Commit Graph
13 Commits
Author SHA1 Message Date
西风逍遥游andCursor eb39d162b7 fix(runtime,voxel,graphics): script stacks, voxel pick, 3D present hitch
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>
2026-09-11 01:23:32 +08:00
sunxfancy 9000984883 Merge remote-tracking branch 'origin/dev' into codex/terrain-hydrology-system
# Conflicts:
#	docs/usr/modules/procgen.md
#	docs/usr/modules/voxel.md
#	examples/terrain-editor/main.nut
#	src/modules/procgen/Procgen.cpp
#	src/modules/procgen/Procgen.h
#	src/modules/voxel/VoxelWorld.cpp
#	src/modules/voxel/VoxelWorld.h
#	test/procgen.cpp
#	test/voxel.cpp
2026-08-29 09:11:49 +08:00
sunxfancy 146f7244dc feat(procgen): add production terrain hydrology pipeline 2026-08-29 03:10:51 +08:00
西风逍遥游 fd0914bad7 fix(voxel): preserve rendering across greedy meshes 2026-08-24 01:23:50 +08:00
西风逍遥游 7974e10b8e feat(voxel): streaming terrain test scene + full sampler config; fix script draw dispatch
- 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.
2026-08-23 16:20:04 +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 fa06dc3be4 Merge remote-tracking branch 'origin/main' into codex/test-suite-optimization
# Conflicts:
#	cmake/ZeroErrDiscoverTestsImpl.cmake
#	src/modules/sceneloader/SceneLoader.cpp
#	test/voxel.cpp
2026-08-19 08:05:21 +08:00
西风逍遥游 e98f125f21 feat(voxel): close feature/perf gap vs mainstream voxel engines
- Cross-chunk seam culling via GreedyMesher::ChunkSampler; border edits now
  invalidate the adjacent chunk; air writes no longer allocate chunks
- selectVisible meshes only after range/frustum culling
- DDA voxel raycast (CPU + script getters)
- Parallel remeshDirty(maxThreads) with serial fallback; output equals serial
- Vertex AO: Minecraft-style 4-corner AO packed 2bit x 4, Vulkan instancing +
  voxel_rect shaders (SPIR-V .inc regenerated); WebGPU accepts params (TODO)
- Persistence: serializeWorld/deserializeWorld (EVVX LE) + saveWorld/loadWorld;
  unloadChunksOutside + streamAround for player-centered streaming
- Terrain: reuse procgen::TerrainSampler (no new module), setTerrainParams +
  terrainHeightAt; script setTerrain/streamAround
- CPU tests + gap-analysis/module/user docs; local MSVC harness 1741 checks pass
2026-08-19 04:13:21 +08:00
西风逍遥游 75e4e5e51e test: prune redundant cases, bundle CTest discovery, fast headless defaults
- 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.
2026-08-19 04:07:35 +08:00
西风逍遥游 913a4aad01 feat(voxel): implement CubeType and CubeTypeRegistry for enhanced voxel type management
- 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.
2026-08-13 23:49:07 +08:00
西风逍遥游andCursor Agent 14b88634ac test(voxel): expand render coverage and fix face winding (#49)
* test(voxel): expand render coverage and fix face winding

Add shader-mirror decode helpers, broader CPU cull/meshing tests, and
GPU pixel-readback cases for drawVisible / drawVoxelFaceInstances.
Correct unit-quad indices so outward faces are front-facing.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(voxel): add more CPU and GPU render cases

Expand coverage for remesh/dirty, negative chunks, greedy edge shapes,
viewRange edge cases, decode planes, meshVoxels API, and GPU paths
(begin3DFrame, aliases, atlas tiles, far origins, orbit faces, remesh).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* docs(voxel): refresh test coverage notes

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(voxel): more edge-case CPU and GPU render coverage

Add OOB/empty packed data, stripe/ring merges, pack masking, multi-chunk
visibility, seam faces, meshVoxels errors, and GPU cases for empty world,
aliases, batch growth, atlas blue tile, side walls, and culled clear.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(voxel): expand coverage to 88 CPU and 42 GPU cases

Add second-triangle winding helper, greedy/world/decode edge cases,
and more GPU pixel-readback scenarios (face aliases, range cull, orbits).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(voxel): multi-tile atlas and multi-texture coverage

Add 4×4/8×8/16×8 atlas helpers and GPU sampling for many tex indices,
plus CPU UV-grid and greedy/world tests that keep distinct textures.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(voxel): more geometry, visibility, and render edge cases

Grow CPU coverage to 114 cases (corners, merges, shell, frustum,
selectVisible replace) and GPU to 64 (aliases, wide/tall rects,
frustum cull, carve, multi-chunk atlas colors).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(voxel): more cases after merging main

Sync with origin/main, then grow coverage to 129 CPU and 74 GPU
tests (range filter, aliases, null atlas/packed, remesh, atlases).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-13 11:29:24 +08:00
Cursor Agentand西风逍遥游 66ca9df282 fix(graphics): upright Vulkan Y mapping, honest ambient, scene tests
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>
2026-08-12 13:48:03 +00:00
西风逍遥游andCursor Agent a95d6c98ae feat(voxel): 32³ chunk greedy meshing with packed instanced faces (#26)
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>
2026-08-11 14:48:51 +08:00