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EVEngine/test/virtualgeometry_gpu.cpp
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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

166 lines
5.3 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.h"
#include "data/ByteData.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/ScreenSpaceReflection.h"
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/Volumetric.h"
#include "graphics/Water.h"
#include "graphics/Waterfall.h"
#include "virtualgeometry/VirtualGeometry.h"
#include "virtualgeometry/VirtualGeometryRenderer.h"
#include "window/Window.h"
#include <cmath>
#include <string>
#include <vector>
using namespace eve::virtualgeometry;
namespace {
bool tryInitGpuWindow() {
auto *win = eve::window::Window::create();
auto *gfx = eve::graphics::Graphics::create();
if (!win || !gfx) return false;
eve::window::WindowSettings s;
s.width = 320;
s.height = 240;
s.centered = true;
return win->setWindowSettings(s);
}
} // namespace
TEST_CASE("virtualgeometry.module.create") {
auto *mod = VirtualGeometry::create();
REQUIRE(mod != nullptr);
CHECK_EQ(mod->getName(), std::string("VirtualGeometry"));
}
TEST_CASE("virtualgeometry.gpu.buildIcosphere") {
if (!tryInitGpuWindow()) return; // headless: skip
auto *mod = VirtualGeometry::create();
if (!mod->isAvailable()) return;
auto *r = mod->newRenderer();
REQUIRE(r != nullptr);
REQUIRE(r->isReady());
bool built = r->buildIcosphere(3); // 1280-triangle unit sphere
CHECK(built);
CHECK(r->getClusterCount() > 0);
CHECK(r->getMaxLodLevel() >= 2);
CHECK(r->getTotalTriangleCount() > 0);
CHECK(r->getLodLevel(0) >= 0);
delete r;
}
TEST_CASE("virtualgeometry.gpu.cullRasterResolve") {
if (!tryInitGpuWindow()) return; // headless: skip
auto *mod = VirtualGeometry::create();
if (!mod->isAvailable()) return;
auto *r = mod->newRenderer();
REQUIRE(r != nullptr);
REQUIRE(r->isReady());
bool built = r->buildIcosphere(3);
REQUIRE(built);
r->setViewport(128, 128, 60.f, 1.0f);
r->setCameraSimple(0.f, 0.f, 3.2f);
r->setModelYaw(0.3f);
// GPU-driven culling + software rasterization into the visibility buffer.
int visible = r->update();
CHECK(visible > 0); // some clusters are visible
CHECK(visible <= r->getClusterCount());
// Resolve the visibility buffer to RGBA.
auto *rgba = r->resolveByteData();
REQUIRE(rgba != nullptr);
CHECK_EQ(r->getViewWidth(), 128);
CHECK_EQ(r->getViewHeight(), 128);
CHECK_EQ(rgba->getSize(), std::size_t(128 * 128 * 4));
// Most of the projected sphere's pixels should be covered (non-empty color).
const unsigned char *px = static_cast<const unsigned char *>(rgba->getData());
int covered = 0;
for (std::size_t i = 0; i < rgba->getSize(); i += 4) {
bool empty = px[i] == 4 && px[i + 1] == 6 && px[i + 2] == 12;
if (!empty) ++covered;
}
CHECK(covered > 128 * 128 / 4); // >25% coverage of the viewport
delete rgba;
delete r;
}
// Sweep the camera distance through the real GPU pipeline and verify LOD
// transitions are smooth: fine detail up close, coarse detail far away, with a
// continuous, hole-free cover the whole time.
TEST_CASE("virtualgeometry.gpu.lodTransitionSweep") {
if (!tryInitGpuWindow()) return; // headless: skip
auto *mod = VirtualGeometry::create();
if (!mod->isAvailable()) return;
auto *r = mod->newRenderer();
REQUIRE(r != nullptr);
REQUIRE(r->isReady());
bool built = r->buildIcosphere(4); // 5 LOD levels
REQUIRE(built);
r->setViewport(128, 128, 60.f, 1.0f);
const float distances[] = {1.6f, 2.2f, 3.2f, 5.0f, 9.0f};
std::vector<int> visibleCounts;
std::vector<int> coveredPixels;
for (float d : distances) {
r->setCameraSimple(0.f, 0.f, d);
r->setModelYaw(0.2f);
int visible = r->update();
CHECK(visible > 0);
visibleCounts.push_back(visible);
auto *rgba = r->resolveByteData();
REQUIRE(rgba != nullptr);
const unsigned char *px = static_cast<const unsigned char *>(rgba->getData());
int covered = 0;
for (std::size_t i = 0; i < rgba->getSize(); i += 4) {
bool empty = px[i] == 4 && px[i + 1] == 6 && px[i + 2] == 12;
if (!empty) ++covered;
}
coveredPixels.push_back(covered);
delete rgba;
}
// Fine detail (many clusters) up close, coarse (few) far away.
CHECK(visibleCounts[0] > visibleCounts.back());
// Monotonic non-increase of visible clusters with distance.
for (std::size_t i = 1; i < visibleCounts.size(); ++i)
CHECK(visibleCounts[i] <= visibleCounts[i - 1]);
// The sphere stays fully rendered at every distance (no holes).
for (std::size_t i = 1; i < coveredPixels.size(); ++i) {
CHECK(coveredPixels[i] > 0); // still visible far away
CHECK(coveredPixels[i] <= coveredPixels[i - 1]); // smaller when farther
}
delete r;
}