* 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)
266 lines
8.4 KiB
C++
266 lines
8.4 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include <SDL2/SDL.h>
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#include <cmath>
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#include <cstring>
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#include <initializer_list>
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#include <string>
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#include <vector>
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/RenderSystem.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "image/ImageData.h"
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#include "window/Window.h"
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// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
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using eve::graphics::Color;
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using namespace eve::graphics;
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static float luma(const Color &c) { return 0.2126f * c.r + 0.7152f * c.g + 0.0722f * c.b; }
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static Texture *makeSolidTexture(Graphics *gfx, int w, int h, uint8_t r, uint8_t g, uint8_t b) {
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std::vector<uint8_t> px(size_t(w) * size_t(h) * 4, 255);
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for (size_t i = 0; i < px.size(); i += 4) {
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px[i + 0] = r;
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px[i + 1] = g;
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px[i + 2] = b;
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}
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eve::image::ImageData imageData(w, h, "RGBA8");
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std::memcpy(imageData.getData(), px.data(), px.size());
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return gfx->newTexture(&imageData);
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}
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/**
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* Normal map biased toward +X on the right half and -X on the left half so a light
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* from the right brightens the right side more.
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*/
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static Texture *makeBiasedNormal(Graphics *gfx, int w, int h) {
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std::vector<uint8_t> px(size_t(w) * size_t(h) * 4);
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for (int y = 0; y < h; ++y) {
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for (int x = 0; x < w; ++x) {
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size_t i = (size_t(y) * size_t(w) + size_t(x)) * 4;
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// Encode [-1,1] → [0,255]; left leans -X, right leans +X.
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float nx = (x < w / 2) ? -0.7f : 0.7f;
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float ny = 0.f;
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float nz = 0.7f;
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px[i + 0] = uint8_t((nx * 0.5f + 0.5f) * 255.f);
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px[i + 1] = uint8_t((ny * 0.5f + 0.5f) * 255.f);
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px[i + 2] = uint8_t((nz * 0.5f + 0.5f) * 255.f);
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px[i + 3] = 255;
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}
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}
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eve::image::ImageData imageData(w, h, "RGBA8");
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std::memcpy(imageData.getData(), px.data(), px.size());
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return gfx->newTexture(&imageData);
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}
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/** Live-render the current lit scene to the window for ~1s.
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* Retargets cam / sprites / lights from the offscreen canvas onto the swapchain
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* so we don't depend on sampling a stale canvas texture after getPixel/present. */
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static void previewOnWindow(Graphics *gfx, Camera2D *cam,
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std::initializer_list<Renderable2D *> sprites,
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std::initializer_list<Light2D *> lights, int ms = 1000) {
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cam->data()->canvas = nullptr;
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// 128×64 content → roughly fill a 320×240 window.
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cam->data()->zoom = 2.5f;
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for (auto *sp : sprites) sp->sprite()->canvas = nullptr;
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for (auto *L : lights) L->setCanvas(nullptr);
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gfx->setBackgroundColorRGBA(0.06f, 0.06f, 0.08f, 1.f);
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const int frames = (ms >= 16) ? (ms / 16) : 1;
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for (int i = 0; i < frames; ++i) {
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RenderSystem::render(*gfx);
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) return;
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}
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SDL_Delay(16);
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}
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}
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TEST_CASE("Lighting2D.pointLightBrightensNearbyUnlitSprite") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 320;
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s.height = 240;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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Canvas *rt = gfx->newCanvas(128, 64);
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REQUIRE(rt != nullptr);
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auto *cam = Camera2D::createCamera();
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cam->data()->canvas = rt;
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cam->data()->active = true;
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cam->data()->x = 64.f;
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cam->data()->y = 32.f;
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cam->data()->zoom = 1.f;
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cam->setAmbient(0.05f, 0.05f, 0.05f);
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cam->data()->r = 0.f;
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cam->data()->g = 0.f;
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cam->data()->b = 0.f;
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cam->data()->a = 1.f;
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Texture *albedo = makeSolidTexture(gfx, 8, 8, 255, 255, 255);
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REQUIRE(albedo != nullptr);
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auto *nearSp = Renderable2D::create();
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nearSp->transform()->x = 8.f;
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nearSp->transform()->y = 16.f;
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nearSp->sprite()->width = 24.f;
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nearSp->sprite()->height = 24.f;
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nearSp->sprite()->texture = albedo;
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nearSp->sprite()->receiveLight = true;
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nearSp->sprite()->canvas = rt;
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nearSp->sprite()->visible = true;
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auto *farSp = Renderable2D::create();
