- BillboardInstance: per-instance uv sub-rect, feet anchor, turn, dithered alpha, flash; BillboardBatch::sharedTexture; Texture createEmpty/update/cellUV/cellAnchor/nearest - SpriteAtlas: fixed-cell runtime atlas with gutters - hd2d::ui: Octopath-style panels, fonts (Cinzel, EB Garamond), dialogue box with typewriter + portraits + choices, menus, nameplates, toasts, ImGui theme - DayCycle (dawn/day/dusk/night keyframes, sun + moon arcs), Weather overcast/mist/ lightning, night-aware presets, stars and moon in the sky - Hidden-window offscreen captures (Window visible=false, Renderer output FBO, OffscreenTarget); --screenshot never opens a window - Camera::worldToScreen; CMake usable via add_subdirectory (HD2D_BUILD_DEMO, HD2D_ENGINE_ASSET_DIR)
64 lines
3.5 KiB
Markdown
64 lines
3.5 KiB
Markdown
# 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/O/G = rain/overcast/fog, [ ] = hour, 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 (hidden)
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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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Captures run hidden: `--screenshot` implies a hidden window + offscreen target
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(`Window::create(..., visible = false)`, `OffscreenTarget`,
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`Renderer::setOutputFramebuffer`) and ignores keyboard/mouse, so they never pop
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up on or react to the user's desktop. Add `--show` only if you really need to
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watch a capture. New capture paths in any app must keep this behaviour.
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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`, `SpriteAtlas`, `ModelLibrary`/`ModelBatch`, `Water`, `ParticleSystem`, `Weather`, `DayCycle`, `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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- `BillboardInstance` (`Billboard.h`, 64 bytes = four vec4s) must match the
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attributes in `billboard.vert` and the VAO in `Billboard.cpp`; keep new
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fields in vec4-sized groups, update the `static_assert`, and keep the
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defaults rendering exactly like the old whole-texture sprite.
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- `pixelart.glsl` uses derivatives: include it only in fragment shaders.
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- Game UI is `hd2d::ui` (`UI.h`): ImDrawList only, sizes in 1080p px × `scaleFor(viewport)`, OFL fonts in `assets/fonts/`; verify with `--ui-demo` captures (`--frames 120` mid-reveal, `420` revealed).
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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` (demo, set by CMake to
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`assets/`); the `hd2d` target exports `HD2D_ENGINE_ASSET_DIR` for parent
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projects that `add_subdirectory` the engine (demo off by default there).
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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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