Refactor script services to improve Lua integration and logging

- Updated MeshService to use MeshPayload directly instead of script::MeshPayload.
- Enhanced SceneScriptService with detailed logging and error handling for Lua interactions.
- Introduced ILogger dependency in SceneScriptService and ShaderScriptService for better traceability.
- Implemented Lua state management in ScriptEngineService, allowing direct access to Lua functions.
- Added new types for mesh and scene management, including MeshPayload and SceneObject.
- Refactored shader loading logic in ShaderScriptService to utilize Lua for shader path retrieval.
- Created GuiInputSnapshot and GuiCommand structures for GUI input handling.
- Updated input and GUI script services to use new types and improved interfaces.
- Enhanced test_cube_script to validate new service implementations and Lua interactions.
This commit is contained in:
2026-01-04 23:46:46 +00:00
parent 7328eaa517
commit 19c369aac1
42 changed files with 1115 additions and 1374 deletions

View File

@@ -1,9 +1,13 @@
#include "script/script_engine.hpp"
#include "services/impl/logger_service.hpp"
#include "services/impl/script_engine_service.hpp"
#include "services/impl/scene_script_service.hpp"
#include "services/impl/shader_script_service.hpp"
#include <array>
#include <cmath>
#include <filesystem>
#include <iostream>
#include <memory>
#include <string>
#include <vector>
@@ -50,8 +54,20 @@ int main() {
std::cout << "Loading Lua fixture: " << scriptPath << '\n';
try {
sdl3cpp::script::ScriptEngine scriptEngine(scriptPath);
auto objects = scriptEngine.LoadSceneObjects();
auto logger = std::make_shared<sdl3cpp::services::impl::LoggerService>();
auto engineService = std::make_shared<sdl3cpp::services::impl::ScriptEngineService>(
scriptPath,
logger,
nullptr,
nullptr,
nullptr,
false);
engineService->Initialize();
sdl3cpp::services::impl::SceneScriptService sceneService(engineService, logger);
sdl3cpp::services::impl::ShaderScriptService shaderService(engineService, logger);
auto objects = sceneService.LoadSceneObjects();
Assert(objects.size() == 1, "expected exactly one scene object", failures);
if (!objects.empty()) {
const auto& object = objects.front();
@@ -60,24 +76,23 @@ int main() {
Assert(object.shaderKey == "test", "shader key should match fixture", failures);
const std::vector<uint16_t> expectedIndices{0, 1, 2};
Assert(object.indices == expectedIndices, "indices should be zero-based", failures);
Assert(object.computeModelMatrixRef != LUA_REFNIL,
Assert(object.computeModelMatrixRef >= 0,
"vertex object must keep a Lua reference", failures);
auto objectMatrix = scriptEngine.ComputeModelMatrix(object.computeModelMatrixRef, 0.5f);
auto objectMatrix = sceneService.ComputeModelMatrix(object.computeModelMatrixRef, 0.5f);
ExpectIdentity(objectMatrix, "object compute_model_matrix", failures);
}
auto fallbackMatrix = scriptEngine.ComputeModelMatrix(LUA_REFNIL, 1.0f);
auto fallbackMatrix = sceneService.ComputeModelMatrix(-1, 1.0f);
ExpectIdentity(fallbackMatrix, "global compute_model_matrix", failures);
auto viewProjection = scriptEngine.GetViewProjectionMatrix(1.33f);
auto viewProjection = sceneService.GetViewProjectionMatrix(1.33f);
ExpectIdentity(viewProjection, "view_projection matrix", failures);
auto shaderMap = scriptEngine.LoadShaderPathsMap();
auto shaderMap = shaderService.LoadShaderPathsMap();
Assert(shaderMap.size() == 1, "expected a single shader variant", failures);
auto testEntry = shaderMap.find("test");
Assert(testEntry != shaderMap.end(), "shader map missing "
"test entry", failures);
Assert(testEntry != shaderMap.end(), "shader map missing test entry", failures);
if (testEntry != shaderMap.end()) {
Assert(testEntry->second.vertex == "shaders/test.vert.spv", "vertex shader path", failures);
Assert(testEntry->second.fragment == "shaders/test.frag.spv", "fragment shader path", failures);