Add project documentation for morning setup
- Confluent: Conlang skeleton (phonology + proto-roots) - GroveEngine RenderModule: Window + 2D UI rendering architecture - Aissia: AI subsystem with LLM API calls + async processing 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -79,6 +79,233 @@ Projets/
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---
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## AI Subsystem Architecture
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### API Call Management
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**LLM Provider Abstraction**
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```cpp
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class ILLMProvider {
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public:
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virtual ~ILLMProvider() = default;
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struct Message {
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std::string role; // "user", "assistant", "system"
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std::string content;
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};
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struct CompletionRequest {
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std::vector<Message> messages;
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float temperature = 0.7f;
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int max_tokens = 1000;
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std::string model;
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};
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struct CompletionResponse {
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std::string content;
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int tokens_used;
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float cost_usd;
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bool success;
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std::string error;
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};
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virtual CompletionResponse Complete(const CompletionRequest& req) = 0;
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};
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```
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**Implementations**
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```cpp
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// Claude API (Anthropic)
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class ClaudeProvider : public ILLMProvider {
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std::string api_key;
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std::string endpoint = "https://api.anthropic.com/v1/messages";
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CompletionResponse Complete(const CompletionRequest& req) override;
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};
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// GPT API (OpenAI)
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class GPTProvider : public ILLMProvider {
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std::string api_key;
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std::string endpoint = "https://api.openai.com/v1/chat/completions";
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CompletionResponse Complete(const CompletionRequest& req) override;
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};
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// Local LLM (Llama via llama.cpp server)
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class LocalLLMProvider : public ILLMProvider {
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std::string endpoint = "http://localhost:8080/v1/chat/completions";
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CompletionResponse Complete(const CompletionRequest& req) override;
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};
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```
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### AISubsystem Module
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```cpp
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class AISubsystem : public grove::IModule {
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public:
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void initialize(const IDataNode& config, IIO* io) override;
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void update(float dt) override;
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void shutdown() override;
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// High-level API
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std::string AskQuestion(const std::string& question, const std::string& context);
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std::string GenerateResponse(const std::vector<Message>& conversation);
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// Context management
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void SetSystemPrompt(const std::string& prompt);
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void AddContext(const std::string& key, const std::string& value);
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void ClearContext();
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private:
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std::unique_ptr<ILLMProvider> provider;
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std::string system_prompt;
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std::map<std::string, std::string> context_data;
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// Request queue (async processing)
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std::queue<CompletionRequest> pending_requests;
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std::thread worker_thread;
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};
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```
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### HTTP Client (API Calls)
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**Using libcurl (C++ wrapper)**
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```cpp
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class HTTPClient {
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public:
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struct Request {
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std::string url;
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std::string method; // GET, POST
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std::map<std::string, std::string> headers;
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std::string body;
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};
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struct Response {
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int status_code;
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std::string body;
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std::map<std::string, std::string> headers;
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};
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Response Send(const Request& req);
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private:
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CURL* curl;
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};
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// Usage pour LLM API
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HTTPClient client;
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HTTPClient::Request req;
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req.url = "https://api.anthropic.com/v1/messages";
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req.method = "POST";
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req.headers["x-api-key"] = api_key;
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req.headers["Content-Type"] = "application/json";
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req.body = R"({
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"model": "claude-3-5-sonnet-20241022",
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"messages": [{"role": "user", "content": "Hello!"}],
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"max_tokens": 1024
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})";
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auto response = client.Send(req);
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```
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### Async Processing (Non-blocking)
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```cpp
