* 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)
187 lines
6.1 KiB
C++
187 lines
6.1 KiB
C++
#include "zeroerr/assert.h"
|
|
#include "zeroerr/unittest.h"
|
|
|
|
#include <SDL2/SDL.h>
|
|
#include <cmath>
|
|
#include <vector>
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
#include "graphics/AmbientOcclusion.h"
|
|
#include "graphics/AntiAliasing.h"
|
|
#include "graphics/Canvas.h"
|
|
#include "graphics/ClusteredLight.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 "window/Window.h"
|
|
// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
|
|
using eve::graphics::Color;
|
|
|
|
using namespace eve::graphics;
|
|
|
|
static float luma(const Color &c) { return (c.r + c.g + c.b) / 3.f; }
|
|
|
|
static void openGfxWindow(eve::window::Window *&win, Graphics *&gfx, int w = 320, int h = 240) {
|
|
win = eve::window::Window::create();
|
|
gfx = Graphics::create();
|
|
REQUIRE(win != nullptr);
|
|
REQUIRE(gfx != nullptr);
|
|
eve::window::WindowSettings s;
|
|
s.width = w;
|
|
s.height = h;
|
|
s.centered = true;
|
|
REQUIRE(win->setWindowSettings(s));
|
|
}
|
|
|
|
static void resetScene3D() {
|
|
if (ecs::current()->getManager<Renderable3D>() != nullptr) {
|
|
auto view = ecs::View<Renderable3D, Renderable3D::MeshRenderer>();
|
|
for (auto it = view.begin(); it != view.end(); ++it) {
|
|
auto [mr] = *it;
|
|
mr->visible = false;
|
|
}
|
|
}
|
|
if (ecs::current()->getManager<Camera3D>() != nullptr) {
|
|
auto camView = ecs::View<Camera3D, Camera3D::Data>();
|
|
for (auto it = camView.begin(); it != camView.end(); ++it) {
|
|
auto [data] = *it;
|
|
data->active = false;
|
|
}
|
|
}
|
|
if (ecs::current()->getManager<Light3D>() != nullptr) {
|
|
auto lightView = ecs::View<Light3D, Light3D::Data>();
|
|
for (auto it = lightView.begin(); it != lightView.end(); ++it) {
|
|
auto [d] = *it;
|
|
d->enabled = false;
|
|
}
|
|
}
|
|
if (ecs::current()->getManager<Renderable2D>() != nullptr) {
|
|
auto view = ecs::View<Renderable2D, Renderable2D::Sprite>();
|
|
for (auto it = view.begin(); it != view.end(); ++it) {
|
|
auto [sp] = *it;
|
|
sp->visible = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
static Texture *makeSolidGray(Graphics *gfx, uint8_t g) {
|
|
uint8_t px[4] = {g, g, g, 255};
|
|
return gfx->newTexture(1, 1, px);
|
|
}
|
|
|
|
TEST_CASE("ClusteredLighting.buildProducesNonEmptyTables") {
|
|
std::vector<ClusteredLightGpu> points;
|
|
for (int i = 0; i < 32; ++i) {
|
|
ClusteredLightGpu L{};
|
|
const float a = float(i) * 0.2f;
|
|
L.posRadius = glm::vec4(std::cos(a) * 1.5f, 0.f, std::sin(a) * 1.5f, 2.f);
|
|
L.color = glm::vec4(1.f, 1.f, 1.f, 1.f);
|
|
points.push_back(L);
|
|
}
|
|
std::vector<ClusteredLightGpu> dirs;
|
|
ClusteredLightGpu d{};
|
|
d.posRadius = glm::vec4(0.f, 1.f, 0.f, 0.f);
|
|
d.color = glm::vec4(0.2f, 0.2f, 0.2f, 1.f);
