Surface throw-site file:line on caught Squirrel errors, skip empty deferred graphs that hitch orbit, and drive voxel place/break from a single Camera3D.
Co-authored-by: Cursor <cursoragent@cursor.com>
- VoxelWorld::setTerrainParam(key, value) exposes the full procgen TerrainSampler (island/continent/ridge/warp/octaves/...) to script, plus an optional sand band for low coastal columns.
- drawVisible now takes graphics::Graphics* (main class) instead of IGraphics3D*: the script binding layer reinterpret-casts interface pointers without secondary-base adjustment, so the IGraphics3D vtable slot for drawVoxelFaceInstances resolved to an unrelated function and voxel draws were silently dropped from the frame.
- Graphics.h: move decal virtual declarations after drawVoxelFaceInstances so the primary vtable slot order matches IGraphics3D for unadjusted script-side dispatch.
- New examples/voxel-terrain scene: first-person fly, 4 terrain presets, streaming chunks, raycast place/break, F12 swapchain screenshot.
- Unit tests for the param API + sand band; docs updated.
* 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)
- test/voxel.cpp: merge parameter-variant families into single cases
(pack roundtrip, single voxel mesh, mesher API, frustum, decode
planes/UV/origin, visible batches, dirty flags, remove chunk,
registry) and drop 3 face-cull cases subsumed by the six-axis test;
134 -> 90 cases, all assertions preserved.
- test/particles_attach_skin.cpp: fold followRotationOff / yzPlane /
skinnedCacheReadable assertions into their siblings; 11 -> 8 cases.
- cmake/ZeroErrDiscoverTestsImpl.cmake: register one CTest bundle/<file>
per test source (label bundle) alongside per-case entries, preferring
zeroerr --list-format=plain with a legacy-format fallback; default
make test/* runs -L bundle so the suite spawns ~115 processes instead
of ~1385.
- Makefile: fast headless defaults for ClassicScenes (VIEW_SECONDS=0.3,
PERF_FRAMES=30) and bundle-mode ctest invocation.
- sceneloader: apply the known scene-ecs merge fix (linkTarget/linkKind
-> SceneLink) from codex/fix-sceneloader-merge-ci so this branch builds.
- docs: test-suite optimization + per-file pruning log.
- Introduced CubeType to define block properties including texture mappings and orientation.
- Added CubeTypeRegistry for managing block types, including methods for adding and loading from JSON.
- Updated Voxel and VoxelWorld classes to utilize the new registry for voxel management.
- Enhanced GreedyMesher to resolve face textures based on the CubeTypeRegistry.
- Refactored existing methods to support the new block type system, ensuring backward compatibility with previous voxel ID handling.
- Added comprehensive tests for the new functionality, including multi-texture support and block type resolution.
- Updated documentation to reflect changes in voxel management and block type registration.
Flip GLM RH_ZO projection Y for Vulkan NDC so world +Y is screen-up
(models were rendered upside-down). Switch 3D mesh pipelines to Clockwise
front faces to match the flipped winding, and align AO/volumetric NDC
reconstruction plus screenToRay.
Remove the leftover shader ambient floor so Camera3D ambient is honored.
Bake Assimp node transforms in Graphics::newMeshFromAssimp(world) and use
it from ClassicScenes/model3d. Add RenderScenes regression coverage for
orientation, ambient, shadows, gbuffer, and node baking without effect
cross-talk.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.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>