ADD: game API docs

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## GameFacing API Overview
This document summarizes the main engine APIs that are directly useful when building a game (spawn actors, control lights/animations, and interact via picking).
For details on the underlying systems, see also:
- `docs/Scene.md` cameras, draw context, instances, picking.
- `docs/EngineContext.md` access to managers and perframe state.
- `docs/RenderGraph.md` rendergraph API for custom passes.
---
## VulkanEngine Helpers
Header: `src/core/engine.h`
- Lifecycle
- `void init()` initialize SDL, device, managers, scene, render graph.
- `void run()` main loop: handles events, updates scene, builds Render Graph, submits frames.
- `void cleanup()` destroy managers and GPU resources.
- GLTF spawn helper
- `bool addGLTFInstance(const std::string &instanceName, const std::string &modelRelativePath, const glm::mat4 &transform = glm::mat4(1.f));`
- Loads a glTF from `assets/models/...` (via `AssetManager`) and registers it as a runtime scene instance.
- `instanceName` becomes the logical name used by `SceneManager` (e.g. for picking and animation control).
- Picking access
- `struct PickInfo` (nested in `VulkanEngine`)
- `MeshAsset *mesh`, `LoadedGLTF *scene`, `Node *node`
- `RenderObject::OwnerType ownerType` (e.g. `StaticGLTF`, `GLTFInstance`, `MeshInstance`)
- `std::string ownerName`
- `glm::vec3 worldPos`
- `glm::mat4 worldTransform`
- `uint32_t indexCount`, `firstIndex`, `surfaceIndex`
- `bool valid`
- `const PickInfo &get_last_pick() const`
- Returns the last click selection result.
- Filled by the engine from either CPU ray picking or IDbuffer picking depending on `_useIdBufferPicking`.
- Typical usage:
- On mouseup in your game layer, read `engine->get_last_pick()` and, if `valid`, use `ownerName`/`worldPos` to drive selection logic.
> Note: hover picks and drag selections are also available as internal fields on `VulkanEngine` (`_hoverPick`, `_dragSelection`) and are documented in `docs/Scene.md`. You can expose additional getters if you want to rely on them from game code.
---
## Scene & Instances (Actors, Lights, Animations)
Header: `src/scene/vk_scene.h`
Docs: `docs/Scene.md`
### Dynamic Mesh/GLTF Instances
- Mesh instances
- `void addMeshInstance(const std::string &name, std::shared_ptr<MeshAsset> mesh, const glm::mat4 &transform = glm::mat4(1.f), std::optional<BoundsType> boundsType = {});`
- `bool getMeshInstanceTransform(const std::string &name, glm::mat4 &outTransform);`
- `bool setMeshInstanceTransform(const std::string &name, const glm::mat4 &transform);`
- `bool removeMeshInstance(const std::string &name);`
- `void clearMeshInstances();`
- Typical usage:
- Spawn primitives or dynamic meshes at runtime (e.g. projectiles, props).
- Use `setMeshInstanceTransform` every frame to move them based on game logic.
- GLTF instances (actors)
- `void addGLTFInstance(const std::string &name, std::shared_ptr<LoadedGLTF> scene, const glm::mat4 &transform = glm::mat4(1.f));`
- `bool getGLTFInstanceTransform(const std::string &name, glm::mat4 &outTransform);`
- `bool setGLTFInstanceTransform(const std::string &name, const glm::mat4 &transform);`
- `bool removeGLTFInstance(const std::string &name);`
- `void clearGLTFInstances();`
- Usage pattern:
- Treat each GLTF instance as an “actor” with a name; use transforms to place characters, doors, props, etc.
### Animations (GLTF)
- Scenelevel
- `bool setSceneAnimation(const std::string &sceneName, int animationIndex, bool resetTime = true);`
- `bool setSceneAnimation(const std::string &sceneName, const std::string &animationName, bool resetTime = true);`
- `bool setSceneAnimationLoop(const std::string &sceneName, bool loop);`
- Instancelevel
- `bool setGLTFInstanceAnimation(const std::string &instanceName, int animationIndex, bool resetTime = true);`
- `bool setGLTFInstanceAnimation(const std::string &instanceName, const std::string &animationName, bool resetTime = true);`
- `bool setGLTFInstanceAnimationLoop(const std::string &instanceName, bool loop);`
- Notes:
- All functions return `bool` indicating whether the named scene/instance exists.
