Collisions: init bucket heads to -1 (QueryAabb hung before the first rebuild), reset query stamps on truncated QueryAabb (later queries silently dropped entities), inside-origin raycasts hit at fraction 0 for circles too, exactly-touching boxes now pair like touching circles. Graphics: render into the letterbox viewport so the picture matches ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the transform pivot rather than the quad center; lock-free snapshot LayerRegistry (parallel submit read it unsynchronized); validate InitialCapacity; warn when UseRenderer2D drops options of a later scene. Core: scenes are explicitly single-use (re-loading threw silently duplicated systems/entities before — now it throws), Scene.RegisterUnload for per-scene resources, a switch requested during the reveal phase covers again instead of hard-swapping, borderless fullscreen (HardwareModeSwitch off), InputCapture service for input-suppressing overlays, host disposes the transition renderer and IDisposable services on shutdown. Input: game input reads as released while InputCapture is held; mouse position and wheel freeze so deltas stay zero. DevConsole: holds InputCapture while open (typing no longer drives the camera), Revision increments only under the lock, quoted command arguments, history capped at 256. UI: scene Desktop skips Myra input processing while the console is open (clicks no longer fall through), is disposed on scene unload, and Myra init no longer depends on a process-static flag. Audio: validate channel count/sample rate before stopping the previous track, empty looped oggs no longer hang FillBuffers, the instance stops when a non-looping track drains (IsPlaying was stuck true). Atlases: metadata v2 stores per-source size+mtime snapshots, so timestamp-preserving copies and renames invalidate correctly; loader checks the version and disposes pages on partial load failure; shared pages never exceed a non-POT MaxPageSize; oversized items pack first onto exact-size pages instead of splitting an open shared page; the CLI validates numeric options. Assets.Generator: file names are escaped in XML docs and string literals, members no longer collide with the enclosing class (CS0542), and the Assets root is resolved against build_property.projectdir so nested "Assets" directories do not shift region paths. Pathfinding: queries throw when the grid was resized after construction; generation stamps survive int overflow. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
56f2a85478
commit
501d81e19f
@@ -23,7 +23,11 @@ public enum LayerSortMode
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/// <summary>Order by the sprite's <see cref="Sprite.Depth"/> value (smaller = drawn first).</summary>
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Depth,
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/// <summary>Order by world Y position (top-down games: lower on screen = drawn in front).</summary>
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/// <summary>
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/// Order by the entity's world Y position (<see cref="Transform2D.Position"/>):
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/// top-down games, lower on screen = drawn in front. Place sprite origins at the
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/// feet/base so the sort point matches the visual anchor.
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/// </summary>
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YSort,
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}
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@@ -32,31 +36,51 @@ public sealed record RenderLayer(LayerId Id, string Name, LayerSpace Space, Laye
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/// <summary>
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/// Registry of render layers. Layers are registered up front (typically when the renderer is
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/// created) and drawn in registration order. Maximum 256 layers.
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/// created) and drawn in registration order. Maximum 256 layers. Reads are lock-free and
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/// thread-safe (the renderer reads layers from parallel submit workers); registration swaps
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/// an immutable snapshot, so registering mid-frame never tears a concurrent read.
