Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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2ac074004a | ||
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79d406a9f4 |
@@ -27,19 +27,26 @@ is the living showcase — new engine features are demonstrated there.
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Engine libraries (each feature is a namespaced subfolder of its host):
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- **`Core`** — game loop, ECS world, scenes, time (`GameClock` with `TimeScale`; `GameSpeed`
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for discrete pause/1×/3×/6× speed control over the clock, `context.UseGameSpeed(...)`;
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`Calendar` turning scaled time into in-game days, `context.UseCalendar(secondsPerDay)`;
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`Climate` — continuous seasonal/daily temperature and season over the calendar,
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`context.UseClimate(settings)`),
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plus **Input** (`MrGameEng.Input`: `InputManager`, `ActionMap`, `InputSystem`, in
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`Core/Input/`). Depends only on MonoGame and Friflo.Engine.ECS.
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- **`Core`** — the platform-free kernel: ECS world, scenes and transition timing, time
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(`GameClock` with `TimeScale`; `GameSpeed` for discrete pause/1×/3×/6× speed control over
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the clock, `context.UseGameSpeed(...)`; `Calendar` turning scaled time into in-game days,
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`context.UseCalendar(secondsPerDay)`; `Climate` — continuous seasonal/daily temperature
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and season over the calendar, `context.UseClimate(settings)`), services, logging, and
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**`HeadlessHost`** — a fixed-timestep loop without a window or GPU (dedicated servers,
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batch simulation, tests). Depends only on Friflo.Engine.ECS — no MonoGame, no platform.
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- **`Host`** — the windowed MonoGame host: `GameHost` (wraps `Game`, owns the window and
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`GraphicsDeviceManager`, publishes `GraphicsDevice` as a service), visual scene
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transitions (`OverlayTransition`, `Transitions.Fade/Wipe`, `TransitionRenderer`), plus
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**Input** (`MrGameEng.Input`: `InputManager`, `ActionMap`, `InputSystem`, in
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`Host/Input/`). Nothing depends on `Host` except the game itself. → `Core`.
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- **`Graphics`** — custom batched renderer, camera, sprites, plus **Tilemaps**
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(`MrGameEng.Tilemaps`: code-built tile grids rendered through the batcher,
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`scene.UseTilemaps()` after `UseRenderer2D()`, in `Graphics/Tilemaps/`) and **Lighting**
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(`MrGameEng.Lighting`, `Graphics/Lighting/`: day/night ambient over the `Calendar` driving
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`Renderer2D.AmbientLight` on world layers, `scene.UseDayNight(renderer)`; a sampleable
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`DayNight.SampleAt` for the simulation — point lights and shadows land here later). → `Core`.
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`Renderer2D.AmbientLight` on world layers, `scene.UseDayNight(renderer)`; plus a per-cell
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**lightmap** — `LightmapBuilder` (ambient × occlusion + point lights with grid-traced shadows),
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`PointLight` component, multiplied over the world via `scene.UseLighting(...)`, sampleable with
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`Lighting.SampleAt` for the simulation). → `Core`.
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- **`Audio`** — ogg playback (NVorbis); `AudioManager` with `SoundVolume`/`MasterVolume`
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(one knob for effects + music). → `Core`.
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- **`Content`** — the asset/content pipeline: **Assets** (`MrGameEng.Assets`: runtime
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@@ -68,9 +75,13 @@ Engine libraries (each feature is a namespaced subfolder of its host):
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netstandard2.0 analyzer.
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Dependency rule: a library may depend only on `Core` and `Graphics`; `Core` depends only
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on MonoGame and Friflo.Engine.ECS. Features grouped into one library share its package
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set (e.g. `Content` carries both FontStash and StbImage) — keep optional/heavy deps
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(Myra, NVorbis) in their own library so the rest of the engine stays free of them.
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on Friflo.Engine.ECS (no MonoGame — the simulation must run headless). MonoGame is pulled
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in by the platform/graphics libraries (`Host`, `Graphics`, `Audio`). Platform resources
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(e.g. `GraphicsDevice`) are published by hosts as services in `EngineContext.Services`;
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graphics code reaches the device via `context.GetGraphicsDevice()` (extension in
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`Graphics`). Features grouped into one library share its package set (e.g. `Content`
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carries both FontStash and StbImage) — keep optional/heavy deps (Myra, NVorbis) in their
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own library so the rest of the engine stays free of them.
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## Commands
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@@ -1,5 +1,4 @@
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<Project>
|
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|
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<PropertyGroup>
|
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<LangVersion>latest</LangVersion>
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<Nullable>enable</Nullable>
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@@ -13,5 +12,4 @@
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<PropertyGroup Condition="$(MSBuildProjectName.StartsWith('MrGameEng.')) AND !$(MSBuildProjectName.EndsWith('.Tests')) AND !$(MSBuildProjectName.EndsWith('.Generator')) AND !$(MSBuildProjectName.EndsWith('.Sample'))">
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<GenerateDocumentationFile>true</GenerateDocumentationFile>
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</PropertyGroup>
|
||||
|
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</Project>
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||||
|
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@@ -16,4 +16,4 @@
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<PackageVersion Include="xunit.v3" Version="3.2.2" />
|
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<PackageVersion Include="xunit.runner.visualstudio" Version="3.1.5" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
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||||
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@@ -39,6 +39,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.UI.Tests", "tests
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Audio.Tests", "tests\MrGameEng.Audio.Tests\MrGameEng.Audio.Tests.csproj", "{4407F6E6-0B65-41A3-ADFA-B78684A9B918}"
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EndProject
|
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host", "src\MrGameEng.Host\MrGameEng.Host.csproj", "{59818072-0D2B-4007-A50F-1343FA189EC6}"
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EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host.Tests", "tests\MrGameEng.Host.Tests\MrGameEng.Host.Tests.csproj", "{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}"
|
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EndProject
|
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Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
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Debug|Any CPU = Debug|Any CPU
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||||
@@ -229,6 +233,30 @@ Global
|
||||
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x64.Build.0 = Release|Any CPU
|
||||
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.Build.0 = Release|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x64.Build.0 = Release|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x86.Build.0 = Release|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x64.Build.0 = Release|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@@ -249,5 +277,7 @@ Global
|
||||
{C34F2AFF-F2B0-4AC4-A6F9-B114A06FB272} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
|
||||
{7F7D9641-2409-40CB-88A9-56BCE8C90A45} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
|
||||
{4407F6E6-0B65-41A3-ADFA-B78684A9B918} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
|
||||
{59818072-0D2B-4007-A50F-1343FA189EC6} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
|
||||
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
||||
+26
-14
@@ -33,8 +33,9 @@
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| Библиотека (сборка) | Фичи (неймспейсы) и ответственность |
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|------------------------------|------------------------------------------------------------|
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| `MrGameEng.Core` | Игровой цикл (хост над `Game`), `EntityStore`, `SystemRoot`, сцены, время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`; `Climate` — непрерывная сезонная/суточная температура и сезон поверх календаря, `context.UseClimate(...)`), жизненный цикл. **Input** (`MrGameEng.Input`, `Core/Input/`): клавиатура, мышь, геймпад, action maps |