|
|
dirs.push_back(d);
|
|
|
|
glm::mat4 view = glm::lookAtRH(glm::vec3(0, 0, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
|
|
auto upload = buildClusteredLighting(points, dirs, view, 0.1f, 100.f, 320, 240, 1.0f,
|
|
glm::vec4(0.1f, 0.1f, 0.1f, 0.f));
|
|
REQUIRE(upload.active);
|
|
CHECK_EQ(upload.lights.size(), 32u);
|
|
CHECK_EQ(upload.clusterTable.size(), size_t(ClusteredLightConfig::kClusterCount));
|
|
CHECK(!upload.lightIndices.empty());
|
|
uint32_t total = 0;
|
|
for (const auto &e : upload.clusterTable) total += e.count;
|
|
CHECK_GT(total, 0u);
|
|
}
|
|
|
|
TEST_CASE("ClusteredLighting.manyPointLightsBrightenCenter") {
|
|
eve::window::Window *win = nullptr;
|
|
Graphics *gfx = nullptr;
|
|
openGfxWindow(win, gfx);
|
|
resetScene3D();
|
|
|
|
Mesh *mesh = gfx->newMeshSphere(24, 12);
|
|
REQUIRE(mesh != nullptr);
|
|
|
|
auto *cam = Camera3D::createCamera();
|
|
cam->data()->eyeZ = 3.f;
|
|
cam->setAmbient(0.04f, 0.04f, 0.04f);
|
|
|
|
auto *ent = Renderable3D::create();
|
|
ent->meshRenderer()->mesh = mesh;
|
|
ent->meshRenderer()->texture = makeSolidGray(gfx, 220);
|
|
ent->setMetallic(0.05f);
|
|
ent->setRoughness(0.55f);
|
|
|
|
auto *hud = Renderable2D::create();
|
|
hud->transform()->x = 0;
|
|
hud->transform()->y = 0;
|
|
hud->sprite()->width = 2;
|
|
hud->sprite()->height = 2;
|
|
|
|
// >8 lights triggers clustered path.
|
|
std::vector<Light3D *> lights;
|
|
for (int i = 0; i < 24; ++i) {
|
|
auto *L = Light3D::createLight("point");
|
|
const float a = float(i) * (6.2831853f / 24.f);
|
|
L->setPosition(std::cos(a) * 1.2f, 0.3f, std::sin(a) * 1.2f);
|
|
L->setColor(1.f, 1.f, 1.f, 1.8f);
|
|
L->setRadius(3.5f);
|
|
lights.push_back(L);
|
|
}
|
|
auto *dir = Light3D::createLight("dir");
|
|
dir->setDirection(0.f, 0.4f, 1.f);
|
|
dir->setColor(0.15f, 0.15f, 0.15f, 1.f);
|
|
|
|
gfx->setScreenReadbackEnabled(true);
|
|
for (int i = 0; i < 3; ++i) {
|
|
RenderSystem3D::render(*gfx);
|
|
RenderSystem::render(*gfx);
|
|
}
|
|
const float L_on = luma(gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2));
|
|
|
|
for (auto *L : lights) L->setEnabled(false);
|
|
for (int i = 0; i < 3; ++i) {
|
|
RenderSystem3D::render(*gfx);
|
|
RenderSystem::render(*gfx);
|
|
}
|
|
const float L_off = luma(gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2));
|
|
|
|
REQUIRE(L_on > L_off + 0.04f);
|
|
|
|
// Re-enable the ring of lights and spin so clustered lighting is visible.
|
|
for (auto *L : lights) L->setEnabled(true);
|
|
for (int i = 0; i < 60; ++i) {
|
|
ent->transform()->yaw = float(i) * 0.04f;
|
|
RenderSystem3D::render(*gfx);
|
|
RenderSystem::render(*gfx);
|
|
SDL_Event e;
|
|
while (SDL_PollEvent(&e)) {
|
|
if (e.type == SDL_QUIT) break;
|
|
}
|
|
SDL_Delay(16);
|
|
}
|
|
|
|
dir->setEnabled(false);
|
|
win->close();
|
|
}
|