Rain and more
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AGENTS.md
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AGENTS.md
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# Notes for AI agents
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C++20 / OpenGL 4.5 HD-2D engine (`engine/`) plus a demo (`demo/`). Read
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`README.md` for features and the frame pipeline, and **`docs/ASSET_GUIDE.md`
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before making any sprite, texture or model**.
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## Build and run
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```sh
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cmake -S . -B build -G Ninja && ninja -C build
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./build/hd2d_demo # interactive (WASD, R = rain, F1 = panels)
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./build/hd2d_demo --screenshot out.png --frames 90 \
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--pos 25,43.6 --dist 10 --yaw 30 --rain 1 --set dof=0 # scripted capture
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```
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There is no test suite; verification is visual. After any rendering, asset or
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gameplay change, capture screenshots of the affected area and look at them.
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Use a Debug build (`-DCMAKE_BUILD_TYPE=Debug`) to get OpenGL errors printed.
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## Map
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| Path | What |
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| --- | --- |
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| `engine/include/hd2d/`, `engine/src/` | engine library (`Renderer`, `Terrain`, `BillboardBatch`, `ModelLibrary`/`ModelBatch`, `Water`, `ParticleSystem`, `Weather`, `GroundOcclusion`, `DebugUI`) |
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| `assets/shaders/` | GLSL; `common.glsl` holds the shared `Frame` UBO and lighting helpers |
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| `demo/` | meadow scene: terrain layout, prop scattering, bridge, fires, player movement |
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| `tools/pixellab.py` + `tools/assets.json` | pixel-art generation (PixelLab API, key in `.env`) |
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| `tools/scenery_textures.py` | high-res painted textures for models |
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| `tools/blender_scenery.py` | procedural 3D models → `assets/models/scenery.glb` |
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## Rules
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- `FrameUBO` in `engine/src/Renderer.cpp` must mirror `Frame` in
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`assets/shaders/common.glsl` exactly (std140, vec4/mat4 only); update the
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`static_assert` size when adding fields.
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- `pixelart.glsl` uses derivatives: include it only in fragment shaders.
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- Use GL 4.5 DSA calls (`glCreate*`, `glNamed*`, `glTexture*`) like the rest
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of the code. Shaders hot-reload with F5.
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- Shaders and assets load from `HD2D_ASSET_DIR` (set by CMake to `assets/`).
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- Generated files (`assets/textures/*`, `assets/models/*`) come from scripts in
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`tools/`; change the script, not the output.
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- PixelLab calls cost credits: check `--balance`, reuse `tile_id`s, and do not
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regenerate assets that already exist unless asked.
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- The Blender script only touches its `HD2D_Scenery` collection; keep it that
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way when running it inside a user's open Blender session.
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- New tunables go in `RenderSettings` (or the owning class), get a slider in
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`DebugUI.cpp`, and, if useful for captures, an entry in `applySetting` in
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`demo/main.cpp`.
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- Update `README.md` / `docs/ASSET_GUIDE.md` when behavior or conventions
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change.
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