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void AISubsystem::update(float dt) {
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// Process pending requests asynchronously
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if (!pending_requests.empty() && !worker_thread.joinable()) {
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auto request = pending_requests.front();
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pending_requests.pop();
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worker_thread = std::thread([this, request]() {
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auto response = provider->Complete(request);
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// Send response via IIO to other modules
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io->SendMessage("ai_response", response.content);
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});
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}
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// Cleanup finished threads
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if (worker_thread.joinable()) {
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worker_thread.join();
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}
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}
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```
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### Configuration
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**Config file : `aissia_ai_config.json`**
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```json
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{
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"ai_subsystem": {
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"provider": "claude",
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"api_key_env": "ANTHROPIC_API_KEY",
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"model": "claude-3-5-sonnet-20241022",
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"default_temperature": 0.7,
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"max_tokens": 1000,
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"system_prompt": "You are AISSIA, an AI assistant helping manage hyperfocus and time management.",
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"timeout_seconds": 30,
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"retry_attempts": 3
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},
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"providers": {
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"claude": {
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"endpoint": "https://api.anthropic.com/v1/messages",
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"cost_per_1k_input": 0.003,
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"cost_per_1k_output": 0.015
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},
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"gpt": {
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"endpoint": "https://api.openai.com/v1/chat/completions",
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"cost_per_1k_input": 0.00015,
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"cost_per_1k_output": 0.0006
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},
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"local": {
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"endpoint": "http://localhost:8080/v1/chat/completions",
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"cost_per_1k_input": 0.0,
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"cost_per_1k_output": 0.0
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}
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}
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}
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```
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### TTS/STT (Bonus)
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**Text-to-Speech Options**
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```cpp
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class ITTSProvider {
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public:
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virtual void Speak(const std::string& text) = 0;
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};
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// Windows SAPI (already documented in daily check system)
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class WindowsSAPIProvider : public ITTSProvider {
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void Speak(const std::string& text) override {
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// Use SAPI COM interface
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// See: anki_tingting/CLAUDE.md for implementation
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}
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};
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// ElevenLabs API (cloud, high quality)
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class ElevenLabsProvider : public ITTSProvider {
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void Speak(const std::string& text) override;
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};
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```
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**Speech-to-Text Options**
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```cpp
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class ISTTProvider {
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public:
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virtual std::string Transcribe(const std::vector<uint8_t>& audio_data) = 0;
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};
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// Whisper API (OpenAI)
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class WhisperProvider : public ISTTProvider {
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std::string Transcribe(const std::vector<uint8_t>& audio_data) override;
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};
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```
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---
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## Modules AISSIA Prévus
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Architecture modulaire GroveEngine :
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@ -288,9 +515,15 @@ GetWindowThreadProcessId(hwnd, &processId);
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**Immédiat** :
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1. ✅ Build test GroveEngine (vérifier que ça compile)
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2. ⏳ Créer `aissia-core.exe` (DebugEngine wrapper)
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3. ⏳ Développer premier module (MonitoringModule simple)
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3. ⏳ Développer AISubsystem (LLM API calls + management)
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4. ⏳ Valider hot-reload 0.4ms avec module AISSIA
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**Base Running Requirements** :
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- ✅ GroveEngine integrated
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- ⏳ LLM API subsystem (Claude/GPT calls)
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- ⏳ AI subsystem management (context, prompts, responses)
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- 🎁 Bonus: TTS/STT APIs (optionnel)
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**Questions bloquantes** :
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- LLM choice pour AIAssistantModule ?
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- Niveau d'intervention acceptable (kill process ou juste notifs) ?
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76
Projects/WIP/Confluent.md
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76
Projects/WIP/Confluent.md
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# Confluent - Langue Construite
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**Statut** : WIP
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**Type** : Conlang (langue construite)
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**Contexte** : Lié au projet civjdr (Civilisation de la Confluence)
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**Dernière mise à jour** : 26 novembre 2025
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---
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## Vue d'ensemble
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Langue construite pour la Civilisation de la Confluence (civjdr).
