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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

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5.0 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.h"
#include <SDL2/SDL.h>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <memory>
#include <stdexcept>
#include <vector>
#include "common/Exception.h"
#include "filesystem/Filesystem.h"
#include "graphics/AmbientOcclusion.h"
#include "graphics/AntiAliasing.h"
#include "graphics/Canvas.h"
#include "graphics/DrawItem2D.h"
#include "graphics/Font.h"
#include "graphics/GBuffer.h"
#include "graphics/GlobalIllumination.h"
#include "graphics/Graphics.h"
#include "graphics/Grass.h"
#include "graphics/Light.h"
#include "graphics/Material.h"
#include "graphics/Mesh.h"
#include "graphics/Outline.h"
#include "graphics/Quad.h"
#include "graphics/RenderControl.h"
#include "graphics/RenderSystem.h"
#include "graphics/ScreenSpaceReflection.h"
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/Volumetric.h"
#include "graphics/Water.h"
#include "graphics/Waterfall.h"
#include "graphics/shaders/custom2d_frag_spv.inc"
#include "window/Window.h"
// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
using eve::graphics::Color;
using namespace eve::graphics;
TEST_CASE("graphics.Shader.declareAndSendUniforms") {
Shader sh;
CHECK_EQ(sh.declareFloat("time"), 0);
CHECK_EQ(sh.declareVec4("tint"), 1);
CHECK_EQ(sh.usedFloats(), 5);
CHECK(sh.hasUniform("time"));
CHECK(sh.hasUniform("tint"));
sh.sendFloat("time", 1.5f);
sh.sendVec4("tint", 0.2f, 0.4f, 0.6f, 1.f);
float t = 0.f;
REQUIRE_EQ(sh.getFromVar("time", &t, sizeof(t)), int(sizeof(t)));
CHECK(std::abs(t - 1.5f) < 1e-5f);
float tint[4] = {};
REQUIRE_EQ(sh.getFromVar("tint", tint, sizeof(tint)), int(sizeof(tint)));
CHECK(std::abs(tint[0] - 0.2f) < 1e-5f);
CHECK(std::abs(tint[3] - 1.f) < 1e-5f);
bool threw = false;
try {
sh.sendFloat("missing", 1.f);
} catch (const eve::Exception &) {
threw = true;
}
CHECK(threw);
threw = false;
try {
sh.declareFloat("time"); // same size OK
sh.declareVec2("time"); // different size → error
} catch (const eve::Exception &) {
threw = true;
}
CHECK(threw);
}
TEST_CASE("graphics.Shader.customSpvOnSprite") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
eve::window::WindowSettings s;
s.width = 320;
s.height = 240;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
std::vector<uint32_t> frag(custom2d_frag_spv, custom2d_frag_spv + custom2d_frag_spv_count);
Shader *shader = gfx->newShaderFromSpv({}, frag);
REQUIRE(shader != nullptr);
REQUIRE(shader->gpuHandle != nullptr);
CHECK_EQ(shader->declareFloat("factor"), 0);
shader->sendFloat("factor", 0.5f);
// White 2x2 texture
const uint8_t px[16] = {255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255};
Texture *tex = gfx->newTexture(2, 2, px);
REQUIRE(tex != nullptr);
auto *ent = Renderable2D::create();
ent->transform()->x = 40;
ent->transform()->y = 40;
ent->sprite()->width = 80;
ent->sprite()->height = 80;
ent->sprite()->texture = tex;
ent->sprite()->shader = shader;
ent->sprite()->visible = true;
gfx->setScreenReadbackEnabled(true);
gfx->setBackgroundColor(Color(0.f, 0.f, 0.f, 1.f));
// Warm up a couple frames (swapchain acquire can soft-fail once).
for (int i = 0; i < 3; ++i) RenderSystem::render(*gfx);
Color c = gfx->getPixel(80, 80);
// factor 0.5 on white → ~0.5 RGB (allow tolerance for sRGB/swapchain format)
CHECK_GT(c.r, 0.15f);
CHECK_LT(c.r, 0.85f);
CHECK(std::abs(c.r - c.g) < 0.15f);
}
#if !defined(_WIN32)
TEST_CASE("graphics.Shader.newShaderGlslc") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
eve::window::WindowSettings s;
s.width = 160;
s.height = 120;
s.centered = true;
if (!win->setWindowSettings(s)) return;
const char *frag = R"(#version 450
layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D MainTex;
layout(push_constant) uniform Externals { float data[32]; } u;
void main() {
outColor = texture(MainTex, fragUV) * fragColor * u.data[0];
}
)";
try {
Shader *sh = gfx->newShader(frag);
REQUIRE(sh != nullptr);
sh->declareFloat("factor");
sh->sendFloat("factor", 1.f);
gfx->setShader(sh);
CHECK(gfx->getShader() == sh);
gfx->setShader();
CHECK(gfx->getShader() == nullptr);
} catch (const eve::Exception &e) {
// glslc missing on CI hosts is acceptable — mark as soft skip
const char *msg = e.what();
bool missing = msg && (std::strstr(msg, "glslc") != nullptr);
CHECK(missing);
}
}
#endif