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| `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер. **Lighting** (`MrGameEng.Lighting`, `Graphics/Lighting/`): амбиент день/ночь поверх `Calendar` → `Renderer2D.AmbientLight` на World-слоях, `scene.UseDayNight(renderer)`, сэмплируемый `DayNight.SampleAt` для симуляции |
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| `MrGameEng.Core` | Платформо-независимое ядро (зависит только от Friflo): `EngineContext`, `EntityStore`, `SystemRoot`, сцены и переходы (тайминг — `Transition`, `SceneManager`; визуал переходов — в `Host`), время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`; `Climate` — непрерывная сезонная/суточная температура и сезон поверх календаря, `context.UseClimate(...)`), жизненный цикл, `ServiceRegistry`, `Log`. **`HeadlessHost`** — цикл без окна и GPU на фиксированном тике (`Tick`/`RunTicks`/`Run` с realtime-пейсингом): дедикейтед-серверы, батч-симуляция, тесты |
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||||
| `MrGameEng.Host` | Оконный MonoGame-хост: `GameHost` (обёртка над `Game` — цикл, окно, `GraphicsDeviceManager`; публикует `GraphicsDevice` сервисом в контексте), визуальные переходы сцен (`OverlayTransition`, фабрики `Transitions.Fade/Wipe`, `TransitionRenderer`). **Input** (`MrGameEng.Input`, `Host/Input/`): клавиатура, мышь, геймпад, action maps |
|
||||
| `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер. **Lighting** (`MrGameEng.Lighting`, `Graphics/Lighting/`): амбиент день/ночь поверх `Calendar` → `Renderer2D.AmbientLight`, `scene.UseDayNight(renderer)`; по-клеточный лайтмап — `LightmapBuilder` (амбиент × окклюзия + точечные `PointLight` с трассировкой теней), накладывается multiply поверх мира через `scene.UseLighting(...)`, сэмплируется `Lighting.SampleAt` |
|
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| `MrGameEng.Audio` | Звуковые эффекты и музыка (NVorbis); `AudioManager` с `SoundVolume`/`MasterVolume` (одна ручка на эффекты и музыку) |
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| `MrGameEng.Content` | Пайплайн контента. **Assets** (`MrGameEng.Assets`): runtime-загрузка без Content Pipeline, кэш, `AssetRef<T>`. **Atlases** (`MrGameEng.Atlases`): текстурные атласы — сборка из дерева картинок (`AtlasBuilder`) и рантайм-загрузка (`TextureAtlas`), CLI `tools/MrGameEng.AtlasTool`. **Mods** (`MrGameEng.Mods`): система модов — порядок загрузки, JSON-дефы, локализация, слияние деревьев контента |
|
||||
| `MrGameEng.Simulation` | Детерминированные геймплей-примитивы без данных мира. **Pathfinding** (`MrGameEng.Pathfinding`): A*, Dijkstra, BFS, flow fields по гриду. **AI** (`MrGameEng.AI`): utility-ИИ — кривые отклика, соображения, действия, выбор (`UtilityAi<TContext>`), `Blackboard`. **Collisions** (`MrGameEng.Collisions`): компонент `Collider`, spatial hash, пары/запросы/raycast |
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@@ -69,19 +70,27 @@
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### Правило зависимостей
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```
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MrGameEng.Audio ─┐
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MrGameEng.Graphics ─┼──► MrGameEng.Core ──► MonoGame.Framework.DesktopGL
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│ └──► Friflo.Engine.ECS
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MrGameEng.Host ─┐
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MrGameEng.Audio ─┤
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MrGameEng.Graphics ─┼──► MrGameEng.Core ──► Friflo.Engine.ECS
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│
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MrGameEng.Content ─┤
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MrGameEng.Simulation ─┤ (Content — за Texture2DRegion,
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MrGameEng.UI ─┴──► MrGameEng.Graphics Simulation/UI — за Transform2D/рендер)
|
||||
```
|
||||
|
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Библиотека зависит **только от `Core` и `Graphics`**. `Core` зависит только от MonoGame
|
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и Friflo. Если двум библиотекам нужен общий тип — он переезжает в `Core` (или, если это
|
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графический тип, в `Graphics`). `Content` тянет `Graphics` (атласы выдают
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`Texture2DRegion`); `Simulation` тянет `Graphics` (`Collisions` использует `Transform2D`,
|
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`RectF`); `UI` — только `Core` (Myra рисует своим SpriteBatch).
|
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Библиотека зависит **только от `Core` и `Graphics`**. `Core` зависит только от Friflo —
|
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ни MonoGame, ни другой платформы: благодаря этому симуляция запускается и без окна
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(`HeadlessHost`). MonoGame (`MonoGame.Framework.DesktopGL`) тянут платформенные и
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графические библиотеки: `Host`, `Graphics`, `Audio` (и транзитивно их потребители).
|
||||
Платформенные ресурсы (например `GraphicsDevice`) хосты публикуют сервисами в
|
||||
`EngineContext.Services`; графический код достаёт девайс через
|
||||
`context.GetGraphicsDevice()` (расширение в `Graphics`). На `Host` не зависит никто,
|
||||
кроме самой игры — это точка входа оконной платформы. Если двум библиотекам нужен общий
|
||||
тип — он переезжает в `Core` (или, если это графический тип, в `Graphics`). `Content`
|
||||
тянет `Graphics` (атласы выдают `Texture2DRegion`); `Simulation` тянет `Graphics`
|
||||
(`Collisions` использует `Transform2D`, `RectF`); `UI` — только `Core` (Myra рисует
|
||||
своим SpriteBatch).
|
||||
|
||||
Фичи, собранные в одну библиотеку, делят её набор пакетов (например, `Content` несёт и
|
||||
FontStash, и StbImage). Тяжёлые/опциональные зависимости (Myra, NVorbis) держим в
|
||||
@@ -345,12 +354,15 @@ CLI-обёртка: `dotnet run --project tools/MrGameEng.AtlasTool -- <исто
|
||||
|
||||
- `SceneManager` владеет активной сценой; обычное переключение откладывается до начала
|
||||
следующего кадра (сцена никогда не выгружается посреди собственного кадра).
|
||||
- `Scenes.Switch(scene, Transition.Fade(0.5f))` — переключение с визуальным переходом:
|
||||
- `Scenes.Switch(scene, Transitions.Fade(0.5f))` — переключение с визуальным переходом:
|
||||
фаза закрытия (старая сцена живёт) → своп при полном покрытии → фаза открытия.
|
||||
Тяжёлый `OnLoad` новой сцены скрыт за полностью закрытым экраном.
|
||||
- Встроенные переходы: `Transition.Fade(duration, color)` и `Transition.Wipe(duration, color)`
|
||||
(шторка). Свои — наследованием от `Transition` (рисование через `TransitionRenderer.Fill`
|
||||
в нормализованных координатах экрана).
|
||||
- Тайминг-машина (`Transition` — длительности фаз, покрытие) живёт в `Core` и работает
|
||||
и в headless-контексте; визуал — в `Host`: встроенные `Transitions.Fade(duration, color)`
|
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и `Transitions.Wipe(duration, color)` (шторка). Свои — наследованием от
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||||
`OverlayTransition` (рисование через `TransitionRenderer.Fill` в нормализованных
|
||||
координатах экрана); `GameHost` рисует оверлей поверх сцены, читая
|
||||
`Scenes.ActiveTransition`/`TransitionCoverage`/`TransitionPhase`.
|
||||
- Переходы идут по **unscaled**-времени: работают при паузе геймплея (`TimeScale = 0`).
|
||||
- Повторный `Switch` во время перехода заменяет целевую сцену, не перезапуская переход.
|
||||
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="NVorbis" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" />
|
||||
<PackageReference Include="NVorbis" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
||||
@@ -2,6 +2,7 @@ using FontStashSharp;
|
||||
using Microsoft.Xna.Framework.Audio;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using MrGameEng.Core;
|
||||
using MrGameEng.Graphics;
|
||||
|
||||
namespace MrGameEng.Assets;
|
||||
|
||||
@@ -103,7 +104,7 @@ public sealed class AssetManager : IDisposable
|
||||
{
|
||||
using var stream = File.OpenRead(path);
|
||||
return Texture2D.FromStream(
|
||||
context.GraphicsDevice,
|
||||
context.GetGraphicsDevice(),
|
||||
stream,
|
||||
DefaultColorProcessors.PremultiplyAlpha
|
||||
);
|
||||
@@ -123,7 +124,7 @@ public sealed class AssetManager : IDisposable
|
||||
}
|
||||
|
||||
private static Effect LoadEffect(EngineContext context, string path) =>
|
||||
new(context.GraphicsDevice, File.ReadAllBytes(path));
|
||||
new(context.GetGraphicsDevice(), File.ReadAllBytes(path));
|
||||
}
|
||||
|
||||
/// <summary>Wires the assets module into the engine.</summary>
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using MrGameEng.Assets;
|
||||
using MrGameEng.Core;
|
||||
using MrGameEng.Graphics;
|
||||
|
||||
namespace MrGameEng.Atlases;
|
||||
|
||||
@@ -14,6 +15,6 @@ public static class AtlasesEngineExtensions
|
||||
public static void UseTextureAtlases(this EngineContext context)
|
||||
{
|
||||
var assets = context.Services.Get<AssetManager>();
|
||||
assets.RegisterLoader((_, path) => TextureAtlas.Load(context.GraphicsDevice, path));
|
||||
assets.RegisterLoader((_, path) => TextureAtlas.Load(context.GetGraphicsDevice(), path));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace MrGameEng.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Root object handed to scenes and systems: time, scene manager, services and graphics device.
|
||||
/// Created by <see cref="GameHost"/>; can also be created standalone for headless tests.
|
||||
/// Root object handed to scenes and systems: time, scene manager and services.
|
||||
/// Created by a host (the MonoGame game host or <see cref="HeadlessHost"/>); can also be
|
||||
/// created standalone for unit tests. Platform resources such as the graphics device are
|
||||
/// published through <see cref="Services"/> by hosts that have them — the core itself has
|
||||
/// no platform dependencies.
|
||||
/// </summary>
|
||||
public sealed class EngineContext
|
||||
{
|
||||
@@ -17,38 +18,16 @@ public sealed class EngineContext
|
||||
/// <summary>Registry of module services (input, audio, assets, …).</summary>
|
||||
public ServiceRegistry Services { get; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// The graphics device. Available once the host is initialized;
|
||||
/// throws when accessed in a headless context (unit tests).