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**À compléter** : Informations détaillées depuis laptop
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---
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## Phonologie & Phonétique
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### Inventaire Phonémique
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**À compléter**
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#### Consonnes
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[Tableau des consonnes à ajouter]
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#### Voyelles
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[Tableau des voyelles à ajouter]
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### Règles Phonotactiques
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**À compléter**
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- Structure syllabique :
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- Contraintes :
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- Assimilations :
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- Stress/Accent :
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---
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## Racines Proto-Confluent
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### Système de Racines
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**À compléter**
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### Racines Fondamentales
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**À compléter**
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| Racine | Sens | Dérivations | Notes |
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|--------|------|-------------|-------|
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| | | | |
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### Évolution Diachronique
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**À compléter**
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- Proto-Confluent → Confluent moderne
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- Changements sonores majeurs
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- Innovations grammaticales
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---
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## Notes de Développement
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**26 novembre 2025** : Squelette créé, données détaillées à transférer depuis laptop
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---
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## Ressources
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- Lien civjdr : `Projects/CONSTANT/civjdr.md`
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- [Autres ressources à ajouter]
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561
Projects/WIP/GroveEngine_RenderModule.md
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561
Projects/WIP/GroveEngine_RenderModule.md
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@ -0,0 +1,561 @@
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# GroveEngine - RenderModule (Framework Module)
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**Type** : Framework Module (base avancée)
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**Stack** : bgfx + SDL2
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**Objectif** : Window + UI 2D element rendering
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**Dernière mise à jour** : 26 novembre 2025
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---
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## Vue d'ensemble
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Module framework pour GroveEngine fournissant les capacités de rendu 2D de base :
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- **Window management** via SDL2
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- **Rendering 2D** via bgfx (multi-backend : Vulkan/DX12/Metal/OpenGL)
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- **UI element rendering** (primitives 2D)
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**Base avancée** = Intégration complète dans le GroveEngine + capacités rendering fonctionnelles
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---
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## Architecture Module
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### Integration GroveEngine
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```cpp
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class RenderModule : public grove::IModule {
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public:
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// IModule interface
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void initialize(const IDataNode& config, IIO* io) override;
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void update(float dt) override;
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void shutdown() override;
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// Rendering API
