Commit Graph
12 Commits
Author SHA1 Message Date
西风逍遥游 8ec65e796c fix: enforce checked handles across full CI build 2026-08-27 18:21:02 +08:00
西风逍遥游 279975027e feat(stylize): port mature Unity/Godot-style effect shaders
Add 7 shaders to the stylize module, exposed through the existing
Style* runtime and Squirrel API (no new module or bindings):

- Mesh materials (reuse mesh3d_toon.vert): rim light, dissolve,
  hologram, snow accumulation.
- Post passes: vignette, chromatic aberration, film grain.

Original GLSL implementations of common techniques, not verbatim
copies (see docs/dev/ported-material-shaders.md for licensing).

Adds EffectShaders.{h,cpp} with param tables + uniform binding +
shader creation, wired via delegation from StyleShaders.cpp, plus
SPIR-V embeds and per-module tests (test/stylize_effects.cpp).
2026-08-26 08:22:30 +08:00
西风逍遥游 23e7ef3408 feat(stylize): compile reusable style recipes 2026-08-24 23:46:35 +08:00
西风逍遥游 2754a7d136 feat(stylize): declare post effect scheduling contracts 2026-08-24 23:46:35 +08:00
西风逍遥游 229a2dd8e4 feat(stylize): add parameterized style instances 2026-08-24 23:46:35 +08:00
西风逍遥游 b9e3ddb06d refactor(stylize): unify built-in style capabilities 2026-08-24 23:46:35 +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
西风逍遥游andCursor Agent 544779079f Add Material, RenderControl, and sampleable G-buffer for post effects (#43)
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>
2026-08-12 20:25:41 +08:00
西风逍遥游 b9e3730072 feat(tests): enhance graphics tests with new rendering previews
- 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.
2026-08-11 02:57:47 +08:00
西风逍遥游 324f0422b9 docs: enhance cylinder style gallery documentation and clarify output paths
Updated the documentation for the cylinder style gallery to specify that outputs are written to `build/.../test/out/` and provided clearer instructions regarding the image paths. Additionally, refined the description of the rendering process for better understanding.
2026-08-10 23:45:43 +08:00
西风逍遥游andCursor Agent 709fbd7686 feat(stylize): 风格化渲染模组(卡通 / 水彩 / 水墨 / 像素) (#8)
* feat(stylize): add NPR stylized rendering module

Add eve.Stylize with cartoon, watercolor, ink, and pixel post-process
shaders, mesh variants for cartoon/ink, CPU processImage helpers, and
StylePass integration over graphics Shader/Canvas.

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

* fix(stylize): fix unit test Color/unique_ptr assertions

Use global Color typedef and compare unique_ptr via get() so zeroerr
decomposition does not try to copy unique_ptr.

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

* feat(stylize): cylinder style gallery PNGs for docs

Add Graphics::newMeshCylinder and a gallery test that renders a lit
cylinder in cartoon/ink/watercolor/pixel styles, writing PNGs into
docs/images/stylize for the design doc. Fix pixel toon banding so dark
bands are not crushed to black.

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

* fix(stylize): close gap vs research NPR looks in gallery

Stabilize lighting (no blown whites), use silhouette-only outlines so
stripe albedo no longer blacks out the form, composite watercolor/ink
onto paper, and retune cel/wash/pixel passes toward UTS / Bousseau /
Sumi-e / pixel-pipeline cues. Refresh cylinder gallery PNGs.

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

* feat(stylize): stabilize extension APIs for future NPR work

Add StyleChain, newPassFromShader, applyTo, supports()/param
introspection, and document reserved gbuffer/multi-pass hooks.
Effects stay as first-pass approximations; the public surface is
what subsequent depth-outline and separable passes should plug into.

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

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-09 23:09:10 +08:00