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FOnline Engine

Flexible cross-platform isometric game engine

Frontend and Rendering

Engine-owned documentation. This page describes the reusable application, input, audio, window, and rendering abstractions under Source/Frontend/ plus the client render-target bridge in Source/Client/.

Purpose

The frontend layer is the boundary between the platform and the engine runtime. It owns windows, frame boundaries, input queues, touch/gamepad translation, audio device access, renderer selection, and low-level render backend objects. The client runtime consumes this layer through stable interfaces instead of calling SDL, OpenGL, Direct3D, or Web APIs directly.

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Source paths inspected

Layer map

The frontend/rendering split has three layers:

  1. Application layer (Application, AppWindow, AppInput, AppAudio, AppRender) owns platform services and frame boundaries.
  2. Renderer layer (Renderer and its backends) owns GPU/null rendering resources: textures, draw buffers, effects, matrices, scissor state, presentation, and resize handling.
  3. Client drawing layer (SpriteManager, RenderTargetManager, EffectManager, MapView) builds engine/game drawing operations on top of the renderer abstraction.

This keeps most client code renderer-agnostic. The client asks for sprites, effects, draw buffers, render targets, and input events; the selected backend decides how those are implemented.

Matrix convention

Engine render math uses one matrix convention:

Use RowMajor/ColumnMajor naming only for explicit boundary conversion with external data formats. Internal renderer, model, particle, and geometry code should name matrices by role (ProjMatrix, ViewMatrix, ViewProjMatrix, WorldMatrix) rather than by storage order.

Application initialization

InitApp() and LoadAppSettings() in Source/Frontend/ApplicationInit.cpp prepare global settings and application services before the client/server/tool app creates its engine object.

Notable responsibilities:

Application initialization is intentionally shared by more than the graphical client. Server, mapper, editor, testing, and package flows may use different flags or window modes, but they should still go through the shared frontend setup where applicable.

Application services

Source/Frontend/Application.h defines the public frontend surface.

Application

Application owns process-level frontend state:

AppWindow / IAppWindow

Window responsibilities include:

AppInput / IAppInput

Input responsibilities include:

Mouse button input preserves the concrete platform button id when mapping to script-facing MouseButton values (Left, Right, Middle, Ext0/Ext1, …); unknown native buttons are ignored rather than falling back to a primary click.

The client turns these lower-level events into script events in ClientEngine::ProcessInputEvent().

SDL mouse-motion events are the primary source for InputEvent::MouseMoveEvent. On backends where SDL exposes global mouse coordinates (Windows, macOS, X11, and the whitelisted OS/2 drivers), Application::BeginFrame() also polls global mouse state while the app remains focused. If no SDL motion event arrived in that frame and the global position changed, the frontend synthesizes a mouse-move event from the global position. This keeps the game cursor and edge-scroll state updating when the OS pointer has moved outside the client window instead of freezing at the last in-window event. The same host-to-active-window translation path is used for this synthetic event, so embedded virtual clients still receive local logical coordinates through their display rect and aspect-fit mapping.

AppAudio / IAppAudio

Audio responsibilities include:

Headless and stub modes

Two non-normal modes are important for tools, tests, CI, and platform staging:

The stub layer is not a full renderer. It exists so tests and non-graphical flows can exercise engine logic without assuming that a real GPU/window/audio device is available. When a test depends on visible rendering, it should say so explicitly instead of relying on stub behavior.

Rendering abstraction

Source/Frontend/Rendering.h defines the renderer-facing types:

Source/Frontend/Rendering.cpp owns backend-independent helper behavior, including draw-buffer allocation checks and effect configuration parsing. It reads effect sections such as Effect and EffectInfo, pass counts, blend settings, and script-visible buffers before backend-specific code consumes shader files.

Render backends

Null renderer

Source/Frontend/Rendering-Null.cpp implements Null_Renderer, Null_Texture, Null_DrawBuffer, and Null_Effect.

Use it for tests, headless flows, and validation that should not require a GPU. It still validates dimensions, buffer counts, render-target state, and texture region access, so it is useful for catching many API misuse errors.

OpenGL renderer

Source/Frontend/Rendering-OpenGL.cpp implements the OpenGL/WebGL path.

Important behaviors:

OpenGL is the path to inspect for WebAssembly/WebGL behavior. Pair renderer changes with WebDebugging.md validation.

