Files
EVEngine/src/engine/devtools/RenderVision.hpp
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

99 lines
3.5 KiB
C++

#pragma once
#include "common/Export.h"
#include <atomic>
#include <mutex>
#include <string>
namespace eve {
class IRenderCapture;
}
namespace eve::dev {
/**
* @brief Vision-model bridge for rendered-frame review (desktop / devtools only).
*
* Captures the current frame (Graphics readback), encodes it as a PNG data URL,
* and sends it together with engine render parameters to an OpenAI-compatible
* vision model over plain HTTP (JSON body, no multipart). The model returns a
* prose description of what is rendered and how the provided render parameters
* relate to the visible result — useful for other LLM agents debugging visuals.
*
* Config is set via env vars or the `eve_render_vision_config` MCP tool:
* EVE_VISION_BASE_URL e.g. http://127.0.0.1:11434/v1 (must be plain HTTP;
* no TLS/OpenSSL is linked into the engine)
* EVE_VISION_API_KEY optional bearer token
* EVE_VISION_MODEL e.g. llava / gpt-4o-mini / qwen2-vl
* EVE_VISION_PATH request path suffix, default /chat/completions
* EVE_VISION_TIMEOUT_MS
*
* Capture/describe must be called on the main (render/game) thread, since it
* touches the Graphics readback. Breakpoint / error sites only record a pending
* flag here; the actual dump happens later from McpServer::poll.
*/
class EVENGINE_API RenderVision {
public:
static RenderVision& instance();
RenderVision(const RenderVision&) = delete;
RenderVision& operator=(const RenderVision&) = delete;
// --- Config (env-backed on first use) ---
void setBaseUrl(std::string url);
void setApiKey(std::string key);
void setModel(std::string model);
void setPath(std::string path);
void setTimeoutMs(int ms);
/** @brief JSON description of current config (API key masked). */
std::string configJson();
bool configured();
// --- Cache ---
std::string latest() const;
std::string lastError() const;
// --- Pending trigger (recorded off-main; dumped on main thread) ---
/** @brief Record that a breakpoint / critical site wants a vision dump. */
void notifyPending(const std::string& reason, const std::string& source, int line);
bool pending() const;
std::string pendingReason() const;
/**
* @brief Main-thread capture + vision describe. Returns the description text, or
* a string starting with "error: " on failure. When `fresh` is false and a
* cached description exists, returns the cache.
*/
std::string describe(eve::IRenderCapture* cap, const std::string& renderDataJson, bool fresh,
const std::string& reason = {});
/** @brief McpServer::poll hook: performs one pending dump when safe, clears flag. */
void pollPending(eve::IRenderCapture* cap, const std::string& renderDataJson);
private:
// Immortal<RenderVision> constructs the singleton (devtools/Immortal.hpp).
template <typename> friend struct Immortal;
RenderVision() = default;
void ensureEnvLocked();
std::string doDescribe(eve::IRenderCapture* cap, const std::string& renderDataJson, const std::string& reason);
mutable std::mutex mu_;
std::string baseUrl_ = "http://127.0.0.1:11434/v1";
std::string apiKey_;
std::string model_ = "llava";
std::string path_ = "/chat/completions";
int timeoutMs_ = 20000;
bool envLoaded_ = false;
std::string latest_;
std::string lastError_;
std::atomic<bool> pending_{false};
std::string pendingReason_;
std::string pendingLoc_;
};
} // namespace eve::dev