* 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)
121 lines
3.4 KiB
C++
121 lines
3.4 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 <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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using namespace eve::graphics;
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TEST_CASE("Quad.getUVMapsPixelRect") {
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Quad q(16, 8, 32, 16);
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float u0 = 0, v0 = 0, u1 = 0, v1 = 0;
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q.getUV(64, 64, u0, v0, u1, v1);
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CHECK(std::abs(u0 - 0.25f) < 1e-5f);
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CHECK(std::abs(v0 - 0.125f) < 1e-5f);
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CHECK(std::abs(u1 - 0.75f) < 1e-5f);
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CHECK(std::abs(v1 - 0.375f) < 1e-5f);
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q.setViewport(0, 0, 64, 64);
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q.getUV(64, 64, u0, v0, u1, v1);
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CHECK(std::abs(u0) < 1e-5f);
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CHECK(std::abs(v0) < 1e-5f);
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CHECK(std::abs(u1 - 1.f) < 1e-5f);
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CHECK(std::abs(v1 - 1.f) < 1e-5f);
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}
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TEST_CASE("Quad.spriteAtlasSamplesSubRect") {
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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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// Atlas: left half red, right half green.
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constexpr int TW = 32, TH = 16;
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std::vector<uint8_t> px(size_t(TW) * size_t(TH) * 4);
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for (int y = 0; y < TH; ++y) {
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for (int x = 0; x < TW; ++x) {
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size_t i = (size_t(y) * size_t(TW) + size_t(x)) * 4;
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bool left = x < TW / 2;
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px[i + 0] = left ? 255 : 0;
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px[i + 1] = left ? 0 : 255;
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px[i + 2] = 0;
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px[i + 3] = 255;
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}
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}
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eve::image::ImageData imageData(TW, TH, "RGBA8");
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std::memcpy(imageData.getData(), px.data(), px.size());
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Texture *atlas = gfx->newTexture(&imageData);
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REQUIRE(atlas != nullptr);
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Quad *right = gfx->newQuad(TW / 2, 0, TW / 2, TH);
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REQUIRE(right != nullptr);
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Canvas *rt = gfx->newCanvas(64, 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 = 32.f;
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cam->data()->y = 32.f;
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cam->data()->zoom = 1.f;
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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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auto *sp = Renderable2D::create();
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sp->transform()->x = 16.f;
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sp->transform()->y = 16.f;
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sp->sprite()->width = 32.f;
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sp->sprite()->height = 32.f;
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sp->sprite()->texture = atlas;
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sp->sprite()->quad = right;
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sp->sprite()->receiveLight = false;
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sp->sprite()->canvas = rt;
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sp->sprite()->visible = true;
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RenderSystem::render(*gfx);
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Color mid = rt->getPixel(32, 32);
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CHECK(mid.g > 0.7f);
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CHECK(mid.r < 0.2f);
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sp->sprite()->visible = false;
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cam->data()->active = false;
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win->close();
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}
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