fa2d2713d7
feat: 实现 Window 与 InputModule 消息集成
2026-03-22 17:14:11 +08:00
a980f2bd66
fix: 修复InputManager中文注释警告和完善Update逻辑
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- InputManager.h: 移除中文注释修复C4819警告
- InputManager.h: 添加缺失的vector和unordered_map头文件
- InputManager.cpp: Update()现正确清除m_keyDownThisFrame状态
- InputManager.cpp: ProcessKeyDown/Up添加修饰键参数
- WindowsInputModule: 传递alt/ctrl/shift修饰键状态
2026-03-22 15:25:53 +08:00
36d3decef6
feat: 添加独立的输入系统和平台抽象层
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- 新增 Platform 模块:PlatformTypes.h, Window.h, WindowsWindow
- 新增 Input 模块:InputTypes, InputEvent, InputAxis, InputModule, InputManager
- 新增 WindowsInputModule 处理 Win32 消息转换
- 将 RHI 集成测试从 render_model 迁移到 sphere
- 更新 CMakeLists.txt 添加 Platform 和 Input 模块
2026-03-22 15:21:52 +08:00
1797e7fe17
fix: encapsulate OpenGL types in VertexAttribute to eliminate raw GL API usage in tests
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- Add VertexAttributeType and VertexAttributeNormalized enums in OpenGLVertexArray.h
- Add ToGLAttributeType() converter in OpenGLVertexArray.cpp
- Remove glActiveTexture() call from quad test (already handled by texture.Bind())
- Remove #include <glad/glad.h> from triangle test
- Update unit tests to use encapsulated enums
All three OpenGL integration tests (minimal, triangle, quad) pass with 0% pixel difference.
2026-03-22 14:33:57 +08:00
7028027adc
Fix Equalizer::ComputeCoefficients pointer arithmetic bug
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The band index was incorrectly calculated using pointer arithmetic on a
local parameter address, which is meaningless. Now uses the band index
passed as a parameter instead.
2026-03-22 13:36:10 +08:00
a399eeec26
Fix OpenGL quad texture coordinate handling
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- Remove shader flip (1.0 - texcoord.y was incorrect)
- Set flipVertical = false (stb_image loads texture correctly as-is)
- Update GT.ppm with correct rendering output
- OpenGL quad now matches D3D12 GT exactly (0% diff)
2026-03-22 13:00:10 +08:00
70571d11df
添加 Components 和 Scene 序列化支持
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- Component: 添加 Serialize/Deserialize 虚函数
- TransformComponent: 实现 Transform 数据的序列化/反序列化
- GameObject: 实现对象序列化/反序列化
- Scene: 实现 Save/Load 方法,支持场景文件保存和加载
- 测试: 添加 Save_And_Load 和 Save_ContainsGameObjectData 测试
2026-03-22 03:42:40 +08:00
2432a646ce
Fix audio module: implement WAV parsing and audio playback
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- Implement ParseWAVData and ParseWAVHeader in AudioLoader to properly
parse WAV file headers (sample rate, channels, bits per sample, duration)
- Modify Load() to call ParseWAVData for WAV files during loading
- Add DecodeAudioData() to AudioSourceComponent to decode PCM bytes to float
- Update SetClip() to trigger audio decoding
- Fix ProcessAudio() to read from decoded data instead of empty output buffer
- Add WAV parsing unit tests (ParseWAV_Mono44100_16bit, ParseWAV_Stereo48000_16bit)
Fixes issues:
- AudioLoader::ParseWAVData was a stub returning true without parsing
- AudioLoader::Load didn't extract audio metadata from WAV headers
- AudioSourceComponent::ProcessAudio read from empty m_outputBuffer
All 167 tests pass.
