Files
QuaternionEngine/src/core/assets/manager.cpp

798 lines
28 KiB
C++

#include "manager.h"
#include <cstdlib>
#include <iostream>
#include <core/engine.h>
#include <core/device/resource.h>
#include <render/materials.h>
#include <render/primitives.h>
#include <scene/tangent_space.h>
#include <scene/mesh_bvh.h>
#include <stb_image.h>
#include "locator.h"
#include <core/assets/texture_cache.h>
#include <fastgltf/parser.hpp>
#include <fastgltf/util.hpp>
#include <fastgltf/tools.hpp>
#include <fmt/core.h>
using std::filesystem::path;
void AssetManager::init(VulkanEngine *engine)
{
_engine = engine;
_locator.init();
}
void AssetManager::cleanup()
{
if (_engine && _engine->_resourceManager)
{
for (auto &kv: _meshCache)
{
if (kv.second)
{
_engine->_resourceManager->destroy_buffer(kv.second->meshBuffers.indexBuffer);
_engine->_resourceManager->destroy_buffer(kv.second->meshBuffers.vertexBuffer);
}
}
for (auto &kv: _meshMaterialBuffers)
{
_engine->_resourceManager->destroy_buffer(kv.second);
}
for (auto &kv: _meshOwnedImages)
{
for (const auto &img: kv.second)
{
_engine->_resourceManager->destroy_image(img);
}
}
}
_meshCache.clear();
_meshMaterialBuffers.clear();
_meshOwnedImages.clear();
{
std::lock_guard<std::mutex> lock(_gltfMutex);
_gltfCacheByPath.clear();
}
}
std::string AssetManager::shaderPath(std::string_view name) const
{
return _locator.shaderPath(name);
}
std::string AssetManager::assetPath(std::string_view name) const
{
return _locator.assetPath(name);
}
std::string AssetManager::modelPath(std::string_view name) const
{
return _locator.modelPath(name);
}
std::optional<std::shared_ptr<LoadedGLTF> > AssetManager::loadGLTF(std::string_view nameOrPath)
{
return loadGLTF(nameOrPath, nullptr);
}
std::optional<std::shared_ptr<LoadedGLTF> > AssetManager::loadGLTF(std::string_view nameOrPath,
const GLTFLoadCallbacks *cb)
{
if (!_engine) return {};
if (nameOrPath.empty()) return {};
std::string resolved = assetPath(nameOrPath);
path keyPath = resolved;
std::error_code ec;
keyPath = std::filesystem::weakly_canonical(keyPath, ec);
std::string key = (ec ? resolved : keyPath.string());
{
std::lock_guard<std::mutex> lock(_gltfMutex);
if (auto it = _gltfCacheByPath.find(key); it != _gltfCacheByPath.end())
{
if (auto sp = it->second.lock())
{
fmt::println("[AssetManager] loadGLTF cache hit key='{}' path='{}' ptr={}", key, resolved,
static_cast<const void *>(sp.get()));
return sp;
}
fmt::println("[AssetManager] loadGLTF cache expired key='{}' path='{}' (reloading)", key, resolved);
_gltfCacheByPath.erase(it);
}
}
auto loaded = loadGltf(_engine, resolved, cb);
if (!loaded.has_value()) return {};
if (loaded.value())
{
fmt::println("[AssetManager] loadGLTF loaded new scene key='{}' path='{}' ptr={}", key, resolved,
static_cast<const void *>(loaded.value().get()));
}
else
{
fmt::println("[AssetManager] loadGLTF got empty scene for key='{}' path='{}'", key, resolved);
}
{
std::lock_guard<std::mutex> lock(_gltfMutex);
_gltfCacheByPath[key] = loaded.value();
}
return loaded;
}
std::shared_ptr<MeshAsset> AssetManager::getPrimitive(std::string_view name) const
{
if (name.empty()) return {};
auto findBy = [&](const std::string &key) -> std::shared_ptr<MeshAsset> {
auto it = _meshCache.find(key);
return (it != _meshCache.end()) ? it->second : nullptr;
};
if (name == std::string_view("cube") || name == std::string_view("Cube"))
{
if (auto m = findBy("cube")) return m;
if (auto m = findBy("Cube")) return m;
return {};
}
if (name == std::string_view("sphere") || name == std::string_view("Sphere"))
{
if (auto m = findBy("sphere")) return m;
if (auto m = findBy("Sphere")) return m;
