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 inSource/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.
Read this page together with:
- ClientRuntime.md for how
ClientEngine,SpriteManager,MapView, and runtime managers use these services. - BuildWorkflow.md and BuildToolsPipeline.md for configure/build composition.
- WebDebugging.md and AndroidDebugging.md for platform package/debug flows.
- Debugging.md for native debugging and stack traces.
Source paths inspected
Source/Frontend/Application.hSource/Frontend/Application.cppSource/Frontend/ApplicationInit.cppSource/Frontend/ApplicationHeadless.cppSource/Frontend/ApplicationStub.cppSource/Frontend/Rendering.hSource/Frontend/Rendering.cppSource/Frontend/Rendering-OpenGL.cppSource/Frontend/Rendering-Direct3D.cppSource/Frontend/Rendering-Null.cppSource/Client/RenderTarget.hSource/Client/RenderTarget.cppSource/Client/SpriteManager.hSource/Client/EffectManager.hBuildTools/cmake/stages/Packages.cmakeSource/Tests/Test_Rendering.cpp
Layer map
The frontend/rendering split has three layers:
- Application layer (
Application,AppWindow,AppInput,AppAudio,AppRender) owns platform services and frame boundaries. - Renderer layer (
Rendererand its backends) owns GPU/null rendering resources: textures, draw buffers, effects, matrices, scissor state, presentation, and resize handling. - 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.
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:
- parse command-line and local configuration;
- load app settings from config/cache sources;
- initialize frontend globals once;
- optionally locate and call baking support through
FO_BakeResourceswhen resource baking is needed by the current app flow; - prepare the app-level services used by clients, tools, and headless/test modes.
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:
- main and child windows;
- active window selection;
- frame boundaries through
BeginFrame()andEndFrame(); - render-window boundaries through
BeginWindowRender()andEndWindowRender(); - link opening and user-facing message/progress/choice dialogs;
- main-loop callback registration;
- quit requests and wait-for-quit synchronization;
- touch gesture resolution and gamepad state refresh.
AppWindow / IAppWindow
Window responsibilities include:
- size, screen size, position, display rect, focus, fullscreen state;
- minimize, blink, always-on-top, title, input grabbing, and destruction;
- distinguishing real OS windows from virtual windows (
IsVirtual()) — host-composited embedded windows used by the multi-client host, whose render size is their own per-window virtual size rather than the shared logical screen size; - resolving a native
WindowInternalHandlefor render backends; - resolving a
HeadlessWindowStubin headless/stub contexts.
AppInput / IAppInput
Input responsibilities include:
- polling queued
InputEventvalues; - clearing and pushing events;
- mouse position control;
- screen keyboard enablement;
- clipboard text;
- gamepad state;
- normalization of mouse, keyboard, wheel, touch tap, touch double-tap, touch scroll, and touch zoom events.
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:
- reporting whether audio is enabled;
- setting an audio stream callback;
- converting audio formats;
- mixing audio;
- locking and unlocking the audio device around critical sections.
Headless and stub modes
Two non-normal modes are important for tools, tests, CI, and platform staging:
Source/Frontend/ApplicationHeadless.cppsupports headless operation where a real visible client window is not required.Source/Frontend/ApplicationStub.cppprovides stub implementations of render, input, audio, and window interfaces.
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:
RenderType— backend family selection.EffectUsage— effect category used when loading/compiling effects.RenderPrimitiveType— primitive topology used by draw buffers.BlendFuncTypeandBlendEquationType— blend-state configuration read from effect config.Vertex2DandVertex3D— vertex layouts used by sprite and model paths. For primitive batches uploaded throughSpriteManager::DrawPoints,PosX/PosYare the draw-area-local pixel coordinates (with thedraw_areascroll offset subtracted), andTexU/TexVcarryPrimitivePoint::TexUV + draw_area.xy— that is,DrawPointsadds the draw-area top-left to whatever the caller authored. The intended idiom for world-stable per-fragment effects (dither, noise, gradient mapping) is to author the same constantTexUVon every vertex of a primitive batch — the absolute map-origin-anchored pixel position of the screen-anchor hex_screenRawHex. The fragment shader then reconstructs each fragment’s true absolute world pixel position asgl_FragCoord.xy + InTexCoord. Because every vertex carries the same constant, varying interpolation is degenerate (no barycentric rounding can crawl the noise), and the rasterizer’s per-pixelgl_FragCoordprovides the spatial variation. This is robust against camera scroll, camera zoom, fan-triangle deformation from smooth sprite movement, and thefrom_hex.xparity sensitivity ofGeometryHelper::GetHexOffseton offset-row hexagonal grids.MapView::LightFanToPrimitvesauthors it viaGeometryHelper::GetHexOffset(mpos(0, 0), _screenRawHex). Existing primitive shaders ignoreInTexCoordand are unaffected.RenderTexture— backend texture/render-target resource.RenderDrawBuffer— vertex/index storage uploaded to the backend.RenderEffect— shader/effect object plus standard uniform/script-value buffers.Renderer— backend interface implemented by concrete renderers.
