* 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)
278 lines
8.4 KiB
C++
278 lines
8.4 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 <memory>
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#include <string>
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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/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 "window/Window.h"
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// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
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using eve::graphics::Color;
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using namespace eve::graphics;
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namespace {
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void openGfxWindow(eve::window::Window *&win, Graphics *&gfx, int w = 320, int h = 240) {
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win = eve::window::Window::create();
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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 = w;
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s.height = h;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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}
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Texture *makeChecker(Graphics *gfx, int w, int h) {
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std::vector<uint8_t> px(size_t(w * h * 4));
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for (int y = 0; y < h; ++y) {
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for (int x = 0; x < w; ++x) {
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const bool on = ((x / 4) + (y / 4)) & 1;
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const size_t i = size_t((y * w + x) * 4);
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px[i + 0] = on ? 255 : 16;
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px[i + 1] = on ? 255 : 16;
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px[i + 2] = on ? 255 : 16;
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px[i + 3] = 255;
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}
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}
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return gfx->newTexture(w, h, px.data());
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}
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/** Hold a textured canvas / texture on the swapchain briefly. */
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void previewTexture(Graphics *gfx, Texture *tex, int ms = 400) {
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gfx->setBackgroundColorRGBA(0.05f, 0.05f, 0.08f, 1.f);
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const int frames = (ms >= 16) ? (ms / 16) : 1;
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for (int i = 0; i < frames; ++i) {
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gfx->clearScreen();
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gfx->drawTexturedRectRGBA(tex, 0, 0, float(gfx->getWidth()), float(gfx->getHeight()), 1, 1, 1,
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1);
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gfx->present();
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) return;
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}
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SDL_Delay(16);
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}
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}
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} // namespace
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TEST_CASE("aa.qualityAndModes") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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AntiAliasing *raw = gfx->newAntiAliasing();
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REQUIRE(raw != nullptr);
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REQUIRE(raw->getFxaaShader() != nullptr);
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REQUIRE(raw->getSmaaShader() != nullptr);
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REQUIRE(raw->getSsaaShader() != nullptr);
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REQUIRE(raw->getNfaaShader() != nullptr);
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std::unique_ptr<AntiAliasing> aa(raw);
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CHECK(aa->getMode() == "fxaa");
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CHECK(aa->getQuality() == "medium");
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CHECK(aa->getShader() == aa->getFxaaShader());
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aa->setMode("smaa");
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CHECK(aa->getMode() == "smaa");
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CHECK(aa->getShader() == aa->getSmaaShader());
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CHECK(aa->hasParam("threshold"));
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CHECK(aa->hasParam("maxSearch"));
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aa->setMode("nfaa");
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CHECK(aa->getShader() == aa->getNfaaShader());
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CHECK(aa->hasParam("strength"));
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aa->setMode("ssaa");
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CHECK(aa->getShader() == aa->getSsaaShader());
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CHECK(aa->suggestScale() == 2.f);
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CHECK(aa->resolutionFor(100) == 200);
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aa->setQuality("high");
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CHECK(aa->getQuality() == "high");
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CHECK(aa->suggestScale() == 4.f);
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CHECK(aa->resolutionFor(100) == 400);
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CHECK(aa->getFloat("scale") == 4.f);
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aa->setQuality("low");
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CHECK(aa->suggestScale() == 2.f);
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CHECK(aa->getFloat("kernel") == 0.f);
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aa->setMode("unknown");
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CHECK(aa->getMode() == "fxaa");
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aa->setQuality("bogus");
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CHECK(aa->getQuality() == "medium");
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}
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TEST_CASE("aa.fxaaApplyToCanvas") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 256, 192);
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std::unique_ptr<AntiAliasing> aa(gfx->newAntiAliasing());
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aa->setMode("fxaa");
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aa->setQuality("medium");
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Texture *src = makeChecker(gfx, 128, 96);
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REQUIRE(src != nullptr);
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Canvas *dest = gfx->newCanvas(128, 96);
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REQUIRE(dest != nullptr);
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REQUIRE(dest->getTexture() != nullptr);
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gfx->setBackgroundColorRGBA(0, 0, 0, 1);
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aa->applyTo(gfx, src, dest);
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previewTexture(gfx, dest->getTexture(), 300);
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// Flat region should stay near black/white extremes after AA (no crash / blackout).
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gfx->setCanvas(dest);
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// Just ensure we can draw the result to screen without throwing.
