sync: user's Lity3D_source.zip changes

- Engine core: improved initialization and lifecycle
- Renderer: camera and rendering pipeline updates
- Editor: updated editor code
- Window: improved window handling
- Demo/main.c: scene demo with AssetManager + scene loading
- build.bat: updated build script
- 11 files modified from user's manual edits
This commit is contained in:
shuiyu1123 committed 2026-07-12 12:13:50 +08:00
1 parent 0669d102ce
commit 7a0533d21a
11 files changed
+707 -378

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+1 -1
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@@ -72,7 +72,7 @@ void camera_move_right(Camera* camera, float distance) {
Vec3 forward, right;
vec3_sub(&camera->target, &camera->position, &forward);
vec3_normalize(&forward, &forward);
vec3_cross(&forward, &camera->up, &right);
vec3_cross(&camera->up, &forward, &right);
vec3_normalize(&right, &right);
Vec3 move;
vec3_scale(&right, distance, &move);
+19 -8
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@@ -1,4 +1,5 @@
#include "renderer.h"
#include "../Core/logger.h"
#include <stdlib.h>
#include <string.h>
@@ -22,6 +23,8 @@ Renderer* renderer_create(GraphicsDevice* device) {
r->light_dir = (Vec3){0.5f, -1.0f, 0.3f};
r->light_color = (Vec4){1,1,1,1};
r->ambient_color = (Vec4){0.2f,0.2f,0.3f,1};
r->clear_color[0] = 0.1f; r->clear_color[1] = 0.1f;
r->clear_color[2] = 0.15f; r->clear_color[3] = 1.0f;
return r;
}
@@ -29,7 +32,7 @@ void renderer_destroy(Renderer* r) { free(r); }
void renderer_begin_frame(Renderer* r) {
ID3D11DeviceContext* ctx = r->device->context;
graphics_device_clear(r->device, 0.1f, 0.1f, 0.15f, 1.0f);
graphics_device_clear(r->device, r->clear_color[0], r->clear_color[1], r->clear_color[2], r->clear_color[3]);
D3D11_VIEWPORT vp = {0};
vp.Width = (float)r->device->width;
vp.Height = (float)r->device->height;
@@ -43,17 +46,15 @@ void renderer_end_frame(Renderer* r) {
}
void renderer_draw_mesh(Renderer* r, Mesh* m) {
if (!m) return;
if (!r || !m || m->icount == 0) return;
if (!m->vb) { LOG_ERROR("renderer_draw_mesh: null vertex buffer"); return; }
if (!m->ib) { LOG_ERROR("renderer_draw_mesh: null index buffer"); return; }
ID3D11DeviceContext* ctx = r->device->context;
UINT stride = sizeof(Vertex);
UINT offset = 0;
ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &m->vb, &stride, &offset);
if (m->ib) {
ctx->lpVtbl->IASetIndexBuffer(ctx, m->ib, DXGI_FORMAT_R32_UINT, 0);
ctx->lpVtbl->DrawIndexed(ctx, m->icount, 0, 0);
} else {
ctx->lpVtbl->Draw(ctx, m->vcount, 0);
}
ctx->lpVtbl->IASetIndexBuffer(ctx, m->ib, DXGI_FORMAT_R32_UINT, 0);
ctx->lpVtbl->DrawIndexed(ctx, m->icount, 0, 0);
}
void renderer_draw_mesh_with_shader(Renderer* r, Mesh* m, Shader* s, const Mat4* world, Texture* t) {
@@ -98,8 +99,18 @@ void renderer_draw_mesh_with_material(Renderer* r, Mesh* m, Material* mat, const
void renderer_set_view(Renderer* r, const Mat4* v) { r->view = *v; }
void renderer_set_projection(Renderer* r, const Mat4* p) { r->projection = *p; }
void renderer_set_light(Renderer* r, Vec3 d, Vec4 c, Vec4 a) { r->light_dir=d; r->light_color=c; r->ambient_color=a; }
void renderer_set_clear_color(Renderer* r, float rc, float g, float b, float a) {
if (!r) return;
r->clear_color[0] = rc; r->clear_color[1] = g;
r->clear_color[2] = b; r->clear_color[3] = a;
}
GraphicsDevice* renderer_get_device(Renderer* r) { return r ? r->device : NULL; }
void renderer_get_view_projection(const Renderer* r, Mat4* out) {
if (!r || !out) return;
mat4_multiply(&r->view, &r->projection, out);
}
void renderer_resize(Renderer* r, int width, int height) {
if (r && r->device && width > 0 && height > 0) {
graphics_device_resize(r->device, width, height);
+3
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@@ -17,6 +17,7 @@ struct Renderer {
Vec3 light_dir;
Vec4 light_color;
Vec4 ambient_color;
float clear_color[4];
};
Renderer* renderer_create(GraphicsDevice* device);
@@ -29,5 +30,7 @@ void renderer_draw_mesh_with_material(Renderer* renderer, Mesh* mesh, Material*
void renderer_set_view(Renderer* renderer, const Mat4* view);
void renderer_set_projection(Renderer* renderer, const Mat4* projection);
void renderer_set_light(Renderer* renderer, Vec3 dir, Vec4 color, Vec4 ambient);
void renderer_set_clear_color(Renderer* renderer, float r, float g, float b, float a);
GraphicsDevice* renderer_get_device(Renderer* renderer);
void renderer_resize(Renderer* renderer, int width, int height);
void renderer_get_view_projection(const Renderer* renderer, Mat4* out);