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void BeginFrame();
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void EndFrame();
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// 2D Primitives
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void DrawRect(const Rect& rect, Color color);
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void DrawSprite(const Sprite& sprite);
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void DrawText(const std::string& text, Font font, Vec2 pos);
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private:
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SDL_Window* window;
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bgfx::ViewId main_view;
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Renderer2D renderer;
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};
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```
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### Composants Clés
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**1. Window Management (SDL2)**
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```cpp
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struct WindowConfig {
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int width;
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int height;
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std::string title;
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bool fullscreen;
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bool vsync;
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};
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// Création window SDL2
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window = SDL_CreateWindow(
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config.title.c_str(),
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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config.width,
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config.height,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
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);
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```
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**2. bgfx Initialization**
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```cpp
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bgfx::Init init;
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init.type = bgfx::RendererType::Count; // Auto-detect
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init.resolution.width = width;
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init.resolution.height = height;
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init.resolution.reset = BGFX_RESET_VSYNC;
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// Utilise window SDL2
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SDL_SysWMinfo wmi;
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SDL_VERSION(&wmi.version);
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SDL_GetWindowWMInfo(window, &wmi);
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#if BX_PLATFORM_WINDOWS
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init.platformData.nwh = wmi.info.win.window;
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#elif BX_PLATFORM_LINUX
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init.platformData.ndt = wmi.info.x11.display;
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init.platformData.nwh = (void*)(uintptr_t)wmi.info.x11.window;
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#endif
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bgfx::init(init);
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```
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**3. Renderer2D (Primitives)**
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```cpp
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class Renderer2D {
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public:
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void DrawRect(const Rect& rect, Color color);
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void DrawSprite(const Sprite& sprite);
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void Flush(); // Submit batched draws
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private:
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bgfx::ProgramHandle sprite_shader;
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bgfx::ProgramHandle color_shader;
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struct SpriteBatch {
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std::vector<SpriteVertex> vertices;
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bgfx::TextureHandle texture;
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};
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std::vector<SpriteBatch> batches;
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};
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```
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---