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farSp->transform()->x = 46.f;
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farSp->transform()->y = 16.f;
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farSp->sprite()->width = 24.f;
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farSp->sprite()->height = 24.f;
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farSp->sprite()->texture = albedo;
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farSp->sprite()->receiveLight = true;
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farSp->sprite()->canvas = rt;
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farSp->sprite()->visible = true;
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auto *light = Light2D::createLight("point");
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light->setCanvas(rt);
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light->setPosition(20.f, 28.f);
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light->setColor(1.f, 1.f, 1.f, 2.5f);
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light->setRadius(50.f);
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light->setEnabled(true);
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RenderSystem::render(*gfx);
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float nearL = luma(rt->getPixel(20, 28));
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float farL = luma(rt->getPixel(48, 28));
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CHECK(nearL > farL + 0.08f);
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previewOnWindow(gfx, cam, {nearSp, farSp}, {light});
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nearSp->sprite()->visible = false;
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farSp->sprite()->visible = false;
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light->setEnabled(false);
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cam->data()->active = false;
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win->close();
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}
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TEST_CASE("Lighting2D.normalMapLitSideBrighter") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 320;
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s.height = 240;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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Canvas *rt = gfx->newCanvas(128, 64);
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REQUIRE(rt != nullptr);
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auto *cam = Camera2D::createCamera();
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cam->data()->canvas = rt;
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cam->data()->active = true;
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cam->data()->x = 64.f;
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cam->data()->y = 32.f;
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cam->data()->zoom = 1.f;
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cam->setAmbient(0.08f, 0.08f, 0.08f);
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cam->data()->r = 0.f;
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cam->data()->g = 0.f;
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cam->data()->b = 0.f;
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cam->data()->a = 1.f;
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Texture *albedo = makeSolidTexture(gfx, 32, 32, 220, 220, 220);
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Texture *normal = makeBiasedNormal(gfx, 32, 32);
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REQUIRE(albedo != nullptr);
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REQUIRE(normal != nullptr);
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auto *sp = Renderable2D::create();
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sp->transform()->x = 32.f;
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sp->transform()->y = 8.f;
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sp->sprite()->width = 64.f;
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sp->sprite()->height = 48.f;
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sp->sprite()->texture = albedo;
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sp->sprite()->normalTexture = normal;
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sp->sprite()->receiveLight = true;
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sp->sprite()->canvas = rt;
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sp->sprite()->visible = true;
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auto *light = Light2D::createLight("point");
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light->setCanvas(rt);
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// Light to the right of the sprite → right-facing normals should be brighter.
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light->setPosition(110.f, 32.f);
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light->setColor(1.f, 1.f, 1.f, 3.f);
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light->setRadius(120.f);
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light->setEnabled(true);
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// Second light (also collected) slightly above — ensures multi-light packing.
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auto *light2 = Light2D::createLight("point");
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light2->setCanvas(rt);
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light2->setPosition(100.f, 10.f);
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light2->setColor(0.4f, 0.4f, 1.f, 1.2f);
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light2->setRadius(80.f);
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light2->setEnabled(true);
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RenderSystem::render(*gfx);
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float leftL = luma(rt->getPixel(42, 32));
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float rightL = luma(rt->getPixel(86, 32));
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CHECK(rightL > leftL + 0.05f);
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previewOnWindow(gfx, cam, {sp}, {light, light2});
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sp->sprite()->visible = false;
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light->setEnabled(false);
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light2->setEnabled(false);
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cam->data()->active = false;
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win->close();
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}
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TEST_CASE("Lighting2D.createLightTypesAndAmbient") {
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auto *pt = Light2D::createLight("point");
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CHECK_EQ(pt->getType(), std::string("point"));
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auto *dir = Light2D::createLight("dir");
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CHECK_EQ(dir->getType(), std::string("dir"));
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dir->setDirection(1.f, 0.f);
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CHECK(std::abs(dir->getDirX() - 1.f) < 1e-5f);
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auto *cam = Camera2D::createCamera();
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cam->setAmbient(0.2f, 0.3f, 0.4f);
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CHECK(std::abs(cam->data()->ambientR - 0.2f) < 1e-5f);
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CHECK(std::abs(cam->data()->ambientG - 0.3f) < 1e-5f);
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CHECK(std::abs(cam->data()->ambientB - 0.4f) < 1e-5f);
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pt->setEnabled(false);
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dir->setEnabled(false);
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cam->data()->active = false;
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}
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