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:
- creates an SDL/OpenGL or WebGL context depending on platform;
- loads and validates required GL entry points/extensions;
- sizes the atlas against
AppRender::MAX_ATLAS_SIZEand backend limits; - creates textures, draw buffers, and effects;
- compiles/loads vertex and fragment shader content through the effect loader;
- reports render-target textures as vertically flipped (
IsRenderTargetFlipped() == true).
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:
- creates D3D device/swap-chain/render-target resources;
- creates textures, staging textures, draw buffers, constant buffers, and effects;
- loads vertex/pixel shader content through the effect loader;
- handles resize by recreating backbuffer/depth resources;
- reports render-target textures as not flipped (
IsRenderTargetFlipped() == false).
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:
- create render targets with optional depth and linear filtering;
- allocate backend
RenderTextureobjects throughIAppRender::CreateTexture(); - preserve/restore the previous backend render target while allocating and clearing a new target;
- maintain a render-target stack through
PushRenderTarget()andPopRenderTarget(); - clear the current render target;
- resize render targets;
- read pixels from render targets with a small last-pixel-pick cache;
- delete render targets and clear the stack;
- dump render-target textures for debugging.
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:
- Logical screen size —
Settings.View.ScreenWidth/ScreenHeight. This is the coordinate space the game renders in: the main render target_rtMain(SpriteManager), the projection matrix, and the GUI/ImGui display size all use it. - Backbuffer (framebuffer) size — the actual output surface: the OS window’s pixel size in windowed mode, the monitor size in fullscreen, or an embedded client’s virtual render texture in the multi-client host.
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:
- keeps physical virtual-window size (
_virtualSize,GetSize()) separate from logical client resolution (_virtualScreenSize,GetScreenSize()); - renders game content into
_rtMainat the logical size, then aspect-fits that render target into_virtualRenderTexat the physical virtual-window size; - is composited by the host:
ServerAppdraws the client’s virtual render texture aspect-fitted and centered into a per-client display rect (SetDisplayRect), and maps input back through that rect,_virtualSize, and the same aspect-fit content rect used for rendering so black bars do not skew client-local mouse coordinates.
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:
- projection/main texture data;
- transparent egg parameters;
- sprite border parameters;
- time/random/script values;
- camera/model/model-texture/model-animation data.
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:
- effect config parsing in
Rendering.cpp; - backend shader loading/drawing in
Rendering-OpenGL.cpporRendering-Direct3D.cpp; - client effect selection/update code in
EffectManager; - map/client draw sequencing in
MapVieworSpriteManager.
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:
- frontend source defines what the engine can do;
- CMake/BuildTools decide which apps/backends/platform packages are built;
- embedding-project presets choose concrete configurations;
- platform docs explain how to debug the resulting package.
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:
Applicationinit still works for graphical, headless, and test/tool flows.- Input changes preserve
InputEventinvariants and client script event mapping. - Touch/gamepad changes are platform-neutral unless clearly guarded.
- Renderer changes are tested on the affected backend: null/headless, OpenGL/WebGL, or Direct3D.
- Render-target changes preserve stack push/pop behavior and previous-target restoration.
- Texture orientation changes account for
IsRenderTargetFlipped()differences between OpenGL and Direct3D. - Effect changes document config parsing, shader files, and script-value buffer implications.
- Web changes cross-link to WebDebugging.md; Android changes cross-link to AndroidDebugging.md; native attach/debug changes cross-link to Debugging.md.