## Scene System: Cameras, DrawContext, and Instances Thin scene layer that produces `RenderObject`s for the renderer. It gathers opaque/transparent surfaces, maintains the main camera, and exposes simple runtime instance APIs. ### Components - `SceneManager` (src/scene/vk_scene.h/.cpp) - Owns the main `Camera`, `GPUSceneData`, and `DrawContext`. - Loads GLTF scenes via `AssetManager`/`LoadedGLTF` and creates dynamic mesh/GLTF instances. - Updates per‑frame transforms, camera, and `GPUSceneData` (`view/proj/viewproj`, sun/ambient). - `DrawContext` - Two lists: `OpaqueSurfaces` and `TransparentSurfaces` of `RenderObject`. - Populated by scene graph traversal and dynamic instances each frame. - `RenderObject` - Geometry: `indexBuffer`, `vertexBuffer` (for RG tracking), `vertexBufferAddress` (device address used by shaders). - Material: `MaterialInstance* material` with bound set and pipeline. - Transform and bounds for optional culling. ### Frame Flow 1. `SceneManager::update_scene()` clears the draw lists and rebuilds them by drawing all active scene/instance nodes. 2. Renderer consumes the lists: - Geometry pass sorts opaque by material and index buffer to improve locality. - Transparent pass sorts back‑to‑front against camera and blends to the HDR target. 3. Uniforms: Passes allocate a small per‑frame UBO (`GPUSceneData`) and bind it via a shared layout. ### Sorting / Culling - Opaque (geometry): stable sort by `material` then `indexBuffer` (see `src/render/passes/geometry.cpp`). - Transparent: sort by camera‑space depth far→near (see `src/render/passes/transparent.cpp`). - An example frustum test exists in `passes/geometry.cpp` (`is_visible`) and can be enabled to cull meshes. ### Dynamic Instances - Mesh instances - `addMeshInstance(name, mesh, transform)`, `removeMeshInstance(name)`, `clearMeshInstances()`. - Useful for spawning primitives or asset meshes at runtime. - GLTF instances - `addGLTFInstance(name, LoadedGLTF, transform)`, `removeGLTFInstance(name)`, `clearGLTFInstances()`. ### GLTF Animation / “Actions” GLTF files can contain one or more animation clips (e.g. `Idle`, `Walk`, `Run`). The loader (`LoadedGLTF`) parses these into `LoadedGLTF::Animation` objects, and `SceneManager` exposes a thin API to pick which clip is currently playing. > Note: a `LoadedGLTF` is typically shared by multiple instances. Changing the active animation on a shared `LoadedGLTF` will affect all instances that point to it. If you want per‑character independent actions, load separate `LoadedGLTF` objects (one per character) or duplicate the asset in your game layer. **Static scenes (loaded via `loadScene`)** Example: engine default scene in `VulkanEngine::init()`: - `structure` is loaded and registered via: - `sceneManager->loadScene("structure", structureFile);` To control its animation: - By index: - `scene->setSceneAnimation("structure", 0); // first clip` - `scene->setSceneAnimation("structure", 1, true); // second clip, reset time` - By name (matches glTF animation name): - `scene->setSceneAnimation("structure", "Idle");` - `scene->setSceneAnimation("structure", "Run");` - Looping: - `scene->setSceneAnimationLoop("structure", true); // enable loop` - `scene->setSceneAnimationLoop("structure", false); // play once and stop at end` All functions return `bool` to indicate whether the scene name was found. **Runtime GLTF instances** GLTF instances are created via: - `scene->addGLTFInstance("player", playerGltf, playerTransform);` You can treat each instance as an “actor” and drive its current action from your game state: - By index: - `scene->setGLTFInstanceAnimation("player", 0);` - By name: - `scene->setGLTFInstanceAnimation("player", "Idle");` - `scene->setGLTFInstanceAnimation("player", "Run");` - Looping: - `scene->setGLTFInstanceAnimationLoop("player", true);` These helpers forward to the underlying `LoadedGLTF`’s `setActiveAnimation(...)` and `animationLoop` fields. `SceneManager::update_scene()` advances animations every frame using a per‑frame `dt`, so once you select an action, it will keep playing automatically until you change it or disable looping. ### GPU Scene Data - `GPUSceneData` carries camera matrices and lighting constants for the frame. - Passes map and fill it into a per‑frame UBO, bindable with `DescriptorManager::gpuSceneDataLayout()`. ### Tips - Treat `DrawContext` as immutable during rendering; build it fully in `update_scene()`. - 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.