|
||||
/// </summary>
|
||||
public GraphicsDevice GraphicsDevice =>
|
||||
_graphicsDevice
|
||||
?? throw new InvalidOperationException(
|
||||
"GraphicsDevice is not available (headless context)."
|
||||
);
|
||||
|
||||
/// <summary>True when a graphics device is attached.</summary>
|
||||
public bool HasGraphicsDevice => _graphicsDevice is not null;
|
||||
|
||||
private GraphicsDevice? _graphicsDevice;
|
||||
|
||||
/// <summary>Creates a context. Games normally never create one themselves — <see cref="GameHost"/> does.</summary>
|
||||
/// <summary>Creates a context. Games normally never create one themselves — the host does.</summary>
|
||||
public EngineContext()
|
||||
{
|
||||
Scenes = new SceneManager(this);
|
||||
}
|
||||
|
||||
internal void AttachGraphicsDevice(GraphicsDevice device) => _graphicsDevice = device;
|
||||
|
||||
/// <summary>
|
||||
/// Disposes everything the context owns: registered <see cref="IDisposable"/> services
|
||||
/// and the transition renderer. <paramref name="except"/> (the host itself, also a
|
||||
/// registered service) is skipped — it is being disposed by the caller already.
|
||||
/// Called by <see cref="GameHost.Dispose(bool)"/>.
|
||||
/// Disposes everything the context owns: registered <see cref="IDisposable"/> services.
|
||||
/// Instances in <paramref name="except"/> (the host itself, platform resources the host
|
||||
/// disposes on its own) are skipped. Called by hosts on shutdown.
|
||||
/// </summary>
|
||||
internal void DisposeOwnedResources(object except)
|
||||
{
|
||||
Scenes.DisposeRenderer();
|
||||
Services.DisposeServices(except);
|
||||
}
|
||||
internal void DisposeOwnedResources(params object[] except) => Services.DisposeServices(except);
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@ namespace MrGameEng.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Engine time service: per-frame delta, total elapsed time, time scaling and frame counter.
|
||||
/// Advanced once per frame by <see cref="GameHost"/>.
|
||||
/// Advanced once per frame (or per fixed tick) by the host.
|
||||
/// </summary>
|
||||
public sealed class GameClock
|
||||
{
|
||||
|
||||
@@ -0,0 +1,107 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace MrGameEng.Core;
|
||||
|
||||
/// <summary>
|
||||
/// A game-loop host without a window, GPU or any platform dependency: drives the active
|
||||
/// scene's update phase on a fixed timestep. Suits dedicated servers, batch simulation and
|
||||
/// tests. Scenes still own draw systems — they are simply never run, and platform services
|
||||
/// (graphics device, window) are absent from <see cref="EngineContext.Services"/>, so only
|
||||
/// platform-free modules can be used. The fixed step makes simulation time independent of
|
||||
/// wall-clock jitter: N ticks always advance the world by exactly N ×
|
||||
/// <see cref="FixedDeltaTime"/> seconds.
|
||||
/// </summary>
|
||||
public sealed class HeadlessHost : IDisposable
|
||||
{
|
||||
/// <summary>Engine context shared with scenes and systems.</summary>
|
||||
public EngineContext Context { get; } = new();
|
||||
|
||||
/// <summary>Fixed simulation step in seconds: 1 / <see cref="HeadlessHostOptions.TicksPerSecond"/>.</summary>
|
||||
public float FixedDeltaTime { get; }
|
||||
|
||||
/// <summary>Ticks completed since the host was created.</summary>
|
||||
public long TickCount => Context.Clock.FrameCount;
|
||||
|
||||
// Отстав сильнее этого, Run ресинкается с настоящим временем вместо лавины тиков.
|
||||
private const double MaxLagSeconds = 1.0;
|
||||
|
||||
private readonly HeadlessHostOptions _options;
|
||||
|
||||
/// <summary>Creates a host that starts with <paramref name="initialScene"/>. The scene
|
||||
/// loads on the first tick, mirroring the windowed host's deferred switch.</summary>
|
||||
public HeadlessHost(HeadlessHostOptions options, Scene initialScene)
|
||||
{
|
||||
if (options.TicksPerSecond <= 0f)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(
|
||||
nameof(options),
|
||||
"TicksPerSecond must be positive."
|
||||
);
|
||||
}
|
||||
|
||||
_options = options;
|
||||
FixedDeltaTime = 1f / options.TicksPerSecond;
|
||||
Context.Scenes.Switch(initialScene);
|
||||
}
|
||||
|
||||
/// <summary>Advances the world by exactly one fixed tick.</summary>
|
||||
public void Tick()
|
||||
{
|
||||
Context.Clock.Advance(FixedDeltaTime);
|
||||
Context.Scenes.Update(Context.Clock);
|
||||
}
|
||||
|
||||
/// <summary>Advances the world by <paramref name="count"/> ticks as fast as possible.</summary>
|
||||
public void RunTicks(long count)
|
||||
{
|
||||
for (long i = 0; i < count; i++)
|
||||
{
|
||||
Tick();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs until <paramref name="cancellationToken"/> is cancelled. With
|
||||
/// <see cref="HeadlessHostOptions.Realtime"/> ticks are paced to the wall clock — the
|
||||
/// loop sleeps when ahead and, having fallen more than a second behind, resyncs instead
|
||||
/// of bursting a catch-up avalanche. Pacing relies on <see cref="Thread.Sleep(TimeSpan)"/>
|
||||
/// and is accurate to a few milliseconds, not exact.
|
||||
/// </summary>
|
||||
public void Run(CancellationToken cancellationToken = default)
|
||||
{
|
||||
if (!_options.Realtime)
|
||||
{
|
||||
while (!cancellationToken.IsCancellationRequested)
|
||||
{
|
||||
Tick();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
var wallClock = Stopwatch.StartNew();
|
||||
var nextTickAt = 0.0;
|
||||
while (!cancellationToken.IsCancellationRequested)
|
||||
{
|
||||
Tick();
|
||||
nextTickAt += FixedDeltaTime;
|
||||
var ahead = nextTickAt - wallClock.Elapsed.TotalSeconds;
|
||||
if (ahead > 0)
|
||||
{
|
||||
Thread.Sleep(TimeSpan.FromSeconds(ahead));
|
||||
}
|
||||
else if (-ahead > MaxLagSeconds)
|
||||
{
|
||||
nextTickAt = wallClock.Elapsed.TotalSeconds;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Unloads the active scene and disposes context-owned services.</summary>
|
||||
public void Dispose()
|
||||
{
|
||||
Context.Scenes.Switch(null);
|
||||
Context.Scenes.ApplyPending();
|
||||
Context.DisposeOwnedResources();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
namespace MrGameEng.Core;
|
||||
|
||||
/// <summary>Loop settings for <see cref="HeadlessHost"/>.</summary>
|
||||
public sealed class HeadlessHostOptions
|
||||
{
|
||||
/// <summary>Fixed simulation rate in ticks per second. Must be positive.</summary>
|
||||
public float TicksPerSecond { get; set; } = 60f;
|
||||
|
||||
/// <summary>
|
||||
/// When true, <see cref="HeadlessHost.Run"/> paces ticks to the wall clock (a dedicated
|
||||
/// server); when false it runs flat out (batch simulation). <see cref="HeadlessHost.RunTicks"/>
|
||||
/// always runs flat out regardless of this setting.
|
||||
/// </summary>
|
||||
public bool Realtime { get; set; } = true;
|
||||
}
|
||||
@@ -4,11 +4,11 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" />
|
||||
<PackageReference Include="Friflo.Engine.ECS" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<InternalsVisibleTo Include="MrGameEng.Core.Tests" />
|
||||
<InternalsVisibleTo Include="MrGameEng.Host" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
||||
@@ -22,13 +22,24 @@ public sealed class SceneManager
|
||||
/// <summary>True while a transition is covering or revealing.</summary>
|
||||
public bool IsTransitioning => _state != State.Idle;
|
||||
|
||||
/// <summary>The transition currently covering or revealing, or null while idle.