return {};
}
if (name == std::string_view("plane") || name == std::string_view("Plane"))
{
if (auto m = findBy("plane")) return m;
if (auto m = findBy("Plane")) return m;
return {};
}
if (name == std::string_view("capsule") || name == std::string_view("Capsule"))
{
if (auto m = findBy("capsule")) return m;
if (auto m = findBy("Capsule")) return m;
return {};
}
return {};
}
std::shared_ptr<MeshAsset> AssetManager::createMesh(const MeshCreateInfo &info)
{
if (!_engine || !_engine->_resourceManager) return {};
if (info.name.empty()) return {};
if (auto it = _meshCache.find(info.name); it != _meshCache.end())
{
return it->second;
}
std::vector<Vertex> tmpVerts;
std::vector<uint32_t> tmpInds;
std::span<Vertex> vertsSpan{};
std::span<uint32_t> indsSpan{};
switch (info.geometry.type)
{
case MeshGeometryDesc::Type::Provided:
vertsSpan = info.geometry.vertices;
indsSpan = info.geometry.indices;
break;
case MeshGeometryDesc::Type::Cube:
primitives::buildCube(tmpVerts, tmpInds);
vertsSpan = tmpVerts;
indsSpan = tmpInds;
break;
case MeshGeometryDesc::Type::Sphere:
primitives::buildSphere(tmpVerts, tmpInds, info.geometry.sectors, info.geometry.stacks);
vertsSpan = tmpVerts;
indsSpan = tmpInds;
break;
case MeshGeometryDesc::Type::Plane:
primitives::buildPlane(tmpVerts, tmpInds);
vertsSpan = tmpVerts;
indsSpan = tmpInds;
break;
case MeshGeometryDesc::Type::Capsule:
primitives::buildCapsule(tmpVerts, tmpInds);
vertsSpan = tmpVerts;
indsSpan = tmpInds;
break;
}
// Ensure tangents exist for primitives (and provided geometry if needed)
if (!tmpVerts.empty() && !tmpInds.empty())
{
geom::generate_tangents(tmpVerts, tmpInds);
}
std::shared_ptr<MeshAsset> mesh;
if (info.material.kind == MeshMaterialDesc::Kind::Default)
{
mesh = createMesh(info.name, vertsSpan, indsSpan, {});
}
else
{
const auto &opt = info.material.options;
GLTFMetallic_Roughness::MaterialConstants constants = opt.constants;
if (!opt.occlusionPath.empty())
{
if (constants.extra[0].y == 0.0f && constants.extra[0].z == 0.0f)
{
constants.extra[0].y = 1.0f; // AO strength
constants.extra[0].z = 1.0f; // hasAO flag
}
}
if (!opt.emissivePath.empty())
{
if (constants.extra[1].x == 0.0f &&
constants.extra[1].y == 0.0f &&
constants.extra[1].z == 0.0f)
{
constants.extra[1] = glm::vec4(1.0f, 1.0f, 1.0f, constants.extra[1].w);
}
}
AllocatedBuffer matBuffer = createMaterialBufferWithConstants(constants);
GLTFMetallic_Roughness::MaterialResources res{};
res.colorImage = _engine->_errorCheckerboardImage;
res.colorSampler = _engine->_samplerManager->defaultLinear();
res.metalRoughImage = _engine->_whiteImage;
res.metalRoughSampler = _engine->_samplerManager->defaultLinear();
res.normalImage = _engine->_flatNormalImage;
res.normalSampler = _engine->_samplerManager->defaultLinear();
res.occlusionImage = _engine->_whiteImage;
res.occlusionSampler = _engine->_samplerManager->defaultLinear();
res.emissiveImage = _engine->_blackImage;
res.emissiveSampler = _engine->_samplerManager->defaultLinear();
res.dataBuffer = matBuffer.buffer;
res.dataBufferOffset = 0;
auto mat = createMaterial(opt.pass, res);
// Register dynamic texture bindings using the central TextureCache
if (_engine && _engine->_context && _engine->_context->textures)
{
TextureCache *cache = _engine->_context->textures;
auto buildKey = [&](std::string_view path, bool srgb) -> TextureCache::TextureKey {
TextureCache::TextureKey k{};
if (!path.empty())
{
k.kind = TextureCache::TextureKey::SourceKind::FilePath;
k.path = assetPath(path);
k.srgb = srgb;
k.mipmapped = true;
std::string id = std::string("PRIM:") + k.path + (srgb ? "#sRGB" : "#UNORM");
k.hash = texcache::fnv1a64(id);