Direct3D renderer

Source/Frontend/Rendering-Direct3D.cpp implements the Direct3D 11 path.

Important behaviors:

Direct3D changes are Windows-specific and should be validated through a Windows embedding-project build/debug flow.

Render targets and client bridge

Source/Client/RenderTarget.h and Source/Client/RenderTarget.cpp are the client-side bridge from high-level drawing code to backend textures.

RenderTargetManager responsibilities:

MapView, SpriteManager, ModelSpriteFactory, and ParticleSpriteFactory all rely on render targets for map layers, light buffers, model/particle atlas rendering, hit testing, and offscreen composition.

Model-attached SPARK particle systems keep already spawned particles in their simulation space while the emitter follows the model attachment point. A non-identity root transform in the particle resource selects the position-plus-facing path instead of inheriting the full bone matrix; this keeps lingering particles world-stable during model movement while new particles spawn at the current attachment point. The model movement offset is subtracted in particle model space before camera rotation and projection so the setup-time positive offset and draw-time negative offset cancel for newly emitted particles.

Screen size, resolution, and letterboxing

Two distinct sizes drive client rendering:

The game always renders into _rtMain at the logical size; the final blit (Renderer::SetRenderTarget(nullptr) in the backends) then stretches/upscales _rtMain with aspect ratio preserved into the backbuffer (centered, with bars only when the aspects differ). This is deliberate: fullscreen must scale the chosen logical resolution up to the monitor without non-proportional distortion. When the two sizes are equal the blit is 1:1 with no bars. Accordingly _rtMain is sized to GetScreenSize() and is resized on the screen-size-changed event. Dispatchers are semantic: OnScreenSizeChanged fires only when the logical screen size changes, while OnWindowSizeChanged fires when the physical/host window changes.

Script offscreen surfaces (Game.ActivateOffscreenSurface / Game.PresentOffscreenSurface) also operate in the logical screen coordinate space, because scripts draw them while _rtMain is active. Pooled offscreen render targets must therefore be created at SpriteManager::GetScreenSize() and resized when the logical resolution changes before they are reused; otherwise effects such as monitor-noise GUI composition can clip content that moves outside the old resolution.

Windowed

Window pixel size and logical screen size are kept equal. Resizing the OS window raises SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED; while the main window is not fullscreen, that event writes Settings.ScreenWidth/Height from the new pixel size, fires OnWindowSizeChanged, and fires OnScreenSizeChanged only when those settings actually changed. Game.SetResolution(w, h) first updates the logical size through SetScreenSize, then resizes the OS window only when the client is neither fullscreen nor virtual; the following OS-window resize is treated as a window-size event only if it reports the same logical size, avoiding a second GUI/map screen-size refresh for the same resolution change.

Fullscreen (borderless desktop)

The window uses SDL_SetWindowFullscreenMode(window, nullptr), so the framebuffer is always the monitor size and cannot be resized to a sub-monitor resolution. A “resolution” in fullscreen is the logical render size: Game.SetResolution changes the logical size (SetScreenSize), and the backbuffer blit stretches/upscales that logical render to the monitor with aspect ratio preserved. Fullscreen startup, fullscreen toggles, and fullscreen SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED events update the renderer/backbuffer only; they must not overwrite Settings.ScreenWidth/Height or fire OnScreenSizeChanged, otherwise the selected logical resolution collapses to the monitor size and there is nothing left to stretch. AppWindow::ToggleFullscreen() marks the transition before calling SDL because SDL can queue the pixel-size event while the OS/window flags still appear to be in the previous mode. This is not a non-proportional stretch; bars are expected only when the selected logical aspect differs from the monitor aspect.

SDL documents that SDL_SetWindowSize has no effect while a window is fullscreen or maximized, so the engine must not rely on that call changing the live fullscreen framebuffer. For native non-virtual clients, Game.SetResolution still records the requested size as the pending windowed size while fullscreen. When the client leaves fullscreen, SpriteManager::ToggleFullscreen() applies that pending size to the restored window and then re-centers the window using the accumulated resolution delta. This preserves both rules: fullscreen presents as aspect-preserving stretch to the monitor, and returning to windowed mode uses the last selected resolution as the OS window size.