|
||||
/// Hosts that render overlays read this together with <see cref="TransitionCoverage"/>
|
||||
/// and <see cref="TransitionPhase"/> during their draw phase.</summary>
|
||||
public Transition? ActiveTransition => _state == State.Idle ? null : _transition;
|
||||
|
||||
/// <summary>Coverage of the active transition: 0 = scene fully visible, 1 = fully covered.</summary>
|
||||
public float TransitionCoverage => Math.Clamp(_coverage, 0f, 1f);
|
||||
|
||||
/// <summary>Phase of the active transition. Meaningful only while <see cref="IsTransitioning"/>.</summary>
|
||||
public TransitionPhase TransitionPhase =>
|
||||
_state == State.CoveringOut ? TransitionPhase.Out : TransitionPhase.In;
|
||||
|
||||
private readonly EngineContext _context;
|
||||
private Scene? _pending;
|
||||
private bool _hasPending;
|
||||
private Transition? _transition;
|
||||
private State _state;
|
||||
private float _coverage;
|
||||
private TransitionRenderer? _renderer;
|
||||
|
||||
internal SceneManager(EngineContext context) => _context = context;
|
||||
|
||||
@@ -100,27 +111,9 @@ public sealed class SceneManager
|
||||
Current?.Update(clock);
|
||||
}
|
||||
|
||||
/// <summary>Draws the active scene and the transition overlay on top. Called by the host.</summary>
|
||||
public void Draw(GameClock clock)
|
||||
{
|
||||
Current?.Draw(clock);
|
||||
|
||||
if (_state == State.Idle || !_context.HasGraphicsDevice)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_renderer ??= new TransitionRenderer(_context.GraphicsDevice);
|
||||
var phase = _state == State.CoveringOut ? TransitionPhase.Out : TransitionPhase.In;
|
||||
_transition!.Draw(_renderer, Math.Clamp(_coverage, 0f, 1f), phase);
|
||||
}
|
||||
|
||||
/// <summary>Disposes the lazily created transition renderer. Called on host shutdown.</summary>
|
||||
internal void DisposeRenderer()
|
||||
{
|
||||
_renderer?.Dispose();
|
||||
_renderer = null;
|
||||
}
|
||||
/// <summary>Draws the active scene. Transition overlays are rendered by the host on top,
|
||||
/// from <see cref="ActiveTransition"/> and <see cref="TransitionCoverage"/>.</summary>
|
||||
public void Draw(GameClock clock) => Current?.Draw(clock);
|
||||
|
||||
internal void ApplyPending()
|
||||
{
|
||||
|
||||
@@ -40,16 +40,17 @@ public sealed class ServiceRegistry
|
||||
|
||||
/// <summary>
|
||||
/// Disposes every registered <see cref="IDisposable"/> service (each instance once, even
|
||||
/// when registered under several types) and clears the registry. <paramref name="except"/>
|
||||
/// is skipped. Called on host shutdown.
|
||||
/// when registered under several types) and clears the registry. Instances in
|
||||
/// <paramref name="except"/> are skipped. Called on host shutdown.
|
||||
/// </summary>
|
||||
internal void DisposeServices(object? except = null)
|
||||
internal void DisposeServices(params object[] except)
|
||||
{
|
||||
var skipped = new HashSet<object>(except, ReferenceEqualityComparer.Instance);
|
||||
var disposed = new HashSet<object>(ReferenceEqualityComparer.Instance);
|
||||
foreach (var service in _services.Values)
|
||||
{
|
||||
if (
|
||||
!ReferenceEquals(service, except)
|
||||
!skipped.Contains(service)
|
||||
&& service is IDisposable disposable
|
||||
&& disposed.Add(service)
|
||||
)
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace MrGameEng.Core;
|
||||
|
||||
/// <summary>Phase of a scene transition.</summary>
|
||||
@@ -13,10 +11,12 @@ public enum TransitionPhase
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Visual transition between scenes. The scene switch itself happens at full coverage,
|
||||
/// so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
|
||||
/// Transitions are stateless and reusable; progress is tracked by <see cref="SceneManager"/>.
|
||||
/// Runs on unscaled time, so it works while gameplay is paused.
|
||||
/// Timing of a visual transition between scenes. The scene switch itself happens at full
|
||||
/// coverage, so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
|
||||
/// Progress is tracked by <see cref="SceneManager"/> on unscaled time, so transitions work
|
||||
/// while gameplay is paused. The core only times the phases — how the overlay looks is
|
||||
/// defined by the host (the MonoGame host's <c>OverlayTransition</c> and the
|
||||
/// <c>Transitions</c> factories); headless hosts simply let transitions pass invisibly.
|
||||
/// </summary>
|
||||
public abstract class Transition
|
||||
{
|
||||
@@ -32,49 +32,4 @@ public abstract class Transition
|
||||
OutDuration = Math.Max(0f, outDuration);
|
||||
InDuration = Math.Max(0f, inDuration);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the overlay. <paramref name="coverage"/> is 0 (scene fully visible) to
|
||||
/// 1 (scene fully covered); <paramref name="phase"/> tells which side of the switch this is.
|
||||
/// </summary>
|
||||
public abstract void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase);
|
||||
|
||||
/// <summary>Fade through a solid color (black by default). Total duration is split between out and in.</summary>
|
||||
public static Transition Fade(float duration = 0.6f, Color? color = null) =>
|
||||
new FadeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
|
||||
|
||||
/// <summary>A curtain wiping across the screen (black by default). Total duration is split between out and in.</summary>
|
||||
public static Transition Wipe(float duration = 0.6f, Color? color = null) =>
|
||||
new WipeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
|
||||
|
||||
private sealed class FadeTransition(float outDuration, float inDuration, Color color)
|
||||
: Transition(outDuration, inDuration)
|
||||
{
|
||||
public override void Draw(
|
||||
TransitionRenderer renderer,
|
||||
float coverage,
|
||||
TransitionPhase phase
|
||||
) => renderer.Fill(0f, 0f, 1f, 1f, color, coverage);
|
||||
}
|
||||
|
||||
private sealed class WipeTransition(float outDuration, float inDuration, Color color)
|
||||
: Transition(outDuration, inDuration)
|
||||
{
|
||||
public override void Draw(
|
||||
TransitionRenderer renderer,
|
||||
float coverage,
|
||||
TransitionPhase phase
|
||||
)
|
||||
{
|
||||
// Out: шторка растёт слева направо; In: уезжает дальше вправо.
|
||||
if (phase == TransitionPhase.Out)
|
||||
{
|
||||
renderer.Fill(0f, 0f, coverage, 1f, color);
|
||||
}
|
||||
else
|
||||
{
|
||||
renderer.Fill(1f - coverage, 0f, coverage, 1f, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using MrGameEng.Core;
|
||||
|
||||
namespace MrGameEng.Graphics;
|
||||
|
||||
/// <summary>Graphics-side accessors for the platform-free <see cref="EngineContext"/>.</summary>
|
||||
public static class EngineContextGraphicsExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns the <see cref="GraphicsDevice"/> service published by a windowed host.
|
||||
/// Throws in a headless context, where no graphics device exists.
|
||||
/// </summary>
|
||||
public static GraphicsDevice GetGraphicsDevice(this EngineContext context) =>
|
||||
context.Services.GetOrDefault<GraphicsDevice>()
|
||||
?? throw new InvalidOperationException(
|
||||
"GraphicsDevice is not available: no windowed host has published it "
|
||||
+ "(headless context, or graphics are not initialized yet)."
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using MrGameEng.Core;
|
||||
using MrGameEng.Graphics;
|
||||
|
||||
namespace MrGameEng.Lighting;
|
||||
|
||||
/// <summary>
|
||||
/// Scene lighting service: owns the <see cref="Lightmap"/> and exposes a sampleable local light for
|
||||
/// the simulation. Built by <see cref="SceneLightmapExtensions.UseLighting"/>, which also registers
|
||||
/// the systems that rebuild the lightmap and multiply it over the scene.
|
||||
/// </summary>
|
||||
public sealed class Lighting
|
||||
{
|
||||
/// <summary>The light grid rendered over the world and sampled by the simulation.</summary>
|
||||
public Lightmap Lightmap { get; }
|
||||
|
||||
/// <summary>Creates the service over <paramref name="lightmap"/>.</summary>
|
||||
public Lighting(Lightmap lightmap) => Lightmap = lightmap;
|
||||
|
||||
/// <summary>Local light in <c>[0, 1]</c> at a world point (e.g. for plant growth under canopy).</summary>
|
||||
public float SampleAt(Vector2 world) => Lightmap.SampleAt(world);
|
||||
}
|
||||
|
||||
/// <summary>Wires the 2D lightmap (day/night × occlusion + point lights) into a <see cref="Scene"/>.</summary>
|
||||
public static class SceneLightmapExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Builds a <see cref="Lighting"/> service for a <paramref name="width"/>×<paramref name="height"/>
|
||||
/// cell world and registers the rebuild and composite systems. Ambient comes from
|
||||
/// <paramref name="dayNight"/>; <paramref name="occluders"/> supplies the current occluder grid
|
||||
/// (row-major, length width×height) each rebuild. Call after <c>UseRenderer2D</c>/<c>UseTilemaps</c>
|
||||
/// and before <c>UseUI</c> so the lightmap composites over the world but under the HUD.