2026-03-22 02:03:51 +08:00
91291b2075
Add HRTF 3D spatialization audio effect
2026-03-21 12:25:42 +08:00
36119e62aa
Add Equalizer DSP effect
2026-03-21 12:19:27 +08:00
00c2699542
Add Reverbation DSP effect and fix FFTFilter include paths
2026-03-21 12:16:19 +08:00
b68cde82b2
Add IAudioEffect interface and FFTFilter DSP effect using KissFFT
2026-03-21 12:08:16 +08:00
dfc948fc89
Move kissfft to engine/third_party and add AudioMixer class
2026-03-21 12:06:15 +08:00
d786914552
Engine: 添加 /FS 标志修复 MSVC PDB 冲突问题
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- 在 CMakeLists.txt 中为 MSVC 编译选项添加 /FS 标志
- 添加 OpenGL Screenshot 模块支持
2026-03-21 11:56:59 +08:00
85c106d5dd
Fix audio module: add NOMINMAX, include WASAPIBackend.h, add AudioClip and TransformComponent includes
2026-03-20 20:48:09 +08:00
47808f5f90
Add audio module foundation: AudioTypes, AudioConfig, IAudioBackend, WASAPIBackend, AudioSystem, AudioSourceComponent, AudioListenerComponent, and third-party KissFFT library
2026-03-20 20:31:24 +08:00
00f70eccf1
Engine: 实现 Components 和 Scene 模块,包含完整单元测试
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新增 Components 模块:
- Component 基类 (生命周期、启用状态管理)
- TransformComponent (本地/世界空间变换、矩阵缓存、父子层级)
- GameObject (组件管理、父子层级、激活状态、静态查找)
新增 Scene 模块:
- Scene (场景管理、对象创建销毁、查找、生命周期)
- SceneManager (单例模式、多场景管理、场景切换)
新增测试:
- test_component.cpp (12 个测试)
- test_transform_component.cpp (35 个测试)
- test_game_object.cpp (26 个测试)
- test_scene.cpp (20 个测试)
- test_scene_manager.cpp (17 个测试)
所有测试均已编译通过。
2026-03-20 20:22:04 +08:00
810b0861c5
Docs: Add audio module architecture design document
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- Add XCEngine音频模块架构设计.md
- Design audio system following Unity-style architecture
- Include AudioSourceComponent, AudioListenerComponent, AudioClip, AudioMixer
- Document DSP effect system (FFT, Reverb, EQ, Compressor)
- Document 3D spatial audio with HRTF support
- Define IAudioBackend abstraction layer with WASAPI/OpenAL backends
- Outline 5-phase implementation priorities
2026-03-20 19:59:06 +08:00
572e0e9bd5
OpenGL: Refactor integration test and enable CTest framework
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- Simplify OpenGL integration test structure
- Enable CTest registration for OpenGL tests
- Refactor test fixtures and device enumeration
- Minor code cleanup and improvements
2026-03-20 19:05:50 +08:00
34c04af6cb
D3D12: Fix texture ownership semantics and remove GetSwapChain() exposure
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This commit fixes the D3D12 texture architecture issues:
1. D3D12Texture ownership semantics:
- Add m_ownsResource member to track resource ownership
- InitializeFromExisting() now takes ownsResource parameter (default false)
- Shutdown() only releases resource if ownsResource is true
- Initialize() sets m_ownsResource = true for created resources
2. D3D12SwapChain changes:
- Remove GetSwapChain() method (was exposing native D3D12 API)
- Change GetBackBuffer() to return reference instead of pointer
- Back buffers initialized with ownsResource = false
3. minimal/main.cpp updates:
- Remove gColorRTs[2] array (was duplicating back buffer wrapping)
- Direct use of gSwapChain.GetBackBuffer(i) instead
- All references updated to use encapsulated API
4. Documentation:
- Update TEST_SPEC.md v1.3
- Remove known limitation 7.2 (minimal GetBuffer issue fixed)
- Add D3D12_Texture_Architecture_Fix_Plan.md design document
2026-03-20 17:58:27 +08:00
3cd3b04c7e
D3D12: Add Screenshot wrapper overload and document known limitations
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- Add D3D12Screenshot::Capture(D3D12Device&, D3D12CommandQueue&, D3D12Texture&, const char*) wrapper overload
- Update minimal integration test to use encapsulated APIs
- Add DescriptorHeap wrapper unit tests