- `SceneManager::update_scene()` advances active animations each frame using engine delta time.
### Point Lights
- Struct:
- `struct PointLight { glm::vec3 position; float radius; glm::vec3 color; float intensity; };`
- API:
- `void addPointLight(const PointLight &light);`
- `void clearPointLights();`
- `size_t getPointLightCount() const;`
- `bool getPointLight(size_t index, PointLight &outLight) const;`
- `bool setPointLight(size_t index, const PointLight &light);`
- `bool removePointLight(size_t index);`
- Typical usage:
- On level load, add all static lights.
- At runtime, animate or toggle lights based on gameplay events (e.g. explosions, flickering lamps).
---
## Picking & Selection (Interaction)
Picking lives in `SceneManager` and is wired into `VulkanEngine`s frame loop.
Header: `src/scene/vk_scene.h`
Implementation: `src/scene/vk_scene_picking.cpp`
### SingleObject Ray Picking
- `bool pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, glm::vec3 &outWorldPos);`
- Input:
- `mousePosPixels` window coordinates (SDL style), origin at topleft.
- Output on success:
- `outObject` closest `RenderObject` hit by the camera ray.
- `outWorldPos` precise worldspace hit position (uses mesh BVH when available).
- Returns:
- `true` if any object was hit, otherwise `false`.
### IDBuffer Picking
- `bool resolveObjectID(uint32_t id, RenderObject &outObject) const;`
- Takes an ID read back from the ID buffer and resolves it to the corresponding `RenderObject` in the latest `DrawContext`.
- Used by the engine when `_useIdBufferPicking` is enabled to implement asynchronous picking.
### Rectangle Selection (Drag Box)
- `void selectRect(const glm::vec2 &p0, const glm::vec2 &p1, std::vector<RenderObject> &outObjects) const;`
- Inputs:
- `p0`, `p1` opposite corners of a windowspace rectangle (topleft origin).
- Output:
- `outObjects` appended with all `RenderObject`s whose projected bounds intersect the rectangle.
- Internals:
- Uses `sceneData.viewproj` and an NDCspace bounds test to determine overlap.
### Typical Game Usage
- Hover tooltips:
- Track mouse position in window coordinates.
- Use `SceneManager::pick` directly, or read `VulkanEngine::get_last_pick()` and/or `_hoverPick` as documented in `Scene.md`.
- Object selection / interaction:
- On mouse click release, inspect `engine->get_last_pick()`:
- If `valid`, dispatch interaction based on `ownerType` / `ownerName` (e.g. select unit, open door).
- Multiselect:
- When implementing drag selection, call `SceneManager::selectRect` with the drag rectangle to get all hits, or reuse the engines `_dragSelection` mechanism.
---
## ImGui / ImGuizmo Editor Utilities
File: `src/core/engine_ui.cpp`
These are primarily debug/editor features but can be kept in a game build to provide ingame tools.
- Main entry:
- `void vk_engine_draw_debug_ui(VulkanEngine *eng);`
- Called once per frame by the engine to build the “Debug” window tabs.
- Useful tools for games:
- Scene tab:
- Spawn glTF instances at runtime using `VulkanEngine::addGLTFInstance(...)`.
- Spawn primitive mesh instances (cube/sphere) using `SceneManager::addMeshInstance(...)`.
- Pointlight editor UI built on `SceneManager` light APIs.
- Object gizmo (ImGuizmo):
- Uses last pick / hover pick as the current target and manipulates transforms via `setMeshInstanceTransform` / `setGLTFInstanceTransform`.

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### GPU Scene Data
- `GPUSceneData` carries camera matrices and lighting constants for the frame.
- Passes map and fill it into a perframe UBO, bindable with `DescriptorManager::gpuSceneDataLayout()`.
- Passes map and fill it into a per-frame UBO, bindable with `DescriptorManager::gpuSceneDataLayout()`.
### Point Lights
- `SceneManager::PointLight`
- `position` worldspace position.
- `radius` approximate influence radius (used for falloff).
- `color` RGB color.
- `intensity` scalar brightness.
- API
- `addPointLight(const PointLight &light)`
- `clearPointLights()`
- `getPointLightCount()`, `getPointLight(index, outLight)`, `setPointLight(index, light)`, `removePointLight(index)`
- Usage pattern
- On level load: call `addPointLight` for each baked/runtime point light.