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gfx->setCanvas(nullptr);
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gfx->clearScreen();
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gfx->drawTexturedRectRGBA(dest->getTexture(), 0, 0, float(gfx->getWidth()),
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float(gfx->getHeight()), 1, 1, 1, 1);
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gfx->present();
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}
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TEST_CASE("aa.allModesSmoke") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 320, 240);
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std::unique_ptr<AntiAliasing> aa(gfx->newAntiAliasing());
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Texture *src = makeChecker(gfx, 160, 120);
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Canvas *dest = gfx->newCanvas(160, 120);
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REQUIRE(src != nullptr);
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REQUIRE(dest != nullptr);
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const char *modes[] = {"fxaa", "smaa", "ssaa", "nfaa"};
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for (const char *mode : modes) {
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aa->setMode(mode);
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aa->setQuality("medium");
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aa->applyTo(gfx, src, dest);
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CHECK(aa->getMode() == mode);
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previewTexture(gfx, dest->getTexture(), 200);
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}
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}
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TEST_CASE("aa.ssaaFromHiResCanvas") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 256, 192);
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std::unique_ptr<AntiAliasing> aa(gfx->newAntiAliasing());
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aa->setMode("ssaa");
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aa->setQuality("medium");
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const int dw = 128;
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const int dh = 96;
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const int sw = aa->resolutionFor(dw);
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const int sh = aa->resolutionFor(dh);
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CHECK(sw == 256);
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CHECK(sh == 192);
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Canvas *hi = gfx->newCanvas(sw, sh);
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Canvas *lo = gfx->newCanvas(dw, dh);
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REQUIRE(hi != nullptr);
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REQUIRE(lo != nullptr);
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// Draw a high-contrast diagonal into the supersampled canvas.
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gfx->setCanvas(hi);
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gfx->setBackgroundColorRGBA(0.05f, 0.05f, 0.08f, 1.f);
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gfx->clearScreen();
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Texture *white = nullptr;
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{
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const uint8_t px[4] = {240, 240, 240, 255};
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white = gfx->newTexture(1, 1, px);
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}
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// Staircase of thin rectangles approximating a diagonal.
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for (int i = 0; i < 32; ++i) {
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const float x = float(i * (sw / 32));
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const float y = float(i * (sh / 32));
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gfx->drawTexturedRectRGBA(white, x, y, 6.f, 6.f, 1, 1, 1, 1);
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}
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gfx->setCanvas(nullptr);
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aa->applyCanvasTo(gfx, hi, lo);
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previewTexture(gfx, lo->getTexture(), 400);
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}
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TEST_CASE("aa.paramOverrides") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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std::unique_ptr<AntiAliasing> aa(gfx->newAntiAliasing());
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aa->setMode("fxaa");
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aa->setFloat("subpix", 0.25f);
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CHECK(std::fabs(aa->getFloat("subpix") - 0.25f) < 1e-5f);
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aa->setMode("smaa");
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aa->setFloat("threshold", 0.2f);
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CHECK(std::fabs(aa->getFloat("threshold") - 0.2f) < 1e-5f);
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aa->setMode("nfaa");
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aa->setFloat("strength", 1.5f);
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CHECK(std::fabs(aa->getFloat("strength") - 1.5f) < 1e-5f);
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}
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TEST_CASE("aa.msaaSamplesApi") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 256, 192);
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// Defaults: hardware MSAA on at 4 samples via the render control feature.
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RenderControl *rc = gfx->getRenderControl();
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REQUIRE(rc != nullptr);
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CHECK(rc->isEnabled("msaa"));
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CHECK(gfx->getMsaaSamples() == 4);
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gfx->setMsaaSamples(8);
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CHECK(gfx->getMsaaSamples() == 8);
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gfx->setMsaaSamples(2);
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CHECK(gfx->getMsaaSamples() == 2);
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gfx->setMsaaSamples(0);
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CHECK(gfx->getMsaaSamples() == 0);
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gfx->setMsaaSamples(1); // below the MSAA threshold → treated as off
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CHECK(gfx->getMsaaSamples() == 0);
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gfx->setMsaaSamples(-2);
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CHECK(gfx->getMsaaSamples() == 0);
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gfx->setMsaaSamples(4);
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CHECK(gfx->getMsaaSamples() == 4);
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// 3D smoke frame with MSAA enabled: draw a mesh + resolve, no crash/blackout.
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gfx->setBackgroundColorRGBA(0.05f, 0.05f, 0.08f, 1.f);
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Mesh *mesh = gfx->newMeshSphere(24, 16);
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REQUIRE(mesh != nullptr);
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gfx->begin3DFrame();
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CHECK(gfx->had3DThisFrame());
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gfx->drawMesh(mesh, glm::mat4(1.f), nullptr, Color(0.9f, 0.6f, 0.3f, 1.f));
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gfx->present();
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}
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