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## Rendering Pipeline
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### Frame Structure
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```cpp
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void RenderModule::update(float dt) {
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BeginFrame();
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// Rendering commands
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DrawRect({100, 100, 200, 150}, Color::Red());
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DrawSprite(test_sprite);
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DrawText("Hello GroveEngine", main_font, {50, 50});
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EndFrame();
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}
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void RenderModule::BeginFrame() {
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bgfx::touch(main_view);
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bgfx::setViewClear(main_view,
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BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH,
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0x303030ff, 1.0f, 0);
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}
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void RenderModule::EndFrame() {
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renderer.Flush(); // Submit batched draws
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bgfx::frame(); // Advance frame
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}
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```
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### Vertex Formats
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**Sprite Vertex (textured quad)**
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```cpp
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struct SpriteVertex {
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float x, y, z; // Position
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float u, v; // UV coords
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uint32_t color; // Tint (ABGR)
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};
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bgfx::VertexLayout sprite_layout;
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sprite_layout.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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```
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**Color Vertex (solid color quad)**
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```cpp
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struct ColorVertex {
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float x, y, z;
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uint32_t color;
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};
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bgfx::VertexLayout color_layout;
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color_layout.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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```
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---
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## Shaders
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### Sprite Shader (Vertex)
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```glsl
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// vs_sprite.sc
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$input a_position, a_texcoord0, a_color0
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$output v_texcoord0, v_color0
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#include <bgfx_shader.sh>
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void main() {
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0));
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v_texcoord0 = a_texcoord0;
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v_color0 = a_color0;
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}
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```
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### Sprite Shader (Fragment)
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```glsl
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// fs_sprite.sc
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$input v_texcoord0, v_color0
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#include <bgfx_shader.sh>
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SAMPLER2D(s_texture, 0);
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||||
void main() {
|
||||
vec4 texColor = texture2D(s_texture, v_texcoord0);
|
||||
gl_FragColor = texColor * v_color0;
|
||||
}
|
||||
```
|
||||
|
||||
**Compilation** :
|
||||
```bash
|
||||
shaderc -f vs_sprite.sc -o vs_sprite.bin --type vertex --platform linux -p 120
|
||||
shaderc -f fs_sprite.sc -o fs_sprite.bin --type fragment --platform linux -p 120