- Document minimal GetBuffer native call as known limitation in TEST_SPEC.md
2026-03-20 17:36:51 +08:00
4c6e7af02e
refactor: encapsulate frame fence synchronization in CommandQueue
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- Add WaitForPreviousFrame() and GetCurrentFrame() to RHICommandQueue interface
- D3D12CommandQueue now manages frame fence internally
- ExecuteCommandLists automatically signals fence after command execution
- OpenGLCommandQueue provides stub implementations for interface compliance
- Minimal test now uses CommandQueue::WaitForPreviousFrame() instead of manual fence
2026-03-20 02:51:34 +08:00
77ef74bec6
fix: D3D12 screenshot implementation and tests
2026-03-20 02:35:59 +08:00
a647f5e8ec
修复 D3D12 截图功能:修复 GPU 过载导致的设备移除问题
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问题根因:
1. 渲染循环帧率过高导致 GPU 过载(TDR)
2. D3D12CommandList::Reset() 未正确调用底层 Reset()
修复内容:
1. 在 Present 后添加 Sleep(10) 延迟防止 GPU 过载
2. 修复 D3D12CommandList::Reset() 正确调用底层 m_commandList->Reset()
3. 在 D3D12CommandList 中存储 CommandAllocator 引用
4. 在 main_minimal.cpp 中添加截图调用逻辑(30帧后截图保存为 minimal.ppm)
修改文件:
- engine/include/XCEngine/RHI/D3D12/D3D12CommandList.h
- engine/src/RHI/D3D12/D3D12CommandList.cpp
- tests/RHI/D3D12/integration/main_minimal.cpp (新增)
2026-03-20 02:25:15 +08:00
fc7c8f6797
feat: 完成资源系统导入设置类实现
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- 新增 ImportSettings 基类
- 新增 TextureImportSettings 纹理导入设置类
- 新增 MeshImportSettings 网格导入设置类
- 新增 ResourcePath 资源路径类
- 完善 CMakeLists.txt 配置
- 新增对应单元测试 (45个测试用例)
2026-03-18 13:39:32 +08:00
3196261e9b
fix(RHI): 添加 OpenGL 源文件到 CMakeLists 并修复编译错误
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- 添加 OpenGL RHI 所有源文件到 engine/CMakeLists.txt
- 修复 OpenGLPipelineState 结构体重定义问题
- 修复 BufferDesc/TextureDesc/ShaderCompileDesc API 不匹配
- 添加 OpenGLShader 缺少的基类纯虚函数实现
- 修复 HashMap 迭代器支持和 ResourceManager API 调用
2026-03-18 03:37:34 +08:00
8344057886
feat(resources): add LoadGroup and UnloadGroup for batch resource loading
2026-03-18 03:20:18 +08:00
508d8b165b
feat(RHI): 添加 RHIPipelineLayout 抽象类
2026-03-18 03:04:13 +08:00
65ce9c84c6
feat(RHI): 在 RHIBuffer 基类中添加资源状态接口
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- 添加 GetState() 和 SetState() 纯虚函数到 RHIBuffer 抽象基类
- D3D12Buffer 已有实现,现在通过基类接口可用
- OpenGLBuffer 添加空实现(OpenGL 无资源状态概念)
2026-03-18 02:34:17 +08:00
60c8461be3
refactor(RHI): 将窗口管理接口从 RHIDevice 移至 RHISwapChain
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- 从 RHIDevice 抽象基类中移除 PollEvents/SwapBuffers/ShouldClose/SetShouldClose 接口
- 这些功能现在应该通过 RHISwapChain 访问
- 符合设计文档中定义的分层架构
2026-03-18 02:32:31 +08:00
a532cabf92
feat(RHI): 添加 RHIDescriptorPool 抽象类
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- 新增 RHIDescriptorPool 抽象基类,定义描述符池统一接口
- D3D12DescriptorHeap 现在继承自 RHIDescriptorPool
- 添加 DescriptorPoolDesc 结构体,包含设备指针、类型、数量等信息
- 添加 Initialize(const DescriptorPoolDesc&) 统一初始化方法
2026-03-18 01:46:01 +08:00
a220638298
fix(D3D12): 修复 D3D12Fence::IsSignaled() 实现错误
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- 原来实现假设 GetCompletedValue() > 0 即为 signaled,这是错误的
- 添加 m_signalValue 成员变量跟踪最后一次 signal 的值
- IsSignaled() 现在正确检查 GetCompletedValue() >= m_signalValue
2026-03-18 01:37:55 +08:00
70571316da
feat(RHI): 添加 RHIFactory 工厂类
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- 新增 RHIFactory 头文件和实现,支持通过 RHIType 或字符串创建设备
- 修复 D3D12Buffer 缺失的 Map/Unmap/SetData 实现
- 添加 RHI 工厂测试用例
- 更新 CMakeLists.txt 添加新文件
2026-03-18 01:33:15 +08:00
d2585f14b3
feat(Resources): Add ResourceDependencyGraph for resource dependency tracking
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- Implement dependency graph for resource management
- Add/remove nodes and dependencies
- Reference counting support
- Circular dependency detection
- Add unit tests
2026-03-18 01:13:02 +08:00
bd69c3e124
feat(Resources): Add ResourcePackage system for asset bundling