- At runtime (e.g. gameplay): read/modify lights via the indexed helpers.
### Picking & Selection (GameFacing)
The scene system exposes CPU raybased picking and rectangle selection that the engine uses for editor tools, but you can also call them directly from game code.
- Singleobject ray pick
- Function: `bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, glm::vec3 &outWorldPos)`
- Input: `mousePosPixels` in window coordinates (SDL style), origin at topleft.
- Output:
- `outObject` the closest hit `RenderObject` (opaque or transparent) along the camera ray.
- `outWorldPos` worldspace hit position (mesh BVHrefined when available).
- Returns `true` when something was hit, `false` otherwise.
- IDbuffer picking
- In addition to CPU ray picks, the engine can render an objectID buffer and read back a single pixel.
- Core API:
- `SceneManager::resolveObjectID(uint32_t id, RenderObject &outObject) const`
- Takes an ID from the ID buffer and resolves it back to the `RenderObject` in the latest `DrawContext`.
- Engine integration:
- `RenderObject::objectID` is assigned in `MeshNode::Draw` and consumed by the geometry pass to write the ID buffer.
- `VulkanEngine` wires a small `PickReadback` rendergraph pass that copies one pixel from the ID buffer into a CPU readback buffer when IDbuffer picking is enabled.
- Rectangle selection
- Function: `void SceneManager::selectRect(const glm::vec2 &p0, const glm::vec2 &p1, std::vector<RenderObject> &outObjects) const`
- Input: `p0`, `p1` opposite corners of a screenspace rectangle in window coordinates (topleft origin).
- Output: `outObjects` all `RenderObject`s whose projected bounds intersect the rectangle.
- Internals:
- Uses `sceneData.viewproj` and `box_overlaps_ndc_rect` to test each objects bounds in clip space.
### EngineLevel Picking Helpers
`VulkanEngine` wraps the scene picking functions and keeps a small amount of perframe state that game/editor code can query:
- Structures on `VulkanEngine`
- `struct PickInfo`
- `MeshAsset *mesh`, `LoadedGLTF *scene`, `Node *node`
- `RenderObject::OwnerType ownerType`, `std::string ownerName`
- `glm::vec3 worldPos`, `glm::mat4 worldTransform`
- `uint32_t indexCount`, `firstIndex`, `surfaceIndex`
- `bool valid`
- Fields:
- `_lastPick` result of the last click selection (via CPU ray or IDbuffer).
- `_hoverPick` result of the last perframe hover raycast (under the mouse cursor).
- `_dragSelection` list of `PickInfo` filled by `SceneManager::selectRect` when a dragselect completes.
- `_useIdBufferPicking` toggles between CPU ray picking and IDbuffer picking.
- How the engine fills them (for reference)
- Mouse hover:
- The frame loop tracks `_mousePosPixels` from SDL mouse motion events.
- Each frame, `VulkanEngine::draw()` calls `SceneManager::pick(_mousePosPixels, ...)` and stores the result in `_hoverPick`.
- Click selection:
- On mouse button release, the engine either:
- Queues a pick request for the ID buffer (if `_useIdBufferPicking` is true), or
- Calls `SceneManager::pick(...)` directly (CPU ray).
- The resolved result is stored in `_lastPick`.
- Drag selection:
- The engine tracks a drag rectangle in screen space and, on release, calls `SceneManager::selectRect(...)` and converts each `RenderObject` into a `PickInfo` stored in `_dragSelection`.
- Typical gameside usage
- Hover tooltips:
- Read `engine->_hoverPick` each frame; if `valid`, use `ownerName`, `worldPos`, or `ownerType` to drive UI.
- Click selection:
- After input handling, inspect `engine->_lastPick` for the most recent clicked object.
- Multiselect:
- After a drag, iterate `engine->_dragSelection` for group actions.
### Tips
- Treat `DrawContext` as immutable during rendering; build it fully in `update_scene()`.
- Keep `RenderObject` small; use device addresses for vertex data to avoid perdraw vertex buffer binds.
- Keep `RenderObject` small; use device addresses for vertex data to avoid per-draw vertex buffer binds.
- For custom sorting/culling, modify only the scene layer; render passes stay simple.