|
||||
/// </summary>
|
||||
public static Lighting UseLighting(
|
||||
this Scene scene,
|
||||
Renderer2D renderer,
|
||||
DayNight dayNight,
|
||||
int width,
|
||||
int height,
|
||||
float cellSize,
|
||||
Vector2 origin,
|
||||
Func<bool[]> occluders
|
||||
)
|
||||
{
|
||||
var device = scene.Context.GetGraphicsDevice();
|
||||
var lightmap = new Lightmap(device, width, height, cellSize, origin);
|
||||
var lighting = new Lighting(lightmap);
|
||||
scene.Context.Services.Add(lighting);
|
||||
RegisterUnloadDispose(scene, lightmap);
|
||||
|
||||
scene.UpdateSystems.Add(
|
||||
new LightmapSystem(scene.Store, lightmap, dayNight, occluders, cellSize, origin)
|
||||
);
|
||||
scene.DrawSystems.Add(new LightmapRenderSystem(device, renderer, lightmap));
|
||||
return lighting;
|
||||
}
|
||||
|
||||
private static void RegisterUnloadDispose(Scene scene, Lightmap lightmap) =>
|
||||
scene.RegisterUnload(lightmap.Dispose);
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace MrGameEng.Lighting;
|
||||
|
||||
/// <summary>
|
||||
/// A per-cell light grid backed by a greyscale <see cref="Texture2D"/>. <see cref="LightmapBuilder"/>
|
||||
/// fills <see cref="Light"/>; <see cref="Upload"/> pushes it to the texture (the renderer multiplies
|
||||
/// it over the world for soft, cell-resolution shadows); <see cref="SampleAt"/> reads bilinearly for
|
||||
/// the simulation (local light at a plant). The grid maps cell (x,y) to world
|
||||
/// <c>Origin + (x+0.5, y+0.5)·CellSize</c>.
|
||||
/// </summary>
|
||||
public sealed class Lightmap : IDisposable
|
||||
{
|
||||
/// <summary>Grid width in cells.</summary>
|
||||
public int Width { get; }
|
||||
|
||||
/// <summary>Grid height in cells.</summary>
|
||||
public int Height { get; }
|
||||
|
||||
/// <summary>World size of one cell.</summary>
|
||||
public float CellSize { get; }
|
||||
|
||||
/// <summary>World position of cell (0,0)'s top-left.</summary>
|
||||
public Vector2 Origin { get; }
|
||||
|
||||
/// <summary>Per-cell light in <c>[0, 1]</c>, row-major. Filled by <see cref="LightmapBuilder"/>.</summary>
|
||||
public float[] Light { get; }
|
||||
|
||||
/// <summary>The greyscale light texture (one texel per cell), updated by <see cref="Upload"/>.</summary>
|
||||
public Texture2D Texture { get; }
|
||||
|
||||
private readonly Color[] _pixels;
|
||||
|
||||
/// <summary>Creates a lightmap grid and its backing texture on <paramref name="device"/>.</summary>
|
||||
public Lightmap(GraphicsDevice device, int width, int height, float cellSize, Vector2 origin)
|
||||
{
|
||||
Width = width;
|
||||
Height = height;
|
||||
CellSize = cellSize;
|
||||
Origin = origin;
|
||||
Light = new float[width * height];
|
||||
_pixels = new Color[width * height];
|
||||
Texture = new Texture2D(device, width, height);
|
||||
Array.Fill(Light, 1f);
|
||||
Upload();
|
||||
}
|
||||
|
||||
/// <summary>Writes the current <see cref="Light"/> grid into the texture as greyscale.</summary>
|
||||
public void Upload()
|
||||
{
|
||||
for (var i = 0; i < Light.Length; i++)
|
||||
{
|
||||
var b = (byte)(Math.Clamp(Light[i], 0f, 1f) * 255f);
|
||||
_pixels[i] = new Color(b, b, b, (byte)255);
|
||||
}
|
||||
|
||||
Texture.SetData(_pixels);
|
||||
}
|
||||
|
||||
/// <summary>Bilinearly samples the light at a world point; clamps at the edges.</summary>
|
||||
public float SampleAt(Vector2 world)
|
||||
{
|
||||
var fx = (world.X - Origin.X) / CellSize - 0.5f;
|
||||
var fy = (world.Y - Origin.Y) / CellSize - 0.5f;
|
||||
fx = Math.Clamp(fx, 0f, Width - 1f);
|
||||
fy = Math.Clamp(fy, 0f, Height - 1f);
|
||||
|
||||
var x0 = (int)fx;
|
||||
var y0 = (int)fy;
|
||||
var x1 = Math.Min(x0 + 1, Width - 1);
|
||||
var y1 = Math.Min(y0 + 1, Height - 1);
|
||||
var tx = fx - x0;
|
||||
var ty = fy - y0;
|
||||
|
||||
var top = Lerp(Light[y0 * Width + x0], Light[y0 * Width + x1], tx);
|
||||
var bottom = Lerp(Light[y1 * Width + x0], Light[y1 * Width + x1], tx);
|
||||
return Lerp(top, bottom, ty);
|
||||
}
|
||||
|
||||
private static float Lerp(float a, float b, float t) => a + (b - a) * t;
|
||||
|
||||
/// <inheritdoc />
|
||||
public void Dispose() => Texture.Dispose();
|
||||
}
|
||||
@@ -0,0 +1,120 @@
|
||||
namespace MrGameEng.Lighting;
|
||||
|
||||
/// <summary>One point light projected onto the light grid: a cell position, a radius in cells and an intensity.</summary>
|
||||
public readonly record struct LightSample(int X, int Y, float Radius, float Intensity);
|
||||
|
||||
/// <summary>
|
||||
/// Builds a per-cell light grid (CPU, GPU-free, testable): an ambient base dimmed under occluders,
|
||||
/// plus point lights that attenuate with distance and are blocked by occluders between the source
|
||||
/// and the cell (grid-traced shadows). Pure data — a <see cref="Lightmap"/> turns the grid into a
|
||||
/// texture and the simulation samples it for local light.
|
||||
/// </summary>
|
||||
public static class LightmapBuilder
|
||||
{
|
||||
/// <summary>How much of the ambient light reaches a cell that is itself an occluder (canopy/shade).</summary>
|
||||
public const float OccluderShade = 0.35f;
|
||||
|
||||
/// <summary>
|
||||
/// Fills <paramref name="light"/> (length <paramref name="width"/>×<paramref name="height"/>) with
|
||||
/// ambient light, shading occluder cells, then adds each point light with grid-traced occlusion.
|
||||
/// Values end clamped to <c>[0, 1]</c>.
|
||||
/// </summary>
|
||||
public static void Build(
|
||||
float[] light,
|
||||
int width,
|
||||
int height,
|
||||
float ambient,
|
||||
ReadOnlySpan<bool> occluders,
|
||||
IReadOnlyList<LightSample> lights
|
||||
)
|
||||
{
|
||||
for (var i = 0; i < light.Length; i++)
|
||||
{
|
||||
light[i] = occluders[i] ? ambient * OccluderShade : ambient;
|
||||
}
|
||||
|
||||
foreach (var l in lights)
|
||||
{
|
||||
if (l.Radius <= 0f || l.Intensity <= 0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var r = (int)MathF.Ceiling(l.Radius);
|
||||
var minX = Math.Max(0, l.X - r);
|
||||
var maxX = Math.Min(width - 1, l.X + r);
|
||||
var minY = Math.Max(0, l.Y - r);
|
||||
var maxY = Math.Min(height - 1, l.Y + r);
|
||||
for (var y = minY; y <= maxY; y++)
|
||||
{
|
||||
for (var x = minX; x <= maxX; x++)
|
||||
{
|
||||
var dx = x - l.X;
|
||||
var dy = y - l.Y;
|
||||
var d = MathF.Sqrt(dx * dx + dy * dy);
|
||||
if (d > l.Radius)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!Visible(l.X, l.Y, x, y, occluders, width))
|
||||
{
|
||||
continue; // в тени за препятствием
|
||||
}
|
||||
|
||||
light[y * width + x] += l.Intensity * (1f - d / l.Radius);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < light.Length; i++)
|
||||
{
|
||||
light[i] = Math.Clamp(light[i], 0f, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
// Есть ли прямая видимость между клетками: проводим линию (Брезенхем) и проверяем
|
||||
// промежуточные клетки на окклюдер (концы исключены).
