feat: integrate room framework and isolated subgame bundles

Complete room UI and protocol integration, move game definitions and resources behind bundle entries, publish authoritative version XML, and document single-game builds. Include all current resource changes and experiment artifacts.
This commit is contained in:
2026-09-09 03:13:18 +08:00
parent a7ec8aa6a7
commit 35216f75e7
1028 changed files with 835556 additions and 21415 deletions
@@ -0,0 +1,8 @@
{
"__type__": "cc.ImageAsset",
"content": {
"fmt": "0",
"w": 0,
"h": 0
}
}
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

@@ -0,0 +1,9 @@
{
"__type__": "cc.Texture2D",
"content": {
"base": "2,2,2,2,0,0",
"mipmaps": [
"45828f25-b50d-4c52-a591-e19491a62b8c"
]
}
}
@@ -0,0 +1,90 @@
{
"__type__": "cc.SpriteFrame",
"content": {
"name": "default_radio_button_on",
"atlas": "",
"rect": {
"x": 1,
"y": 1,
"width": 30,
"height": 30
},
"offset": {
"x": 0,
"y": 0
},
"originalSize": {
"width": 32,
"height": 32
},
"rotated": false,
"capInsets": [
0,
0,
0,
0
],
"vertices": {
"rawPosition": [
-15,
-15,
0,
15,
-15,
0,
-15,
15,
0,
15,
15,
0
],
"indexes": [
0,
1,
2,
2,
1,
3
],
"uv": [
1,
31,
31,
31,
1,
1,
31,
1
],
"nuv": [
0.03125,
0.03125,
0.96875,
0.03125,
0.03125,
0.96875,
0.96875,
0.96875
],
"minPos": {
"x": -15,
"y": -15,
"z": 0
},
"maxPos": {
"x": 15,
"y": 15,
"z": 0
}
},
"texture": "45828f25-b50d-4c52-a591-e19491a62b8c@6c48a",
"packable": true,
"pixelsToUnit": 100,
"pivot": {
"x": 0.5,
"y": 0.5
},
"meshType": 0
}
}
@@ -0,0 +1,15 @@
import { _decorator, Component, Node, RenderFlow } from "cc";
const { ccclass, property } = _decorator;
@ccclass("<%UnderscoreCaseClassName%>")
export class <%UnderscoreCaseClassName%> extends RenderFlow {
rebuild() {
}
destroy() {
}
}
@@ -0,0 +1,7 @@
{
"__type__": "cc.Asset",
"_name": "ts-render-flow",
"_objFlags": 0,
"__editorExtras__": {},
"_native": ""
}
@@ -0,0 +1,158 @@
{
"__type__": "cc.EffectAsset",
"_name": "pipeline/cluster-build",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"techniques": [
{
"name": "opaque",
"passes": [
{
"pass": "cluster-build-cs",
"program": "pipeline/cluster-build|cluster-main"
}
]
}
],
"shaders": [
{
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [],
"varyings": [],
"fragColors": [],
"descriptors": [
{
"rate": 0,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 2,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 3,
"blocks": [
{
"tags": {},
"name": "CCConst",
"members": [
{
"name": "cc_nearFar",
"typename": "vec4",
"type": 16,
"count": 1
},
{
"name": "cc_viewPort",
"typename": "vec4",
"type": 16,
"count": 1
},
{
"name": "cc_workGroup",
"typename": "vec4",
"type": 16,
"count": 1
},
{
"name": "cc_matView",
"typename": "mat4",
"type": 25,
"count": 1
},
{
"name": "cc_matProjInv",
"typename": "mat4",
"type": 25,
"count": 1
}
],
"defines": [],
"stageFlags": 32,
"rate": 3
}
],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [
{
"name": "b_clustersBuffer",
"memoryAccess": 3,
"defines": [],
"stageFlags": 32,
"binding": 0
}
],
"images": [],
"subpassInputs": []
}
],
"hash": 2050688826,
"glsl4": {
"compute": "\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nprecision highp float;\n#define LOCAL_SIZE_X 16u\n#define LOCAL_SIZE_Y 8u\n#define LOCAL_SIZE_Z 1u\nlayout (local_size_x = LOCAL_SIZE_X, local_size_y = LOCAL_SIZE_Y, local_size_z = LOCAL_SIZE_Z) in;\nlayout(std140) uniform CCConst {\n vec4 cc_nearFar;\n vec4 cc_viewPort;\n vec4 cc_workGroup;\n mat4 cc_matView;\n mat4 cc_matProjInv;\n};\nlayout(std430, set = 1, binding = 0) buffer b_clustersBuffer { vec4 b_clusters[]; };\nvec4 screen2Eye(vec4 coord) {\n vec3 ndc = vec3(\n 2.0 * (coord.x - cc_viewPort.x) / cc_viewPort.z - 1.0,\n 2.0 * (coord.y - cc_viewPort.y) / cc_viewPort.w - 1.0,\n 2.0 * coord.z - 1.0);\n CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(ndc.y);\n