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/// </summary>
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public sealed class LayerRegistry
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{
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private readonly List<RenderLayer> _layers = [];
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private readonly object _sync = new();
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private volatile RenderLayer[] _layers = [];
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/// <summary>Creates a registry containing the built-in "Default" world layer.</summary>
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public LayerRegistry() => Register("Default");
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/// <summary>Number of registered layers.</summary>
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public int Count => _layers.Count;
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public int Count => _layers.Length;
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/// <summary>Registers a layer drawn after all previously registered ones.</summary>
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public LayerId Register(string name, LayerSpace space = LayerSpace.World, LayerSortMode sortMode = LayerSortMode.Depth)
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{
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if (_layers.Count == 256)
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lock (_sync)
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{
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throw new InvalidOperationException("Maximum number of render layers (256) reached.");
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}
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var layers = _layers;
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if (layers.Length == 256)
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{
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throw new InvalidOperationException("Maximum number of render layers (256) reached.");
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}
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var id = new LayerId((byte)_layers.Count);
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_layers.Add(new RenderLayer(id, name, space, sortMode));
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return id;
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var id = new LayerId((byte)layers.Length);
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var grown = new RenderLayer[layers.Length + 1];
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Array.Copy(layers, grown, layers.Length);
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grown[layers.Length] = new RenderLayer(id, name, space, sortMode);
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_layers = grown;
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return id;
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}
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}
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/// <summary>Returns the layer with the given id.</summary>
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public RenderLayer this[LayerId id] => _layers[id.Value];
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/// <summary>Returns the layer with the given id; throws when the id was never registered.</summary>
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public RenderLayer this[LayerId id]
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{
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get
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{
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var layers = _layers;
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return id.Value < layers.Length
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? layers[id.Value]
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: throw new ArgumentOutOfRangeException(
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nameof(id), $"Render layer {id.Value} is not registered (registered: {layers.Length}).");
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}
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}
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}
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@@ -67,6 +67,7 @@ public sealed class Renderer2D : IDisposable
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{
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_device = device;
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_options = options ?? new Renderer2DOptions();
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ArgumentOutOfRangeException.ThrowIfLessThan(_options.InitialCapacity, 1, nameof(options));
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_batcher = new SpriteBatcher(_options.InitialCapacity);
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_vertices = new VertexPositionColorTexture[_options.InitialCapacity * 4];
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_vertexBuffer = new DynamicVertexBuffer(
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@@ -201,7 +202,26 @@ public sealed class Renderer2D : IDisposable
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_device.SetVertexBuffer(_vertexBuffer);
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_device.Indices = _indexBuffer;
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// Виртуальное разрешение рисуется в letterbox-прямоугольник — тот же, по которому
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// считают ScreenToWorld/WorldToScreen; иначе картинка растягивается мимо маппинга.
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var previousViewport = _device.Viewport;
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var letterboxed = _options.VirtualResolution is not null;
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if (letterboxed)
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{
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var mapping = Camera.Mapping;
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_device.Viewport = new Viewport(
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(int)MathF.Round(mapping.Offset.X),
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(int)MathF.Round(mapping.Offset.Y),
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(int)MathF.Round(Camera.VirtualWidth * mapping.Scale),
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(int)MathF.Round(Camera.VirtualHeight * mapping.Scale));
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}
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DrawBatches(order, count);
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if (letterboxed)
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{
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_device.Viewport = previousViewport;
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}
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DrawMs = ToMs(Stopwatch.GetTimestamp() - uploadEnd);
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}
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@@ -276,7 +296,9 @@ public sealed class Renderer2D : IDisposable
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return SubmitResult.Culled;
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}
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var depth = layer.SortMode == LayerSortMode.YSort ? center.Y : sprite.Depth;
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// Y-sort по пивоту (Transform2D.Position), а не по центру квада: спрайты разной
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// высоты с origin «в ногах» сортируются по ногам, как принято в top-down.
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var depth = layer.SortMode == LayerSortMode.YSort ? transform.Position.Y : sprite.Depth;
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instance = new SpriteInstance
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{
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@@ -22,6 +22,12 @@ public static class SceneGraphicsExtensions
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renderer = new Renderer2D(scene.Context.GraphicsDevice, options);
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services.Add(renderer);
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}
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else if (options is not null)
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{
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Log.Warning(
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"UseRenderer2D: the renderer already exists, the passed options are ignored " +
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"(Renderer2D is a shared service configured by its first user).");
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}
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scene.DrawSystems.Add(new CameraSystem(renderer));
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scene.DrawSystems.Add(new SpriteRenderSystem(renderer));
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