233 lines
7.1 KiB
C++
233 lines
7.1 KiB
C++
// vulkan_engine.h : Include file for standard system include files,
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// or project specific include files.
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#pragma once
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#include <core/types.h>
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#include <vector>
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#include <string>
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#include <unordered_map>
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#include "vk_mem_alloc.h"
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#include <deque>
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#include <functional>
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#include "descriptor/descriptors.h"
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#include "scene/vk_loader.h"
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#include "compute/vk_compute.h"
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#include <scene/camera.h>
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#include "device/device.h"
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#include "render/renderpass.h"
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#include "render/passes/background.h"
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#include "device/resource.h"
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#include "device/swapchain.h"
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#include "scene/vk_scene.h"
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#include "render/materials.h"
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#include "frame/resources.h"
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#include "descriptor/manager.h"
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#include "pipeline/sampler.h"
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#include "render/passes/ssr.h"
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#include "core/context.h"
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#include "core/pipeline/manager.h"
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#include "core/assets/manager.h"
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#include "core/assets/async_loader.h"
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#include "render/graph/graph.h"
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#include "core/raytracing/raytracing.h"
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#include "core/assets/texture_cache.h"
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#include "core/assets/ibl_manager.h"
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// Number of frames-in-flight. Affects per-frame command buffers, fences,
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// semaphores, and transient descriptor pools in FrameResources.
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constexpr unsigned int FRAME_OVERLAP = 2;
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// Compute push constants and effects are declared in compute/vk_compute.h now.
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struct RenderPass
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{
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std::string name;
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std::function<void(VkCommandBuffer)> execute;
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};
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struct MeshNode : public Node
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{
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std::shared_ptr<MeshAsset> mesh;
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// Owning glTF scene (for picking/debug); may be null for non-gltf meshes.
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LoadedGLTF *scene = nullptr;
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virtual void Draw(const glm::mat4 &topMatrix, DrawContext &ctx) override;
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};
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class VulkanEngine
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{
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public:
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bool _isInitialized{false};
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int _frameNumber{0};
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std::shared_ptr<DeviceManager> _deviceManager;
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std::unique_ptr<SwapchainManager> _swapchainManager;
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std::shared_ptr<ResourceManager> _resourceManager;
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std::unique_ptr<RenderPassManager> _renderPassManager;
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std::unique_ptr<SceneManager> _sceneManager;
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std::unique_ptr<PipelineManager> _pipelineManager;
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std::unique_ptr<AssetManager> _assetManager;
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std::unique_ptr<AsyncAssetLoader> _asyncLoader;
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std::unique_ptr<RenderGraph> _renderGraph;
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std::unique_ptr<RayTracingManager> _rayManager;
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std::unique_ptr<TextureCache> _textureCache;
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std::unique_ptr<IBLManager> _iblManager;
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struct SDL_Window *_window{nullptr};
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FrameResources _frames[FRAME_OVERLAP];
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FrameResources &get_current_frame() { return _frames[_frameNumber % FRAME_OVERLAP]; };
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VkExtent2D _drawExtent;
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float renderScale = 1.f;
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std::unique_ptr<DescriptorManager> _descriptorManager;
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std::unique_ptr<SamplerManager> _samplerManager;
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ComputeManager compute;
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std::shared_ptr<EngineContext> _context;
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std::vector<VkFramebuffer> _framebuffers;
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DeletionQueue _mainDeletionQueue;
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VkPipelineLayout _meshPipelineLayout;
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VkPipeline _meshPipeline;
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std::shared_ptr<MeshAsset> cubeMesh;
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std::shared_ptr<MeshAsset> sphereMesh;
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AllocatedImage _whiteImage;
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AllocatedImage _blackImage;
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AllocatedImage _greyImage;
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AllocatedImage _errorCheckerboardImage;
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AllocatedImage _flatNormalImage; // 1x1 (0.5,0.5,1.0)
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MaterialInstance defaultData;
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GLTFMetallic_Roughness metalRoughMaterial;
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EngineStats stats;
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std::vector<RenderPass> renderPasses;
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// Debug helpers: track spawned IBL test meshes to remove them easily
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std::vector<std::string> _iblTestNames;
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// Simple world-space IBL reflection volumes (axis-aligned boxes).
