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:
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import { _decorator, Component, Node, RenderFlow } from "cc";
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const { ccclass, property } = _decorator;
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@ccclass("<%UnderscoreCaseClassName%>")
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export class <%UnderscoreCaseClassName%> extends RenderFlow {
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rebuild() {
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destroy() {
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"name": "cc_nearFar",
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"count": 1
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{
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"name": "cc_viewPort",
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"typename": "vec4",
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"name": "cc_workGroup",
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"name": "cc_matView",
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"hash": 2050688826,
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"glsl4": {
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"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}"
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},
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"glsl3": {
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"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}"
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},
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"glsl1": {
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"compute": ""
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},
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"builtins": {
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"globals": {
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"blocks": [
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{
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"name": "CCConst",
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"buffers": [],
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"images": []
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},
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"statistics": {
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"CC_EFFECT_USED_COMPUTE_UNIFORM_VECTORS": 11
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}
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},
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"defines": [],
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"name": "pipeline/cluster-build|cluster-main"
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}
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],
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"combinations": [],
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"hideInEditor": false
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}
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