vec4 eye = ((cc_matProjInv) * (vec4(ndc, 1.0)));\n eye = eye / eye.w;\n return eye;\n}\nvoid main () {\n uint clusterIndex = gl_GlobalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +\n gl_GlobalInvocationID.y * gl_WorkGroupSize.x +\n gl_GlobalInvocationID.x;\n float clusterSizeX = ceil(cc_viewPort.z / cc_workGroup.x);\n float clusterSizeY = ceil(cc_viewPort.w / cc_workGroup.y);\n vec4 minScreen = vec4(vec2(gl_GlobalInvocationID.xy) * vec2(clusterSizeX, clusterSizeY), 1.0, 1.0);\n vec4 maxScreen = vec4(vec2(gl_GlobalInvocationID.xy + uvec2(1, 1)) * vec2(clusterSizeX, clusterSizeY), 1.0, 1.0);\n vec3 minEye = screen2Eye(minScreen).xyz;\n vec3 maxEye = screen2Eye(maxScreen).xyz;\n float clusterNear = -cc_nearFar.x * pow(cc_nearFar.y / cc_nearFar.x, float(gl_GlobalInvocationID.z) / cc_workGroup.z);\n float clusterFar = -cc_nearFar.x * pow(cc_nearFar.y / cc_nearFar.x, float(gl_GlobalInvocationID.z + 1u) / cc_workGroup.z);\n vec3 minNear = minEye * clusterNear / minEye.z;\n vec3 minFar = minEye * clusterFar / minEye.z;\n vec3 maxNear = maxEye * clusterNear / maxEye.z;\n vec3 maxFar = maxEye * clusterFar / maxEye.z;\n vec3 minBounds = min(min(minNear, minFar), min(maxNear, maxFar));\n vec3 maxBounds = max(max(minNear, minFar), max(maxNear, maxFar));\n b_clusters[2u * clusterIndex + 0u] = vec4(minBounds, 1.0);\n b_clusters[2u * clusterIndex + 1u] = vec4(maxBounds, 1.0);\n}"
},
"glsl3": {
"compute": "\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nprecision highp float;\n#define LOCAL_SIZE_X 16u\n#define LOCAL_SIZE_Y 8u\n#define LOCAL_SIZE_Z 1u\nlayout (local_size_x = LOCAL_SIZE_X, local_size_y = LOCAL_SIZE_Y, local_size_z = LOCAL_SIZE_Z) in;\nlayout(std140) uniform CCConst {\n vec4 cc_nearFar;\n vec4 cc_viewPort;\n vec4 cc_workGroup;\n mat4 cc_matView;\n mat4 cc_matProjInv;\n};\nlayout(std430) buffer b_clustersBuffer { vec4 b_clusters[]; };\nvec4 screen2Eye(vec4 coord) {\n vec3 ndc = vec3(\n 2.0 * (coord.x - cc_viewPort.x) / cc_viewPort.z - 1.0,\n 2.0 * (coord.y - cc_viewPort.y) / cc_viewPort.w - 1.0,\n 2.0 * coord.z - 1.0);\n CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(ndc.y);\n vec4 eye = ((cc_matProjInv) * (vec4(ndc, 1.0)));\n eye = eye / eye.w;\n return eye;\n}\nvoid main () {\n uint clusterIndex = gl_GlobalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +\n gl_GlobalInvocationID.y * gl_WorkGroupSize.x +\n gl_GlobalInvocationID.x;\n float clusterSizeX = ceil(cc_viewPort.z / cc_workGroup.x);\n float clusterSizeY = ceil(cc_viewPort.w / cc_workGroup.y);\n vec4 minScreen = vec4(vec2(gl_GlobalInvocationID.xy) * vec2(clusterSizeX, clusterSizeY), 1.0, 1.0);\n vec4 maxScreen = vec4(vec2(gl_GlobalInvocationID.xy + uvec2(1, 1)) * vec2(clusterSizeX, clusterSizeY), 1.0, 1.0);\n vec3 minEye = screen2Eye(minScreen).xyz;\n vec3 maxEye = screen2Eye(maxScreen).xyz;\n float clusterNear = -cc_nearFar.x * pow(cc_nearFar.y / cc_nearFar.x, float(gl_GlobalInvocationID.z) / cc_workGroup.z);\n float clusterFar = -cc_nearFar.x * pow(cc_nearFar.y / cc_nearFar.x, float(gl_GlobalInvocationID.z + 1u) / cc_workGroup.z);\n vec3 minNear = minEye * clusterNear / minEye.z;\n vec3 minFar = minEye * clusterFar / minEye.z;\n vec3 maxNear = maxEye * clusterNear / maxEye.z;\n vec3 maxFar = maxEye * clusterFar / maxEye.z;\n vec3 minBounds = min(min(minNear, minFar), min(maxNear, maxFar));\n vec3 maxBounds = max(max(minNear, minFar), max(maxNear, maxFar));\n b_clusters[2u * clusterIndex + 0u] = vec4(minBounds, 1.0);\n b_clusters[2u * clusterIndex + 1u] = vec4(maxBounds, 1.0);\n}"
},
"glsl1": {
"compute": ""
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCConst",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_COMPUTE_UNIFORM_VECTORS": 11
}
},
"defines": [],
"name": "pipeline/cluster-build|cluster-main"
}
],
"combinations": [],
"hideInEditor": false
}