|
||||
private static bool Visible(
|
||||
int x0,
|
||||
int y0,
|
||||
int x1,
|
||||
int y1,
|
||||
ReadOnlySpan<bool> occluders,
|
||||
int width
|
||||
)
|
||||
{
|
||||
var dx = Math.Abs(x1 - x0);
|
||||
var dy = Math.Abs(y1 - y0);
|
||||
var sx = x0 < x1 ? 1 : -1;
|
||||
var sy = y0 < y1 ? 1 : -1;
|
||||
var err = dx - dy;
|
||||
var x = x0;
|
||||
var y = y0;
|
||||
while (true)
|
||||
{
|
||||
if (x == x1 && y == y1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((x != x0 || y != y0) && occluders[y * width + x])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var e2 = 2 * err;
|
||||
if (e2 > -dy)
|
||||
{
|
||||
err -= dy;
|
||||
x += sx;
|
||||
}
|
||||
|
||||
if (e2 < dx)
|
||||
{
|
||||
err += dx;
|
||||
y += sy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,164 @@
|
||||
using Friflo.Engine.ECS;
|
||||
using Friflo.Engine.ECS.Systems;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using MrGameEng.Graphics;
|
||||
|
||||
namespace MrGameEng.Lighting;
|
||||
|
||||
/// <summary>
|
||||
/// Rebuilds the lightmap a few times a second: ambient from the day/night cycle, occluder cells from
|
||||
/// the game-supplied grid and point lights from the ECS, then uploads it to the texture. Throttled by
|
||||
/// frame skipping — the light changes slowly, so 10 Hz looks smooth and keeps cost low.
|
||||
/// </summary>
|
||||
public sealed class LightmapSystem : BaseSystem
|
||||
{
|
||||
private const int RebuildEvery = 6; // ~10 Гц при 60 fps
|
||||
private const float NightFloor = 0.18f; // ночь тусклая, но не чёрная (лунный свет)
|
||||
|
||||
private readonly Lightmap _lightmap;
|
||||
private readonly DayNight _dayNight;
|
||||
private readonly Func<bool[]> _occluders;
|
||||
private readonly float _cellSize;
|
||||
private readonly Vector2 _origin;
|
||||
private readonly ArchetypeQuery<Transform2D, PointLight> _query;
|
||||
private readonly List<LightSample> _lights = [];
|
||||
private int _frame;
|
||||
|
||||
internal LightmapSystem(
|
||||
EntityStore store,
|
||||
Lightmap lightmap,
|
||||
DayNight dayNight,
|
||||
Func<bool[]> occluders,
|
||||
float cellSize,
|
||||
Vector2 origin
|
||||
)
|
||||
{
|
||||
_lightmap = lightmap;
|
||||
_dayNight = dayNight;
|
||||
_occluders = occluders;
|
||||
_cellSize = cellSize;
|
||||
_origin = origin;
|
||||
_query = store.Query<Transform2D, PointLight>();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnUpdateGroup()
|
||||
{
|
||||
if (++_frame < RebuildEvery)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_frame = 0;
|
||||
|
||||
_lights.Clear();
|
||||
foreach (var (transforms, lights, _) in _query.Chunks)
|
||||
{
|
||||
var t = transforms.Span;
|
||||
var l = lights.Span;
|
||||
for (var i = 0; i < t.Length; i++)
|
||||
{
|
||||
if (l[i].Radius <= 0f || l[i].Intensity <= 0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var cx = (int)((t[i].Position.X - _origin.X) / _cellSize);
|
||||
var cy = (int)((t[i].Position.Y - _origin.Y) / _cellSize);
|
||||
_lights.Add(new LightSample(cx, cy, l[i].Radius / _cellSize, l[i].Intensity));
|
||||
}
|
||||
}
|
||||
|
||||
var ambient = NightFloor + (1f - NightFloor) * _dayNight.Intensity;
|
||||
LightmapBuilder.Build(
|
||||
_lightmap.Light,
|
||||
_lightmap.Width,
|
||||
_lightmap.Height,
|
||||
ambient,
|
||||
_occluders(),
|
||||
_lights
|
||||
);
|
||||
_lightmap.Upload();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the lightmap over the world as a single texture quad with multiply blending and linear
|
||||
/// filtering — the world darkens by the grid and shadows read soft. Registered after the sprite flush
|
||||
/// (so it lands on the drawn scene) and before the screen-space UI (so the HUD stays at full brightness).
|
||||
/// </summary>
|
||||
public sealed class LightmapRenderSystem : BaseSystem
|
||||
{
|
||||
private static readonly BlendState Multiply = new()
|
||||
{
|
||||
ColorSourceBlend = Blend.DestinationColor,
|
||||
ColorDestinationBlend = Blend.Zero,
|
||||
AlphaSourceBlend = Blend.DestinationAlpha,
|
||||
AlphaDestinationBlend = Blend.Zero,
|
||||
};
|
||||
|
||||
private readonly GraphicsDevice _device;
|
||||
private readonly Renderer2D _renderer;
|
||||
private readonly Lightmap _lightmap;
|
||||
private readonly BasicEffect _effect;
|
||||
private readonly VertexPositionTexture[] _quad;
|
||||
|
||||
internal LightmapRenderSystem(GraphicsDevice device, Renderer2D renderer, Lightmap lightmap)
|
||||
{
|
||||
_device = device;
|
||||
_renderer = renderer;
|
||||
_lightmap = lightmap;
|
||||
_effect = new BasicEffect(device)
|
||||
{
|
||||
TextureEnabled = true,
|
||||
VertexColorEnabled = false,
|
||||
World = Matrix.Identity,
|
||||
};
|
||||
|
||||
var x0 = lightmap.Origin.X;
|
||||
var y0 = lightmap.Origin.Y;
|
||||
var x1 = x0 + lightmap.Width * lightmap.CellSize;
|
||||
var y1 = y0 + lightmap.Height * lightmap.CellSize;
|
||||
_quad =
|
||||
[
|
||||
new VertexPositionTexture(new Vector3(x0, y0, 0f), new Vector2(0f, 0f)),
|
||||
new VertexPositionTexture(new Vector3(x1, y0, 0f), new Vector2(1f, 0f)),
|
||||
new VertexPositionTexture(new Vector3(x0, y1, 0f), new Vector2(0f, 1f)),
|
||||
new VertexPositionTexture(new Vector3(x1, y0, 0f), new Vector2(1f, 0f)),
|
||||
new VertexPositionTexture(new Vector3(x1, y1, 0f), new Vector2(1f, 1f)),
|
||||
new VertexPositionTexture(new Vector3(x0, y1, 0f), new Vector2(0f, 1f)),
|
||||
];
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnUpdateGroup()
|
||||
{
|
||||
var camera = _renderer.Camera;
|
||||
_effect.View = camera.View;
|
||||
_effect.Projection = camera.Projection;
|
||||
_effect.Texture = _lightmap.Texture;
|
||||
|
||||
var previousViewport = _device.Viewport;
|
||||
var mapping = camera.Mapping;
|
||||
_device.Viewport = new Viewport(
|
||||
(int)MathF.Round(mapping.Offset.X),
|
||||
(int)MathF.Round(mapping.Offset.Y),
|
||||
(int)MathF.Round(camera.VirtualWidth * mapping.Scale),
|
||||
(int)MathF.Round(camera.VirtualHeight * mapping.Scale)
|
||||
);
|
||||
_device.BlendState = Multiply;
|
||||
_device.SamplerStates[0] = SamplerState.LinearClamp;
|
||||
_device.DepthStencilState = DepthStencilState.None;
|
||||
_device.RasterizerState = RasterizerState.CullNone;
|
||||
|
||||
foreach (var pass in _effect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
_device.DrawUserPrimitives(PrimitiveType.TriangleList, _quad, 0, 2);
|
||||
}
|
||||
|
||||
_device.Viewport = previousViewport;
|
||||
_device.BlendState = BlendState.AlphaBlend;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
using Friflo.Engine.ECS;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace MrGameEng.Lighting;
|
||||
|
||||
/// <summary>
|
||||
/// A point light: an entity with this component plus a <see cref="MrGameEng.Graphics.Transform2D"/>
|
||||
/// adds light around its world position, attenuating to zero at <see cref="Radius"/> and casting
|
||||
/// grid-traced shadows behind occluders. Picked up by the lighting system into the lightmap.
|
||||
/// </summary>
|
||||
public struct PointLight : IComponent
|
||||
{
|
||||
/// <summary>Reach of the light in world units (light fades to zero at this distance).</summary>
|
||||
public float Radius;
|
||||
|
||||
/// <summary>Light tint (reserved for colored lights; intensity currently drives brightness).</summary>
|
||||
public Color Color;
|
||||
|
||||
/// <summary>Peak brightness added at the light's centre (0..1+).</summary>
|
||||
public float Intensity;
|
||||
}
|
||||
@@ -1,13 +1,17 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<InternalsVisibleTo Include="MrGameEng.Graphics.Tests" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<InternalsVisibleTo Include="MrGameEng.Graphics.Tests" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
||||
@@ -22,7 +22,7 @@ public static class SceneGraphicsExtensions
|
||||
var renderer = services.GetOrDefault<Renderer2D>();
|
||||
if (renderer is null)
|
||||
{
|
||||
renderer = new Renderer2D(scene.Context.GraphicsDevice, options);
|
||||
renderer = new Renderer2D(scene.Context.GetGraphicsDevice(), options);
|
||||
services.Add(renderer);
|
||||
}
|
||||
else if (options is not null)
|
||||
|
||||
@@ -1,11 +1,16 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using MrGameEng.Core;
|
||||
|
||||
namespace MrGameEng.Core;
|
||||
namespace MrGameEng.Host;
|
||||
|
||||
/// <summary>
|
||||
/// The engine's game loop host. Wraps MonoGame's <see cref="Game"/>: owns the
|
||||
/// <see cref="EngineContext"/>, advances the <see cref="GameClock"/> and drives the
|
||||
/// active scene's update and draw phases.