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Camera 2D
|
||||
|
||||
### Orthographic Projection
|
||||
|
||||
```cpp
|
||||
class Camera2D {
|
||||
public:
|
||||
Vec2 position;
|
||||
float zoom = 1.0f;
|
||||
|
||||
Mat4 GetViewMatrix() const {
|
||||
return Mat4::Translation(-position.x, -position.y, 0);
|
||||
}
|
||||
|
||||
Mat4 GetProjectionMatrix(int width, int height) const {
|
||||
float halfW = (width / zoom) * 0.5f;
|
||||
float halfH = (height / zoom) * 0.5f;
|
||||
return Mat4::Ortho(-halfW, halfW, -halfH, halfH, -1, 1);
|
||||
}
|
||||
};
|
||||
|
||||
// Setup view transform
|
||||
Mat4 view = camera.GetViewMatrix();
|
||||
Mat4 proj = camera.GetProjectionMatrix(screenW, screenH);
|
||||
bgfx::setViewTransform(main_view, view.data, proj.data);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## UI Element Rendering
|
||||
|
||||
### DrawRect Implementation
|
||||
|
||||
```cpp
|
||||
void Renderer2D::DrawRect(const Rect& rect, Color color) {
|
||||
ColorVertex vertices[4] = {
|
||||
{rect.x, rect.y, 0, color.abgr()},
|
||||
{rect.x + rect.w, rect.y, 0, color.abgr()},
|
||||
{rect.x + rect.w, rect.y + rect.h, 0, color.abgr()},
|
||||
{rect.x, rect.y + rect.h, 0, color.abgr()}
|
||||
};
|
||||
|
||||
uint16_t indices[6] = {0, 1, 2, 0, 2, 3};
|
||||
|
||||
bgfx::TransientVertexBuffer tvb;
|
||||
bgfx::TransientIndexBuffer tib;
|
||||
|
||||
bgfx::allocTransientVertexBuffer(&tvb, 4, color_layout);
|
||||
bgfx::allocTransientIndexBuffer(&tib, 6);
|
||||
|
||||
memcpy(tvb.data, vertices, sizeof(vertices));
|
||||
memcpy(tib.data, indices, sizeof(indices));
|
||||
|
||||
bgfx::setVertexBuffer(0, &tvb);
|
||||
bgfx::setIndexBuffer(&tib);
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
bgfx::submit(main_view, color_shader);
|
||||
}
|
||||
```
|
||||
|
||||
### DrawSprite Implementation (Batched)
|
||||
|
||||
```cpp
|
||||
void Renderer2D::DrawSprite(const Sprite& sprite) {
|
||||
// Find or create batch for this texture
|
||||
SpriteBatch* batch = GetBatchForTexture(sprite.texture);
|
||||
|
||||
// Add quad to batch
|
||||
float x0 = sprite.pos.x;
|
||||
float y0 = sprite.pos.y;
|
||||
float x1 = x0 + sprite.size.x;
|
||||
float y1 = y0 + sprite.size.y;
|
||||
|
||||
uint32_t color = sprite.tint.abgr();
|
||||
|
||||
batch->vertices.push_back({x0, y0, 0, 0, 0, color});
|
||||
batch->vertices.push_back({x1, y0, 0, 1, 0, color});
|
||||
batch->vertices.push_back({x1, y1, 0, 1, 1, color});
|
||||
batch->vertices.push_back({x0, y1, 0, 0, 1, color});
|
||||
}
|
||||
|
||||
void Renderer2D::Flush() {
|
||||
for (auto& batch : batches) {
|
||||
size_t quad_count = batch.vertices.size() / 4;
|
||||
|
||||
// Generate indices (0,1,2, 0,2,3 per quad)
|
||||
std::vector<uint16_t> indices;
|
||||
for (size_t i = 0; i < quad_count; ++i) {
|
||||
uint16_t base = i * 4;
|
||||
indices.push_back(base + 0);
|
||||
indices.push_back(base + 1);
|
||||
indices.push_back(base + 2);
|
||||
indices.push_back(base + 0);
|
||||
indices.push_back(base + 2);
|
||||
indices.push_back(base + 3);
|
||||
}
|
||||
|
||||
// Submit draw call
|
||||
bgfx::TransientVertexBuffer tvb;
|
||||
bgfx::TransientIndexBuffer tib;
|
||||
|
||||
bgfx::allocTransientVertexBuffer(&tvb, batch.vertices.size(), sprite_layout);
|
||||
bgfx::allocTransientIndexBuffer(&tib, indices.size());
|
||||
|
||||
memcpy(tvb.data, batch.vertices.data(), batch.vertices.size() * sizeof(SpriteVertex));
|
||||
memcpy(tib.data, indices.data(), indices.size() * sizeof(uint16_t));
|
||||
|
||||
bgfx::setTexture(0, sampler, batch.texture);
|
||||
bgfx::setVertexBuffer(0, &tvb);
|
||||
bgfx::setIndexBuffer(&tib);
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
bgfx::submit(main_view, sprite_shader);
|
||||
}
|
||||
|
||||
batches.clear();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Configuration Module
|
||||
|
||||
### Config File (JSON)
|
||||
|
||||
```json
|
||||
{
|
||||
"module": "RenderModule",
|
||||
"window": {
|
||||
"width": 1280,
|
||||
"height": 720,
|
||||
"title": "GroveEngine - RenderModule Test",
|
||||
"fullscreen": false,
|
||||
"vsync": true
|
||||
},
|
||||
"rendering": {
|
||||
"clear_color": "#303030",
|
||||
"main_view_id": 0
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Loading Config
|
||||
|
||||
```cpp
|
||||
void RenderModule::initialize(const IDataNode& config, IIO* io) {
|
||||
WindowConfig window_config;
|
||||
window_config.width = config.get("window.width", 1280);
|
||||
window_config.height = config.get("window.height", 720);
|
||||
window_config.title = config.get("window.title", "GroveEngine");
|
||||
window_config.vsync = config.get("window.vsync", true);
|
||||
|
||||
InitializeWindow(window_config);
|
||||
InitializeBgfx(window_config);
|
||||
InitializeRenderer();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Roadmap Développement
|
||||
|
||||
### Phase 1 - Window + Init (Semaine 1)
|
||||
|
||||
**Objectif** : Window SDL2 + bgfx initialized, clear screen
|
||||
|
||||
- [ ] Setup SDL2 window
|
||||
- [ ] Initialize bgfx avec window handle
|
||||