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- Implement ResourcePackageBuilder for creating .xcp packages
- Implement ResourcePackage for reading packaged assets
- Add unit tests for package builder and package reader
2026-03-18 00:49:22 +08:00
254f794cdc
feat(RHI): add rendering state abstraction to RHICommandList
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- Add DepthStencilState and BlendState structs to RHICommandList
- Add SetPrimitiveTopology, SetDepthStencilState, SetStencilRef,
SetBlendState, SetBlendFactor virtual methods
- Implement new methods in OpenGL backend with full state control
- Implement stub methods in D3D12 backend (states controlled via PSO)
2026-03-17 23:17:43 +08:00
417477c2ca
feat: Implement resource system Phase 4.5 - ResourceFileSystem (4 files, +305 lines)
2026-03-17 22:43:59 +08:00
4710e6ba60
feat: Implement resource system Phase 2 - Concrete resource types
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- Add Material class with shader/texture bindings and property system
- Add MaterialLoader for .mat/.json format
- Add Shader class (Vertex/Fragment/Geometry/Compute)
- Add ShaderLoader for .vert/.frag/.glsl/.hlsl
- Add AudioClip class (WAV/OGG/MP3/FLAC support)
- Add AudioLoader for audio files
- Add Texture/Mesh classes and loaders (from design doc)
- Fix HashMap iterator and String API usage
- Fix Mutex compatibility with std::lock_guard
- Update CMakeLists.txt with new resource files
- All tests pass: 11 Resources + 51 Containers
2026-03-17 22:32:27 +08:00
0a2f8050e5
fix(RHI): 修复 OpenGL 测试接口不匹配问题
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- 修复 RHIDeviceInfo 缺少 majorVersion/minorVersion
- 修复 OpenGLTexture 使用 GetTextureType 替代 GetType
- 修复 OpenGLSampler 使用 OpenGLSamplerDesc
- 修复 BlendFactor::OneMinusSrcAlpha -> InvSrcAlpha
- 修复 OpenGLRenderTargetViewDesc/OpenGLDepthStencilViewDesc 重定义问题
- 恢复 OpenGL 测试文件到 CMakeLists
2026-03-17 19:43:20 +08:00
94bf04f06c
feat(Resources): 添加资源系统基础框架
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- ResourceTypes: 资源类型枚举、ResourceGUID生成
- IResource: 资源基类接口
- ResourceHandle: 资源句柄智能指针
- IResourceLoader: 加载器接口
- ResourceManager: 资源管理器(单例模式)
- ResourceCache: LRU缓存实现
- AsyncLoader: 异步加载器
- 测试框架: test_resource_types, test_resource_guid
Note: 当前与现有容器API存在编译差异,需要后续修复
2026-03-17 19:38:27 +08:00
e138fb2075
fix(RHI): 修复 OpenGL/D3D12 后端编译问题
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- 修复 OpenGLCommandList 方法签名匹配 RHI 抽象接口
- 修复 OpenGLSwapChain Present/Resize 方法签名
- 添加 OpenGL 特有方法重载支持后端测试(底层逃逸)
- 暂时禁用不兼容的 Resources 模块
- 更新 OpenGL 测试 CMakeLists
2026-03-17 19:35:51 +08:00
a257ff2d8b
fix(RHI): 修复抽象基类编译问题
2026-03-17 18:24:08 +08:00
20445999fc
feat(RHI): 实现 RHIPipelineState 抽象基类
2026-03-17 18:09:34 +08:00
354b6a5cfc
feat(RHI): 实现 RHISwapChain 抽象基类
2026-03-17 18:05:40 +08:00
55865a0252
feat(RHI): 实现 RHICommandList 抽象基类
2026-03-17 18:01:55 +08:00
4638539f17
feat(RHI): 实现 RHICommandQueue 抽象基类
2026-03-17 17:54:44 +08:00
14fb51e61e
feat(RHI): 实现 RHIDevice 抽象基类
2026-03-17 17:45:01 +08:00
af718279ff
feat(RHI): 实现 RHIFence 抽象基类
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- 新增 RHIFence 抽象基类
- D3D12Fence 继承 RHIFence
- OpenGLFence 继承 RHIFence
- 文档更新 RHIFence 差异处理策略
2026-03-17 17:36:17 +08:00
f046e17ad6
feat(RHI): 实现 RHISampler 抽象基类
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- 新增 RHISampler 抽象基类
- D3D12Sampler 继承 RHISampler
- OpenGLSampler 继承 RHISampler,使用 OpenGLSamplerDesc
- 文档更新 RHISampler 差异处理策略
2026-03-17 17:31:32 +08:00
e38d5ccede
feat(RHI): 实现 RHIBuffer, RHITexture, RHIShader 抽象基类
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- 新增 RHIBuffer, RHITexture, RHIShader 抽象基类
- D3D12Buffer/Texture/Shader 继承抽象基类
- OpenGLBuffer/Texture/Shader 继承抽象基类
- 添加 RHICapabilities, RHIDevice 头文件
- RHIEnums 添加 Fragment/TessControl/TessEvaluation
- 文档更新差异处理策略
2026-03-17 17:26:41 +08:00