Embedded clients in the multi-client host (virtual windows)

ServerApp can host several embedded clients (the Single/Tile/Cascade layouts, Spawn Client). Each embedded client is its own engine instance with its own GlobalSettings and a virtual AppWindow (IsVirtual()). A virtual window:

Because each embedded engine owns its settings, a resolution change must update the owning engine’s settings, not the host’s. Virtual AppWindow::SetScreenSize/GetScreenSize store the logical size in _virtualScreenSize, while SpriteManager::SetScreenSize mirrors the new size into the embedded engine’s own Settings.ScreenWidth/Height before the screen-size-changed handlers run. SetResolution skips SetWindowSize for virtual windows, and SetScreenSize does not mutate _virtualSize, so changing a client resolution no longer resizes the virtual render texture or the host layout. A standalone client has a single engine where the engine’s settings and App->Settings are the same instance, so the real window handles it directly.

GUI screens re-center on a resolution change through the client’s OnScreenSizeChanged handler → Gui::Callback_OnResolutionChanged(), which re-runs each screen’s layout against the current Settings.View.ScreenWidth/Height (a screen with Anchor: None is centered against the parent/screen size). This is why both _rtMain/GetScreenSize() and the engine’s own settings must reflect the new logical size: the render target controls what is drawn, the settings control where the GUI lays it out.

Local-map viewports recenter instantly on the chosen critter when their screen size actually changes. This keeps the player anchored after resolution changes in standalone clients, fullscreen logical-resolution changes, and embedded virtual clients. MapView must derive that size from the logical client screen size, not from the physical OS window/backbuffer size; fullscreen scaling is handled by the final render-target blit.

Effects and shader data

RenderEffect owns standard buffers used by render paths:

EffectManager in Source/Client/EffectManager.h loads minimal/default effects, resolves script-selected effects, writes script-value buffers, and performs per-frame updates. Scripts can write one ScriptValueBuf float with Game.SetEffectScriptValue(...), or write a contiguous range with Game.SetEffectScriptValues(effectType, effectSubtype, valueStartIndex, values, valuesOffset = 0, valuesCount = -1) to avoid repeated native calls when updating shader parameter blocks. Both APIs validate the selected effect, require the shader to declare ScriptValueBuf, and enforce the configured EFFECT_SCRIPT_VALUES range. When adding an effect feature, document whether the change belongs in:

Minimal-profile base effects

The engine ships a fixed set of base effects under Resources/Core/Effects/ (loaded as the default for each draw slot by the LOAD_DEFAULT_EFFECT table in Source/Client/EffectManager.cpp) plus a few bootstrap effects under Resources/Embedded/Effects/ (compiled into the binary so the renderer can draw before external resource packs are mounted). Each .fofx opens with a top-of-file # comment header stating what the effect does, which slot uses it, and how it works.

These base shaders are deliberately written for the lowest Direct3D feature level (down to feature level 9_x): no gl_FragCoord / position-semantic reads, no screen-space derivatives (dFdx/dFdy/fwidth), and no dynamic array/vector indexing — only constructs that compile and run on the weakest supported hardware. The cross-compiler still emits HLSL Shader Model 4.0, GLSL 330, GLSL ES 300 and Metal for every effect (Source/Tools/EffectBaker.cpp), but the source must avoid features that fail on the lowest runtime profile. Keep an engine base effect minimal; that is what its header’s Profile: minimal line records.

Default slot → effect mapping (Source/Client/EffectManager.cpp): Font/Iface/Generic/Critter/Rain2D_Default; Roof/Tile/Flat2D_NoDepth; PrimitivePrimitive_Default; LightPrimitive_Light; FogPrimitive_Fog; FlushPrimitive/FlushMap/FlushLight/FlushFog/FlushRenderTarget → the matching Flush_*; SkinnedModel3D_Skinned; ImGui → the ImGuiDefaultEffect setting (ImGui_Default). 2D_WithoutEgg, 3D_NormalMapping, Flush_Map_BlackWhite, Font_Default, Interface_Default and the Particles_* set are available effects selected per-draw / per-mesh / by the particle system rather than fixed slot defaults.

An embedding project that targets richer hardware keeps its own advanced-profile copies in a resource pack that bakes after Core/Embedded under the same resource name, so the project copy shadows the engine base at runtime while the engine keeps the minimal fallback. The richer copy is free to use gl_FragCoord, derivatives, per-fragment lighting, and similar; the engine base is not.