- [ ] Clear screen avec couleur
|
||||
- [ ] Main loop fonctionnel
|
||||
- [ ] Event handling basique (close window)
|
||||
|
||||
**Livrable** : Window qui affiche fond gris, ferme proprement
|
||||
|
||||
---
|
||||
|
||||
### Phase 2 - Primitives 2D (Semaine 2)
|
||||
|
||||
**Objectif** : DrawRect fonctionnel
|
||||
|
||||
- [ ] Vertex layouts (ColorVertex, SpriteVertex)
|
||||
- [ ] Shader compilation (color shader)
|
||||
- [ ] DrawRect implementation
|
||||
- [ ] Camera 2D orthographic
|
||||
- [ ] Afficher 1 rectangle coloré
|
||||
|
||||
**Livrable** : Fenêtre avec rectangle rouge affiché
|
||||
|
||||
---
|
||||
|
||||
### Phase 3 - Sprite Rendering (Semaine 3)
|
||||
|
||||
**Objectif** : DrawSprite fonctionnel
|
||||
|
||||
- [ ] Texture loading (stb_image)
|
||||
- [ ] Sprite shader (vertex + fragment)
|
||||
- [ ] DrawSprite implementation (batched)
|
||||
- [ ] Afficher 1 sprite texturé
|
||||
|
||||
**Livrable** : Fenêtre avec sprite test affiché
|
||||
|
||||
---
|
||||
|
||||
### Phase 4 - UI Elements (Semaine 4)
|
||||
|
||||
**Objectif** : Text rendering + UI primitives
|
||||
|
||||
- [ ] Font loading (stb_truetype ou FreeType)
|
||||
- [ ] DrawText implementation
|
||||
- [ ] UI element base class
|
||||
- [ ] UIPanel, UIText primitives
|
||||
|
||||
**Livrable** : Fenêtre avec panneau UI + texte
|
||||
|
||||
---
|
||||
|
||||
## Dépendances
|
||||
|
||||
### Externes (Libraries)
|
||||
|
||||
- **SDL2** : Window + input
|
||||
- **bgfx** : Rendering abstraction
|
||||
- **bx** : Base library (bgfx dependency)
|
||||
- **bimg** : Image loading (bgfx dependency)
|
||||
- **stb_image** : Texture loading
|
||||
- **stb_truetype** ou **FreeType** : Font rendering
|
||||
|
||||
### GroveEngine (Internes)
|
||||
|
||||
- `IModule` interface
|
||||
- `IDataNode` (config system)
|
||||
- `IIO` (inter-module communication)
|
||||
|
||||
---
|
||||
|
||||
## Test Case - Base Avancée
|
||||
|
||||
### Validation Criteria
|
||||
|
||||
**Window + UI 2D element = base avancée validée** si :
|
||||
|
||||
1. ✅ Window SDL2 créée et stable
|
||||
2. ✅ bgfx initialisé et rendering fonctionnel
|
||||
3. ✅ DrawRect affiche rectangle coloré
|
||||
4. ✅ DrawSprite affiche sprite texturé
|
||||
5. ✅ DrawText affiche texte (police)
|
||||
6. ✅ UI element (panel) rendu correctement
|
||||
7. ✅ Module intégré dans GroveEngine (IModule interface)
|
||||
|
||||
### Example Test Code
|
||||
|
||||
```cpp
|
||||
// main.cpp
|
||||
int main() {
|
||||
auto engine = grove::EngineFactory::CreateDebugEngine();
|
||||
|
||||
auto config = LoadConfig("render_module_config.json");
|
||||
engine->LoadModule("RenderModule", config);
|
||||
|
||||
// Game loop
|
||||
while (!should_quit) {
|
||||
engine->Update(dt);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Dans RenderModule::update()
|
||||
void RenderModule::update(float dt) {
|
||||
BeginFrame();
|
||||
|
||||
// Test: Rectangle
|
||||
DrawRect({100, 100, 200, 100}, Color{255, 0, 0, 255});
|
||||
|
||||
// Test: Sprite
|
||||
DrawSprite(test_sprite);
|
||||
|
||||
// Test: UI Panel
|
||||
DrawRect({50, 50, 300, 200}, Color{64, 64, 64, 200});
|
||||
DrawText("Base Avancée OK!", main_font, {60, 60});
|
||||
|
||||
EndFrame();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Questions Ouvertes
|
||||
|
||||
### Architecture
|
||||
|
||||
1. **Text rendering** : stb_truetype (simple) ou FreeType (complet) ?
|
||||
2. **Asset management** : AssetManager séparé ou intégré dans RenderModule ?
|
||||
3. **Multi-window** : Support futur ou single window only ?
|
||||
|
||||
### Performance
|
||||
|
||||
4. **Sprite batching** : Sort by texture ou sort by Z-order ?
|
||||
5. **Transient buffers** : OK pour MVP ou besoin persistent buffers ?
|
||||
|
||||
### Integration
|
||||
|
||||
6. **ImGui** : Garder ImGuiUI.h existant ou remplacer par custom UI ?
|
||||
7. **Hot-reload** : Shader hot-reload nécessaire ou compilation statique OK ?
|
||||
|
||||
---
|
||||
|
||||
## Ressources
|
||||
|
||||
### Documentation bgfx
|
||||
|
||||
- Repo : https://github.com/bkaradzic/bgfx
|
||||
- Examples : https://github.com/bkaradzic/bgfx/tree/master/examples
|
||||
- API docs : https://bkaradzic.github.io/bgfx/
|
||||
|
||||
### Tutorials 2D avec bgfx
|
||||
|
||||
- bgfx example-26 (vectordisplay)
|
||||
- NanoVG-bgfx : https://github.com/memononen/nanovg
|
||||
|
||||
### SDL2
|
||||
|
||||
- Wiki : https://wiki.libsdl.org/
|
||||
- Lazy Foo tutorials : https://lazyfoo.net/tutorials/SDL/
|
||||
|
||||
---
|
||||
|
||||
## Liens Projets
|
||||
|
||||
- **GroveEngine core** : `Projects/WIP/GroveEngine.md`
|
||||
- **GroveEngine architecture** : `Projects/WIP/grove-sup.md`
|
||||
- **Aissia** (utilisateur) : `Projects/WIP/AISSIA.md`
|
||||
- **Pokrovsk** (utilisateur futur) : `Projects/CONCEPT/pokrovsk_last_day.md`
|
||||
|
||||
---
|
||||
|
||||
**Créé** : 26 novembre 2025
|
||||
**Status** : Architecture planning
|
||||
**Type** : Framework module (base avancée)
|
||||
**Objectif** : Window + UI 2D rendering pour GroveEngine
|
||||
Loading…
Reference in New Issue
Block a user