Files
EVEngine/test/UIOverlaySmoke.cpp
T
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

285 lines
9.1 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.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/RenderSystem3D.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 "ui/UI.h"
#include "ui/UISystem.h"
#include "ui/Widget.h"
#include "window/Window.h"
#include <SDL2/SDL.h>
#include <cmath>
#include <string>
// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
using eve::graphics::Color;
using namespace eve::graphics;
using namespace eve::ui;
/**
* Real window + Vulkan: world sprites (RenderSystem) and ImGui UI overlay in one present.
* Frame order: UI NewFrame/widgets → RenderSystem (draws + present with overlay) → dispatch.
*/
TEST_CASE("UI.smoke.RenderSystemSameFrameVulkanOverlay") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
auto *ui = UI::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
REQUIRE(ui != nullptr);
eve::window::WindowSettings s;
s.width = 640;
s.height = 480;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
REQUIRE_GT(gfx->getWidth(), 0);
REQUIRE_GT(gfx->getPixelWidth(), 0);
REQUIRE(ui->initBackend());
CHECK(ui->isBackendReady());
const bool overlayHooked = gfx->getPresentOverlay() != nullptr && gfx->getPresentOverlayUser() != nullptr;
CHECK(overlayHooked);
gfx->setBackgroundColor(Color(0.10f, 0.12f, 0.18f, 1.0f));
gfx->setScreenReadbackEnabled(true);
auto *cam = Camera2D::createCamera();
cam->data()->r = 0.10f;
cam->data()->g = 0.12f;
cam->data()->b = 0.18f;
auto *solid = Renderable2D::create();
solid->transform()->x = 80;
solid->transform()->y = 100;
solid->sprite()->width = 160;
solid->sprite()->height = 100;
solid->sprite()->r = 0.2f;
solid->sprite()->g = 0.85f;
solid->sprite()->b = 0.35f;
solid->sprite()->visible = true;
ui->mountAs("smoke",
window("Overlay",
{
text("UI+RenderSystem", "label"),
button("Ping", "ping"),
},
"root"));
int framesOk = 0;
for (int frame = 0; frame < 30; ++frame) {
solid->transform()->x = 80.0f + float(frame) * 2.0f;
// ImGui frame must be built before present (RenderSystem ends with present).
ui->beginFrameAndRender();
RenderSystem::render(*gfx);
ui->dispatchEvents();
SDL_Event e;
while (SDL_PollEvent(&e)) {
ui->processEvent(&e);
if (e.type == SDL_QUIT) break;
}
// After present+readback, swapchain content should be readable.
Color p = gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2);
CHECK(std::isfinite(p.r));
CHECK(std::isfinite(p.g));
CHECK(std::isfinite(p.b));
++framesOk;
SDL_Delay(8);
}
CHECK_EQ(framesOk, 30);
CHECK(UISystem::findHost("smoke") != nullptr);
CHECK(ui->current()->findById("label") != nullptr);
gfx->setScreenReadbackEnabled(false);
win->close();
}
TEST_CASE("UI.smoke.panelGalleryPreview") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
auto *ui = UI::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
REQUIRE(ui != nullptr);
eve::window::WindowSettings s;
s.width = 720;
s.height = 480;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
REQUIRE(ui->initBackend());
gfx->setBackgroundColor(Color(0.09f, 0.10f, 0.14f, 1.0f));
auto *cam = Camera2D::createCamera();
cam->data()->r = 0.09f;
cam->data()->g = 0.10f;
cam->data()->b = 0.14f;
// Soft backdrop sprites so the world + overlay composition is obvious.
auto *bgA = Renderable2D::create();
bgA->transform()->x = 40;
bgA->transform()->y = 60;
bgA->sprite()->width = 220;
bgA->sprite()->height = 140;
bgA->sprite()->r = 0.25f;
bgA->sprite()->g = 0.45f;
bgA->sprite()->b = 0.75f;
bgA->sprite()->visible = true;
auto *bgB = Renderable2D::create();
bgB->transform()->x = 420;
bgB->transform()->y = 220;
bgB->sprite()->width = 180;
bgB->sprite()->height = 160;
bgB->sprite()->r = 0.75f;
bgB->sprite()->g = 0.35f;
bgB->sprite()->b = 0.45f;
bgB->sprite()->visible = true;
float volume = 0.55f;
bool muted = false;
int clicks = 0;
ui->mountAs("gallery",
window("EVEngine Preview",
{
text("UI overlay + world sprites", "title"),
separator("sep0"),
checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }),
slider("Volume", volume, 0.f, 1.f, "vol", [&](float v) { volume = v; }),
progress(volume, "prog", "level"),
button("Ping", "ping", [&]() { ++clicks; }),
text("clicks: 0", "clicks"),
},
"root"));
for (int frame = 0; frame < 90; ++frame) {
bgA->transform()->x = 40.f + float(frame) * 1.2f;
bgB->transform()->y = 220.f + std::sin(float(frame) * 0.08f) * 24.f;
volume = 0.35f + 0.3f * (0.5f + 0.5f * std::sin(float(frame) * 0.06f));
ui->remountAs("gallery",
window("EVEngine Preview",
{
text("UI overlay + world sprites", "title"),
separator("sep0"),
checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }),
slider("Volume", volume, 0.f, 1.f, "vol",
[&](float v) { volume = v; }),
progress(volume, "prog", muted ? "muted" : "level"),
button("Ping", "ping", [&]() { ++clicks; }),
text("clicks: " + std::to_string(clicks) +
" vol: " + std::to_string(int(volume * 100.f)),
"clicks"),
},
"root"));
ui->beginFrameAndRender();
RenderSystem::render(*gfx);
ui->dispatchEvents();
SDL_Event e;
while (SDL_PollEvent(&e)) {
ui->processEvent(&e);
if (e.type == SDL_QUIT) break;
}
SDL_Delay(16);
}
CHECK(UISystem::findHost("gallery") != nullptr);
bgA->sprite()->visible = false;
bgB->sprite()->visible = false;
win->close();
}
TEST_CASE("UI.smoke.viewportEmbeddedRenderTarget") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
auto *ui = UI::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
REQUIRE(ui != nullptr);
eve::window::WindowSettings s;
s.width = 800;
s.height = 600;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
REQUIRE(ui->initBackend());
ui->mountAs("vpsmoke", window("Viewport", {viewport("vp", 420.f, 260.f)}, "root"));
for (int frame = 0; frame < 4; ++frame) {
// UI pass first: ensures the offscreen canvas exists at the widget rect.
ui->beginFrameAndRender();
Canvas *canvas = ui->viewportCanvas("vp");
REQUIRE(canvas != nullptr);
REQUIRE(canvas->getWidth() > 0);
// 2D: draw into the viewport canvas with the immediate-mode path.
gfx->setCanvas(canvas);
gfx->clearScreen();
gfx->drawSolidRectRGBA(10.f, 10.f, 120.f, 80.f, 0.2f, 0.6f, 0.9f, 1.f);
gfx->setCanvas(nullptr);
RenderSystem::render(*gfx); // present + UI overlay
ui->dispatchEvents();
SDL_Event e;
while (SDL_PollEvent(&e)) {
ui->processEvent(&e);
if (e.type == SDL_QUIT) break;
}
}
auto *vs = UISystem::viewportState("vpsmoke", "vp");
REQUIRE(vs != nullptr);
CHECK(vs->canvas != nullptr);
CHECK(vs->textureId != 0);
CHECK(vs->width == 420);
CHECK(vs->height == 260);
// 3D: render a cube scene into the same canvas (preview-quality pass).
auto *cam = Camera3D::createCamera();
cam->setEye(3.f, 2.f, 4.f);
cam->setTarget(0.f, 0.f, 0.f);
auto *cube = Renderable3D::create();
cube->setMesh(gfx->newMeshCube(1.f));
cube->setVisible(true);
gfx->setDirectionalLight(-0.4f, 0.9f, 0.3f, 1.8f, 1.6f, 1.3f);
gfx->renderScene3DToCanvas(vs->canvas, cam);
CHECK(vs->canvas->getTexture() != nullptr);
win->close();
}