Per-effect depth state and the shared map depth buffer

Effects carry per-pass depth state parsed from the .fofx [Effect] block:

The map render target (MapView::_rtMap) is created with_depth, giving the world one shared depth buffer. EffectUsage::QuadSprite and EffectUsage::Model effects participate in it (depth state is a hardware no-op on targets without a depth attachment — UI, light, flush-to-screen):

Direct-to-scene sprites

A Sprite may override IsDirectDraw() to render its own geometry straight into the current scene render target (with the shared depth buffer) instead of being batched as an atlas quad. Because such a sprite uses its own shader (not the sprite batch’s), drawing it at its interleaved draw-order position would split the sprite batch around every one. Instead SpriteManager::DrawSprites collects direct-draw sprites during the batch loop and replays them in a single Sprite::DrawInScene(scene_pos, depth) pass (a const method, like FillData) after the whole sprite batch is flushed — so the batch stays intact. Opaque sprites write depth (DepthFunc = Always, DepthWrite = True) and direct-draw transparents only test it (LessEqual, DepthWrite = False), so scene occlusion comes from the shared depth buffer. Direct-draw anchors use the projected hex + HexOffset + SpriteOffset/TweakOffset + Elevation map position, deliberately excluding viewport-only field.Offset, and keep only a single computed anchor-bias step instead of inheriting their late draw order; otherwise DrawOrderType::Particles would become depth-closer than critters/scenery before the particle geometry itself is even considered.

ParticleSprite supports two render types, chosen per particle system by the SparkQuadRenderer draw in scene .fopts attribute (ATTRIBUTE_TYPE_BOOL, default false — alongside draw size):

ParticleSprite::Play() respawns its ParticleSystem before starting updates, so one-shot SPARK systems can be replayed after Game.PlaySprite(...) or after AnimFree/AnimLoad cache reuse.

The flag flows SparkQuadRenderer::GetDrawInScene()ParticleSystem::GetDrawInScene()ParticleSpriteFactory::LoadSprite. Model-bone particles (ModelInstance::RunParticle) are a separate path and ignore this attribute.

ModelSprite can also use the direct-to-scene path for visible map rendering when Render.ModelDirectDraw is enabled. With the default false value, map models stay on the cached atlas-sprite path: ModelSprite::Update() refreshes the model atlas and the sprite batch draws the atlas quad. With Render.ModelDirectDraw = true, ModelSprite::DrawInScene builds the same shared map view-proj basis as scene particles, bakes the map sprite’s logical root (scene_pos + raw scene depth) into the proj, and calls ModelInstance::DrawInScene. The model animation/skinning path is reused, but the old atlas-only camera tilt is skipped so the shared map VP owns the tilt once. DrawToAtlas is retained for preview and hit-test data. Model-bone SPARK particles use the active direct-scene proj with tilt_in_proj, so attached transparent particles render in the same world-space map frame and test against shared depth. Direct scene draws still disable the old model shadow pass because its shader math is atlas-space and needs a separate world-space rewrite.

World scale. Render.ModelProjFactor is the screen px per 3D world unit (= 32 = MAP_HEX_WIDTH), i.e. 1 world unit = 1 hex = 1 m — the single metric shared by 3D models and in-scene particles. So a scene-type system that emits within a radius of N units spans N hexes on the ground, matching direct-to-scene 3D models authored to the same scale.

Platform packages and BuildTools relationship

BuildTools/cmake/stages/Packages.cmake participates in package target generation. Platform package workflows decide which app/runtime artifacts are packaged, but renderer/backend availability still comes from configured source, compile definitions, third-party dependencies, and platform toolchains.

Keep these boundaries clear:

Do not document one embedding project’s generated target names as universal engine target names.

Frontend/rendering validation tests

Use Source/Tests/Test_Rendering.cpp as the smallest current engine-local test surface for renderer API behavior that should not require a real GPU. The test exercises the null renderer path, draw-buffer limits, texture creation, render-target creation, and invalid-argument checks. Pair it with platform-specific manual/debug validation when changing OpenGL/WebGL or Direct3D backend code.

Validation checklist

When changing frontend or rendering behavior, verify: