feat: major engine overhaul - scene demo with lighting, sphere, ground
- Scene Demo: cube + sphere + ground plane with proper lighting - Audio: XAudio2 dynamic loading + WAV playback - Physics: expanded collision system - Renderer: improved pipeline with materials - UI: extended widget system - VisualScript: enhanced serializer + block interactions - ASM: optimized math/memory/profiling routines - Window: mouse input + scroll support
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@@ -2,6 +2,10 @@
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#include "block_core.h"
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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// 5x7 位图字体 (列优先, LSB 在上)
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#include "block_font.inc"
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int block_renderer_init(BlockRenderer* renderer, void* device, void* context) {
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memset(renderer, 0, sizeof(BlockRenderer));
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@@ -94,10 +98,30 @@ void block_renderer_add_line(BlockRenderer* renderer, float x1, float y1, float
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float dy = y2 - y1;
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float len = sqrtf(dx * dx + dy * dy);
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if (len < 0.001f) return;
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float nx = -dy / len;
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float ny = dx / len;
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block_renderer_add_quad(renderer, x1, y1, x2 - x1, y2 - y1, r, g, b, a);
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const float thickness = 1.0f;
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float nx = -dy / len * thickness * 0.5f;
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float ny = dx / len * thickness * 0.5f;
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if (renderer->vertex_count + 4 > renderer->vertex_capacity) return;
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if (renderer->index_count + 6 > renderer->index_capacity) return;
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uint32_t base = renderer->vertex_count;
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float* v = renderer->vertex_data + base * 7;
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v[0*7+0] = x1 + nx; v[0*7+1] = y1 + ny; v[0*7+2] = 0; v[0*7+3] = r; v[0*7+4] = g; v[0*7+5] = b; v[0*7+6] = a;
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v[1*7+0] = x2 + nx; v[1*7+1] = y2 + ny; v[1*7+2] = 0; v[1*7+3] = r; v[1*7+4] = g; v[1*7+5] = b; v[1*7+6] = a;
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v[2*7+0] = x2 - nx; v[2*7+1] = y2 - ny; v[2*7+2] = 0; v[2*7+3] = r; v[2*7+4] = g; v[2*7+5] = b; v[2*7+6] = a;
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v[3*7+0] = x1 - nx; v[3*7+1] = y1 - ny; v[3*7+2] = 0; v[3*7+3] = r; v[3*7+4] = g; v[3*7+5] = b; v[3*7+6] = a;
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renderer->vertex_count += 4;
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renderer->index_data[renderer->index_count++] = base + 0;
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renderer->index_data[renderer->index_count++] = base + 1;
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renderer->index_data[renderer->index_count++] = base + 2;
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renderer->index_data[renderer->index_count++] = base + 0;
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renderer->index_data[renderer->index_count++] = base + 2;
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renderer->index_data[renderer->index_count++] = base + 3;
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}
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static void block_renderer_add_bezier(BlockRenderer* renderer, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, float r, float g, float b, float a) {
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@@ -122,6 +146,10 @@ void block_renderer_draw_block(BlockRenderer* renderer, Block* block, float view
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block_renderer_add_quad(renderer, x, y, w, h, 0.3f, 0.3f, 0.35f, 1.0f);
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block_renderer_add_quad(renderer, x, y, w, 20 * zoom, 0.2f, 0.2f, 0.25f, 1.0f);
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if (block->label[0]) {
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block_renderer_draw_text(renderer, block->label, x + 4.0f * zoom, y + 4.0f * zoom, 0.9f, 0.9f, 0.9f);
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}
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}
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void block_renderer_draw_connection(BlockRenderer* renderer, BlockSlot* from, BlockSlot* to, float view_x, float view_y, float zoom) {
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@@ -138,5 +166,25 @@ void block_renderer_draw_connection(BlockRenderer* renderer, BlockSlot* from, Bl
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void block_renderer_draw_text(BlockRenderer* renderer, const char* text, float x, float y, float r, float g, float b) {
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if (!text) return;
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(void)renderer; (void)x; (void)y; (void)r; (void)g; (void)b;
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const float scale = 2.0f;
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const float advance = 5.0f * scale + 1.0f;
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float cx = x;
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for (const char* p = text; *p; ++p) {
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unsigned char ch = (unsigned char)*p;
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if (ch < 32 || ch > 127) ch = '?';
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int idx = ch - 32;
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for (int col = 0; col < 5; ++col) {
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uint8_t column = BLOCK_FONT[idx][col];
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for (int row = 0; row < 7; ++row) {
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if (column & (1u << row)) {
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block_renderer_add_quad(renderer,
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cx + col * scale,
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y + row * scale,
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scale, scale,
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r, g, b, 1.0f);
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}
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}
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}
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cx += advance;
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}
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}
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