMode::None to Disabled (X11 defines None), fix ComponentRef
usage in setMeshLod, and link libsndio for OpenAL on Linux builds.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(build): link sndio only when available on Linux
Unconditional -lsndio broke GitHub Actions Linux CI where libsndio is
not installed. Detect the library with find_library instead.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* ci: retrigger Linux check after optional sndio fix
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(graphics): texture cell bombing to break tiling
Add UV-space cell bombing on the default mesh3d / clustered PBR paths:
per-cell random offset and rotation blended across a 2x2 neighborhood
(with textureGrad for stable mips). Opt-in via Renderable3D::setTexCellBomb
(strength 0 keeps prior behavior). Includes GLSL helper, SPIR-V embeds,
CPU reference header, docs, and smoke tests.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(graphics): rotate UVs in cell bombing; harden GPU test
Rotate UVs about each cell center (not just translate) so periodic
textures actually break tiling. Use the known-good UV cube + repeating
motif in the pixel smoke test.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Add Erin Catto's Box3D (v0.1.0) as external/box3d and expose World3D,
Body3D, and Shape3D through Physics.newWorld3D, mirroring the existing
Box2D script API with meter-space coordinates, queries, and contact events.
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(physics): add interactive cloth and 2D fluid solvers
Extend the Physics module with Verlet cloth (pin/grab) and
double-density-relaxation fluid (emit/interact), plus Squirrel
bindings, tests, docs, and an examples/softbody demo.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(physics): improve cloth constraint solve and softbody tests
Apply full distance correction when one cloth particle is pinned, and
tighten unit tests around pin hold, free-fall, grab, and fluid behavior.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Add a voxel module that remeshes 32³ chunks into six face-direction
buffers of 32-bit packed rectangles (xyz+wh+tex), culls by frustum,
view range, and camera-facing normals, then draws via a new Vulkan
instanced unit-quad path (Graphics::drawVoxelFaceInstances).
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(tests): classic scene flythroughs with render config switching
Add Cornell Box (committed), procedural metal/roughness chart, and
downloadable Sponza/DamagedHelmet tests that fly the camera while
cycling ambient, directional, shadows, point lights, and IBL.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(tests): bake Assimp node transforms and light classic scenes
Apply scene-graph world matrices when spawning meshes, fix Cornell face
winding for inward normals, keep Sponza dielectric under missing MR
texture sampling, and link sndio when OpenAL builds that backend.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* docs(tests): note ClassicScenes coverage
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Expand Theme into a full design-token set (palette, rounding, borders,
spacing, font scale) shared by dark/light presets. Add setTheme/getTheme
script APIs and apply tokens with DPI scale so geometry stays consistent
across theme switches.
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Deleted several obsolete documentation files related to volumetric rendering, avatar dialogue, database module, and stylized rendering. These changes streamline the documentation and remove references to features that are no longer supported or relevant.
Introduce a comprehensive implementation plan for GPGPU backend abstraction, detailing the transition to backend-agnostic interfaces for ComputeShader, GpuBuffer, and Gpgpu. The plan outlines architecture, global constraints, file structure, and specific tasks for integrating Vulkan while maintaining API compatibility. This change aims to enhance modularity and facilitate future backend support.
* feat(animation): add 3D skeletal playback with state machine and motion matching
Extend eve.Animation beyond tweens with AnimSkeleton/AnimClip/AnimPose,
AnimPlayer cross-fade playback, AnimStateMachine (float/bool/trigger),
and MotionDatabase + MotionMatcher feature search. Includes tests and docs.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(animation): Mixamo Idle/Run/Jump fixtures for state machine and motion matching
Import Assimp/ModelData and compact .eva clips; bake planar root motion for
in-place Mixamo run; add integration tests and convert_mixamo tool. Logical
state switches immediately on transition while pose still cross-fades.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(animation): expand state machine and motion matching coverage
Add bool/compound conditions, float ops, trigger consume, player pause,
three-speed matching, EVA round-trip, and Mixamo run-jump-idle / stability
cases after merging main.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(animation): avoid zeroerr ambiguous || in state machine CHECK
Wrap the compound boolean in parentheses so CHECK does not overload
operator|| against Expression (broke Linux/macOS/Windows CI).
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(map): add dual-grid autotile resolve for TileLayer
Implement Oskar Stålberg-style dual-grid: logic layer paints fill/empty,
display layer gets a half-tile offset 15-tile resolve. Document that Tiled
has no native dual-grid (Terrain/Wang Corner Set is same-grid only).
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(map): use ComponentRef for DualGrid config access
TileLayer::config() returns ecs::ComponentRef, not a raw pointer.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(map): fix dual-grid filledGid expectations and clean layers
Correct corner sampling for a single logic cell (BR vs TL) and clear
layers after resolve tests to avoid ECS draw pollution.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(map): fix ComponentRef usage in dual-grid orientation tests
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(map): add extensible grid pathfinding with group Flow Field
Implement A* and same-goal Flow Field pathfinding on PathGrid with
pluggable topologies (ortho4/ortho8/hex) for orthogonal, isometric,
staggered, and hexagonal maps. Expose Pathfinder/Path/FlowField via
Map::newPathfinder and document the design.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(map): use ComponentRef accessors in PathGrid sync
TileLayer::config()/tiles() return ComponentRef, not raw pointers.
Also cast PathTopology in zeroerr CHECKs for streamability.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(map): shrink Windows export surface for pathfinding
MSVC LNK1189 (65535 library objects) is hit when WINDOWS_EXPORT_ALL_SYMBOLS
exports every PathGrid/topology symbol. Collapse grid/topology into an
internal Pathfinder impl (anonymous namespace) and a single TU so eve.exe
stays under the export limit.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(windows): disable WINDOWS_EXPORT_ALL_SYMBOLS to avoid LNK1189
MSVC cannot export every symbol from eve.exe once the binary grows past
the 65535-object limit. Plugins already import EVENGINE_API symbols
(ModuleManager / ModuleRegister); keep ENABLE_EXPORTS without exporting
the entire object set.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Expose a localhost MCP JSON-RPC server (--mcp-port) alongside DAP so AI
agents can pause, eval, snapshot, and slice errors on a live session.
Add DevTools AI session log/ImGui panel (eve.dev.ai, F9) and a Cursor
stdio bridge under tools/eve-mcp.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Resolve MODULES.md by combining main's math description update
with the new spatial index entry from this branch.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Add Math geometry tests for 2D/3D picking and overlaps, Physics
rayCast/queryAABB/testPoint, and Camera2D/3D screen pick helpers,
with script bindings, docs, and unit tests.
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Provide 2D/3D broad-phase structures for map/scene culling queries,
export them through eve.Spatial, and document the new module.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>