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struct IBLVolume
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{
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glm::vec3 center{0.0f, 0.0f, 0.0f};
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glm::vec3 halfExtents{10.0f, 10.0f, 10.0f};
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IBLPaths paths{}; // HDRI paths for this volume
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bool enabled{true};
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};
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// Global/default IBL used when no volume contains the camera.
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IBLPaths _globalIBLPaths{};
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bool _hasGlobalIBL{false};
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// User-defined local IBL volumes and currently active index (-1 = global).
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std::vector<IBLVolume> _iblVolumes;
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int _activeIBLVolume{-1};
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struct PickInfo
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{
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MeshAsset *mesh = nullptr;
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LoadedGLTF *scene = nullptr;
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Node *node = nullptr;
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RenderObject::OwnerType ownerType = RenderObject::OwnerType::None;
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std::string ownerName;
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glm::vec3 worldPos{0.0f};
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glm::mat4 worldTransform{1.0f};
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uint32_t indexCount = 0;
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uint32_t firstIndex = 0;
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uint32_t surfaceIndex = 0;
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bool valid = false;
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} _lastPick;
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uint32_t _lastPickObjectID = 0;
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struct PickRequest
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{
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bool active = false;
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glm::vec2 windowPos{0.0f};
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glm::uvec2 idCoords{0, 0};
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} _pendingPick;
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bool _pickResultPending = false;
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AllocatedBuffer _pickReadbackBuffer{};
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// Hover and drag-selection state (raycast-based)
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PickInfo _hoverPick{};
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glm::vec2 _mousePosPixels{-1.0f, -1.0f};
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struct DragState
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{
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bool dragging = false;
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bool buttonDown = false;
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glm::vec2 start{0.0f};
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glm::vec2 current{0.0f};
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} _dragState;
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// Optional list of last drag-selected objects (for future editing UI)
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std::vector<PickInfo> _dragSelection;
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// Toggle to enable/disable ID-buffer picking in addition to raycast
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bool _useIdBufferPicking = false;
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// Debug: draw mesh BVH boxes for last pick
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bool _debugDrawBVH = false;
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// Last click selection (CPU ray or ID-buffer). Useful for game/editor code.
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const PickInfo &get_last_pick() const { return _lastPick; }
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// Debug: persistent pass enable overrides (by pass name)
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std::unordered_map<std::string, bool> _rgPassToggles;
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//initializes everything in the engine
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void init();
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//shuts down the engine
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void cleanup();
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//draw loop
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void draw();
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//run main loop
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void run();
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// Query a conservative streaming texture budget for the texture cache.
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size_t query_texture_budget_bytes() const;
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// Convenience helper: load a glTF from assets/models and add it as a runtime instance.
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// modelRelativePath is relative to the AssetManager model root.
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// If preloadTextures is true, textures will be immediately marked for loading to VRAM.
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bool addGLTFInstance(const std::string &instanceName,
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const std::string &modelRelativePath,
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const glm::mat4 &transform = glm::mat4(1.f),
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bool preloadTextures = false);
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// Asynchronous glTF load that reports progress via AsyncAssetLoader.
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// Returns a JobID that can be queried via AsyncAssetLoader.
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// If preloadTextures is true, textures will be immediately marked for loading to VRAM.
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uint32_t loadGLTFAsync(const std::string &sceneName,
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const std::string &modelRelativePath,
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const glm::mat4 &transform = glm::mat4(1.f),
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bool preloadTextures = false);
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// Preload textures for an already-loaded scene instance so they are
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// available before the object becomes visible (visibility-driven loading).
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void preloadInstanceTextures(const std::string &instanceName);
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bool resize_requested{false};
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bool freeze_rendering{false};
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private:
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void init_frame_resources();
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void init_pipelines();
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void init_mesh_pipeline();
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void init_default_data();
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};
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