|
||||
/// The engine's windowed game-loop host. Wraps MonoGame's <see cref="Game"/>: owns the
|
||||
/// <see cref="EngineContext"/>, advances the <see cref="GameClock"/>, drives the active
|
||||
/// scene's update and draw phases and renders scene-transition overlays. The
|
||||
/// <see cref="GraphicsDevice"/> is published as a service so graphics modules can reach it
|
||||
/// through the context. For a loop without a window or GPU see
|
||||
/// <see cref="HeadlessHost"/> in the core.
|
||||
/// </summary>
|
||||
public class GameHost : Game
|
||||
{
|
||||
@@ -17,6 +22,7 @@ public class GameHost : Game
|
||||
|
||||
private readonly GameHostOptions _options;
|
||||
private readonly Scene _initialScene;
|
||||
private TransitionRenderer? _transitionRenderer;
|
||||
|
||||
/// <summary>Creates a host that starts with <paramref name="initialScene"/>.</summary>
|
||||
public GameHost(GameHostOptions options, Scene initialScene)
|
||||
@@ -48,7 +54,7 @@ public class GameHost : Game
|
||||
{
|
||||
Window.Title = _options.Title;
|
||||
Window.AllowUserResizing = _options.AllowResizing;
|
||||
Context.AttachGraphicsDevice(GraphicsDevice);
|
||||
Context.Services.Add(GraphicsDevice);
|
||||
Context.Services.Add(Window);
|
||||
Context.Services.Add<Game>(this);
|
||||
base.Initialize();
|
||||
@@ -68,9 +74,25 @@ public class GameHost : Game
|
||||
{
|
||||
GraphicsDevice.Clear(_options.ClearColor);
|
||||
Context.Scenes.Draw(Context.Clock);
|
||||
DrawTransitionOverlay();
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
|
||||
private void DrawTransitionOverlay()
|
||||
{
|
||||
if (Context.Scenes.ActiveTransition is not OverlayTransition transition)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_transitionRenderer ??= new TransitionRenderer(GraphicsDevice);
|
||||
transition.Draw(
|
||||
_transitionRenderer,
|
||||
Context.Scenes.TransitionCoverage,
|
||||
Context.Scenes.TransitionPhase
|
||||
);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnExiting(object sender, ExitingEventArgs args)
|
||||
{
|
||||
@@ -84,7 +106,11 @@ public class GameHost : Game
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
Context.DisposeOwnedResources(except: this);
|
||||
_transitionRenderer?.Dispose();
|
||||
_transitionRenderer = null;
|
||||
// GraphicsDevice зарегистрирован как сервис, но им владеет MonoGame:
|
||||
// base.Dispose сам его освобождает, реестру трогать нельзя.
|
||||
Context.DisposeOwnedResources(this, GraphicsDevice);
|
||||
}
|
||||
|
||||
base.Dispose(disposing);
|
||||
@@ -1,6 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace MrGameEng.Core;
|
||||
namespace MrGameEng.Host;
|
||||
|
||||
/// <summary>Window and loop settings for <see cref="GameHost"/>.</summary>
|
||||
public sealed class GameHostOptions
|
||||
@@ -0,0 +1,17 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<InternalsVisibleTo Include="MrGameEng.Host.Tests" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -1,11 +1,11 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace MrGameEng.Core;
|
||||
namespace MrGameEng.Host;
|
||||
|
||||
/// <summary>
|
||||
/// Minimal overlay renderer handed to <see cref="Transition.Draw"/>: fills rectangles in
|
||||
/// normalized screen coordinates (0..1 on both axes) over the rendered scene.
|
||||
/// Minimal overlay renderer handed to <see cref="OverlayTransition.Draw"/>: fills rectangles
|
||||
/// in normalized screen coordinates (0..1 on both axes) over the rendered scene.
|
||||
/// </summary>
|
||||
public sealed class TransitionRenderer : IDisposable
|
||||
{
|
||||
@@ -13,7 +13,7 @@ public sealed class TransitionRenderer : IDisposable
|
||||
private readonly BasicEffect _effect;
|
||||
private readonly VertexPositionColor[] _vertices = new VertexPositionColor[6];
|
||||
|
||||
/// <summary>Disposes the GPU effect. Called by <see cref="SceneManager"/> on shutdown.</summary>
|
||||
/// <summary>Disposes the GPU effect. Called by <see cref="GameHost"/> on shutdown.</summary>
|
||||
public void Dispose() => _effect.Dispose();
|
||||
|
||||
internal TransitionRenderer(GraphicsDevice device)
|
||||
@@ -0,0 +1,66 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using MrGameEng.Core;
|
||||
|
||||
namespace MrGameEng.Host;
|
||||
|
||||
/// <summary>
|
||||
/// A scene transition that draws a full-screen overlay through a
|
||||
/// <see cref="TransitionRenderer"/>. The timing state machine lives in
|
||||
/// <see cref="SceneManager"/>; <see cref="GameHost"/> renders the overlay each draw while a
|
||||
/// transition is active. Transitions are stateless and reusable.
|
||||
/// </summary>
|
||||
public abstract class OverlayTransition : Transition
|
||||
{
|
||||
/// <summary>Creates a transition with explicit phase durations.</summary>
|
||||
protected OverlayTransition(float outDuration, float inDuration)
|
||||
: base(outDuration, inDuration) { }
|
||||
|
||||
/// <summary>
|
||||
/// Draws the overlay. <paramref name="coverage"/> is 0 (scene fully visible) to
|
||||
/// 1 (scene fully covered); <paramref name="phase"/> tells which side of the switch this is.
|
||||
/// </summary>
|
||||
public abstract void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase);
|
||||
}
|
||||
|
||||
/// <summary>Factories for the built-in visual scene transitions.</summary>
|
||||
public static class Transitions
|
||||
{
|
||||
/// <summary>Fade through a solid color (black by default). Total duration is split between out and in.</summary>
|
||||
public static Transition Fade(float duration = 0.6f, Color? color = null) =>
|
||||
new FadeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
|
||||
|
||||
/// <summary>A curtain wiping across the screen (black by default). Total duration is split between out and in.</summary>
|
||||
public static Transition Wipe(float duration = 0.6f, Color? color = null) =>
|
||||
new WipeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
|
||||
|
||||
private sealed class FadeTransition(float outDuration, float inDuration, Color color)
|
||||
: OverlayTransition(outDuration, inDuration)
|
||||
{
|
||||
public override void Draw(
|
||||
TransitionRenderer renderer,
|
||||
float coverage,
|
||||
TransitionPhase phase
|
||||
) => renderer.Fill(0f, 0f, 1f, 1f, color, coverage);
|
||||
}
|
||||
|
||||
private sealed class WipeTransition(float outDuration, float inDuration, Color color)
|
||||
: OverlayTransition(outDuration, inDuration)
|
||||
{
|
||||
public override void Draw(
|
||||
TransitionRenderer renderer,
|
||||
float coverage,
|
||||
TransitionPhase phase
|
||||
)
|
||||
{
|
||||
// Out: шторка растёт слева направо; In: уезжает дальше вправо.
|
||||
if (phase == TransitionPhase.Out)
|
||||
{
|
||||
renderer.Fill(0f, 0f, coverage, 1f, color);
|
||||
}
|
||||
else
|
||||
{
|
||||
renderer.Fill(1f - coverage, 0f, coverage, 1f, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
using MrGameEng.Core;
|
||||
using Xunit;
|
||||
|
||||
namespace MrGameEng.Core.Tests;
|
||||
|
||||
public class HeadlessHostTests
|
||||
{
|
||||
private sealed class CountingScene : Scene
|
||||
{
|
||||
public int LoadCount;
|
||||
public int UnloadCount;
|
||||
public int UpdateCount;
|
||||
|
||||
protected override void OnLoad() => LoadCount++;
|
||||
|
||||
protected override void OnUnload() => UnloadCount++;
|
||||
|
||||
public override void Update(GameClock clock)
|
||||
{
|
||||
UpdateCount++;
|
||||
base.Update(clock);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RunTicks_AdvancesClock_ByExactFixedStep()
|
||||
{
|
||||
var scene = new CountingScene();
|
||||
using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
|
||||
|
||||
host.RunTicks(30);
|
||||
|
||||
Assert.Equal(0.1f, host.FixedDeltaTime, 3);
|
||||
Assert.Equal(30, host.TickCount);
|
||||
Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
|
||||
Assert.Equal(30, scene.UpdateCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FirstTick_LoadsTheInitialScene()
|
||||
{
|
||||
var scene = new CountingScene();
|
||||
using var host = new HeadlessHost(new HeadlessHostOptions(), scene);
|
||||
|
||||
Assert.Equal(0, scene.LoadCount);
|
||||
|
||||
host.Tick();
|
||||
|
||||
Assert.Equal(1, scene.LoadCount);
|
||||
Assert.Same(scene, host.Context.Scenes.Current);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Dispose_UnloadsTheActiveScene()
|
||||
{
|
||||
var scene = new CountingScene();
|
||||
var host = new HeadlessHost(new HeadlessHostOptions(), scene);
|
||||
host.Tick();
|
||||
|
||||
host.Dispose();
|
||||
|
||||
Assert.Equal(1, scene.UnloadCount);
|
||||
Assert.Null(host.Context.Scenes.Current);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Run_StopsWhenCancelled()
|
||||
{
|
||||
using var cancellation = new CancellationTokenSource();
|
||||
var scene = new CancellingScene(cancellation, afterTicks: 5);
|
||||
using var host = new HeadlessHost(new HeadlessHostOptions { Realtime = false }, scene);
|
||||
|
||||
host.Run(cancellation.Token);
|
||||
|
||||
Assert.Equal(5, scene.UpdateCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TimeScale_StillApplies_OnTopOfFixedStep()
|
||||
{
|
||||
var scene = new CountingScene();
|
||||
using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
|
||||
host.Context.Clock.TimeScale = 3f;
|
||||
|
||||
host.RunTicks(10);
|
||||
|
||||
Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
|
||||
Assert.Equal(1.0, host.Context.Clock.UnscaledTotalTime, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NonPositiveTickRate_Throws()
|
||||
{
|
||||
Assert.Throws<ArgumentOutOfRangeException>(() =>
|
||||
new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 0f }, new CountingScene())
|
||||
);
|
||||
}
|
||||
|
||||
private sealed class CancellingScene(CancellationTokenSource cancellation, int afterTicks)
|
||||
: Scene
|
||||
{
|
||||
public int UpdateCount;
|
||||
|
||||
protected override void OnLoad() { }
|
||||
|
||||
public override void Update(GameClock clock)
|
||||
{
|
||||
UpdateCount++;
|
||||
if (UpdateCount >= afterTicks)
|
||||
{
|
||||
cancellation.Cancel();
|
||||
}
|
||||
|
||||
base.Update(clock);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,6 +15,14 @@ public class SceneTransitionTests
|
||||
protected override void OnUnload() => UnloadCount++;
|
||||
}
|
||||
|
||||
// Тайминг-машина живёт в ядре и не зависит от визуала перехода —
|
||||
// тестируем на голой заглушке с длительностями, как у Fade.
|
||||
private sealed class TimedTransition(float outDuration, float inDuration)
|
||||
: Transition(outDuration, inDuration);
|
||||
|
||||
private static Transition Fade(float duration) =>
|
||||
new TimedTransition(duration / 2f, duration / 2f);
|
||||
|
||||
private static void Tick(EngineContext context, float seconds)
|
||||
{
|
||||
context.Clock.Advance(seconds);
|
||||
@@ -31,7 +39,7 @@ public class SceneTransitionTests
|
||||
Tick(context, 0.016f);
|
||||
|
||||
// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
|
||||
context.Scenes.Switch(second, Transition.Fade(1f));
|
||||
context.Scenes.Switch(second, Fade(1f));
|
||||
Tick(context, 0.2f);
|
||||
|
||||
Assert.True(context.Scenes.IsTransitioning);
|
||||
@@ -61,7 +69,7 @@ public class SceneTransitionTests
|
||||
Tick(context, 0.016f);
|
||||
context.Clock.TimeScale = 0f; // игра на паузе
|
||||
|
||||
context.Scenes.Switch(second, Transition.Fade(0.2f));
|
||||
context.Scenes.Switch(second, Fade(0.2f));
|
||||
Tick(context, 0.15f);
|
||||
Tick(context, 0.15f);
|
||||
|
||||
@@ -79,7 +87,7 @@ public class SceneTransitionTests
|
||||
context.Scenes.Switch(first);
|
||||
Tick(context, 0.016f);
|
||||
|
||||
context.Scenes.Switch(second, Transition.Fade(1f));
|
||||
context.Scenes.Switch(second, Fade(1f));
|
||||
Tick(context, 0.1f);
|
||||
context.Scenes.Switch(third); // передумали, пока экран закрывается
|
||||
|
||||
@@ -99,12 +107,12 @@ public class SceneTransitionTests
|
||||
context.Scenes.Switch(first);
|
||||
Tick(context, 0.016f);
|
||||
|
||||
context.Scenes.Switch(second, Transition.Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
|
||||
context.Scenes.Switch(second, Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
|
||||
Tick(context, 0.6f); // закрыто, своп на second, началось открытие
|
||||
Assert.Same(second, context.Scenes.Current);
|
||||
|
||||
Tick(context, 0.25f); // открытие наполовину (coverage ~0.5)
|
||||
context.Scenes.Switch(third, Transition.Fade(1f)); // передумали во время открытия
|
||||
context.Scenes.Switch(third, Fade(1f)); // передумали во время открытия
|
||||
|
||||
Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет
|
||||
Assert.Same(second, context.Scenes.Current);
|
||||
@@ -124,7 +132,7 @@ public class SceneTransitionTests
|
||||
context.Scenes.Switch(first);
|
||||
Tick(context, 0.016f);
|
||||
|
||||
context.Scenes.Switch(second, Transition.Fade(0f));
|
||||
context.Scenes.Switch(second, Fade(0f));
|
||||
Tick(context, 0.016f);
|
||||
Tick(context, 0.016f);
|
||||
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
using MrGameEng.Lighting;
|
||||
using Xunit;
|
||||
|
||||
namespace MrGameEng.Lighting.Tests;
|
||||
|
||||
public class LightmapBuilderTests
|
||||
{
|
||||
private static float[] Build(
|
||||
int width,
|
||||
int height,
|
||||
float ambient,
|
||||
bool[] occluders,
|
||||
params LightSample[] lights
|
||||
)
|
||||
{
|
||||
var light = new float[width * height];
|
||||
LightmapBuilder.Build(light, width, height, ambient, occluders, lights);
|
||||
return light;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Ambient_WithoutOccluders_IsUniform()
|
||||
{
|
||||
var light = Build(4, 4, 0.6f, new bool[16]);
|
||||
Assert.All(light, v => Assert.Equal(0.6f, v, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void OccluderCell_IsDarkerThanOpenCell()
|
||||
{
|
||||
var occ = new bool[9];
|
||||
occ[4] = true; // centre cell shaded
|
||||
var light = Build(3, 3, 0.8f, occ);
|
||||
Assert.True(light[4] < light[0]);
|
||||
Assert.Equal(0.8f * LightmapBuilder.OccluderShade, light[4], 5);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointLight_IsBrighterNearSourceAndFadesToRadius()
|
||||
{
|
||||
var light = Build(7, 1, 0f, new bool[7], new LightSample(0, 0, 6f, 1f));
|
||||
Assert.True(light[0] > light[2] && light[2] > light[5]);
|
||||
Assert.InRange(light[6], 0f, 0.01f); // на радиусе свет угасает
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Occluder_CastsShadowBehindIt()
|
||||
{
|
||||
var occ = new bool[7];
|
||||
occ[3] = true; // препятствие между источником (0) и дальними клетками
|
||||
var light = Build(7, 1, 0f, occ, new LightSample(0, 0, 10f, 1f));
|
||||
|
||||
Assert.True(light[1] > 0f); // перед препятствием — освещено
|
||||
Assert.Equal(0f, light[5], 5); // за препятствием — тень
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Values_StayWithinUnitRange()
|
||||
{
|
||||
var light = Build(
|
||||
5,
|
||||
5,
|
||||
0.5f,
|
||||
new bool[25],
|
||||
new LightSample(2, 2, 4f, 2f) // яркий свет — проверяем клампинг
|
||||
);
|
||||
Assert.All(light, v => Assert.InRange(v, 0f, 1f));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<OutputType>Exe</OutputType>
|
||||
<IsPackable>false</IsPackable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" />
|
||||
<PackageReference Include="xunit.v3" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\src\MrGameEng.Host\MrGameEng.Host.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user