}
return k;
};
if (!opt.albedoPath.empty())
{
auto key = buildKey(opt.albedoPath, opt.albedoSRGB);
if (key.hash != 0)
{
VkSampler samp = _engine->_samplerManager->defaultLinear();
auto handle = cache->request(key, samp);
cache->watchBinding(handle, mat->data.materialSet, 1u, samp, _engine->_errorCheckerboardImage.imageView);
}
}
if (!opt.metalRoughPath.empty())
{
auto key = buildKey(opt.metalRoughPath, opt.metalRoughSRGB);
if (key.hash != 0)
{
VkSampler samp = _engine->_samplerManager->defaultLinear();
auto handle = cache->request(key, samp);
cache->watchBinding(handle, mat->data.materialSet, 2u, samp, _engine->_whiteImage.imageView);
}
}
if (!opt.normalPath.empty())
{
auto key = buildKey(opt.normalPath, opt.normalSRGB);
if (key.hash != 0)
{
VkSampler samp = _engine->_samplerManager->defaultLinear();
auto handle = cache->request(key, samp);
cache->watchBinding(handle, mat->data.materialSet, 3u, samp, _engine->_flatNormalImage.imageView);
}
}
if (!opt.occlusionPath.empty())
{
auto key = buildKey(opt.occlusionPath, opt.occlusionSRGB);
key.channels = TextureCache::TextureKey::ChannelsHint::R;
if (key.hash != 0)
{
VkSampler samp = _engine->_samplerManager->defaultLinear();
auto handle = cache->request(key, samp);
cache->watchBinding(handle, mat->data.materialSet, 4u, samp, _engine->_whiteImage.imageView);
}
}
if (!opt.emissivePath.empty())
{
auto key = buildKey(opt.emissivePath, opt.emissiveSRGB);
if (key.hash != 0)
{
VkSampler samp = _engine->_samplerManager->defaultLinear();
auto handle = cache->request(key, samp);
cache->watchBinding(handle, mat->data.materialSet, 5u, samp, _engine->_blackImage.imageView);
}
}
}
mesh = createMesh(info.name, vertsSpan, indsSpan, mat);
_meshMaterialBuffers.emplace(info.name, matBuffer);
}
if (!mesh)
{
return {};
}
// Tag primitive meshes with more appropriate default bounds types for picking,
// then apply any explicit override from MeshCreateInfo.
for (auto &surf : mesh->surfaces)
{
switch (info.geometry.type)
{
case MeshGeometryDesc::Type::Sphere:
surf.bounds.type = BoundsType::Sphere;
break;
case MeshGeometryDesc::Type::Capsule:
surf.bounds.type = BoundsType::Capsule;
break;
case MeshGeometryDesc::Type::Cube:
surf.bounds.type = BoundsType::Box;
break;
case MeshGeometryDesc::Type::Plane:
surf.bounds.type = BoundsType::Box;
break;
case MeshGeometryDesc::Type::Provided:
default:
surf.bounds.type = BoundsType::Box;
break;
}
if (info.boundsType.has_value())
{
surf.bounds.type = *info.boundsType;
}
}
return mesh;
}
AssetManager::GLTFTexturePrefetchResult AssetManager::prefetchGLTFTexturesWithHandles(std::string_view nameOrPath)
{
GLTFTexturePrefetchResult result{};
if (!_engine || !_engine->_context || !_engine->_context->textures) return result;
if (nameOrPath.empty()) return result;
std::string resolved = assetPath(nameOrPath);
std::filesystem::path path = resolved;
fastgltf::Parser parser{};
constexpr auto gltfOptions = fastgltf::Options::DontRequireValidAssetMember | fastgltf::Options::AllowDouble |
fastgltf::Options::LoadGLBBuffers | fastgltf::Options::LoadExternalBuffers;
fastgltf::GltfDataBuffer data;
if (!data.loadFromFile(path)) return result;
fastgltf::Asset gltf;
auto type = fastgltf::determineGltfFileType(&data);
if (type == fastgltf::GltfType::glTF)
{
auto load = parser.loadGLTF(&data, path.parent_path(), gltfOptions);
if (load) gltf = std::move(load.get()); else return result;
}
else if (type == fastgltf::GltfType::GLB)
{
auto load = parser.loadBinaryGLTF(&data, path.parent_path(), gltfOptions);
if (load) gltf = std::move(load.get()); else return result;
}
else
{
return result;
}
TextureCache *cache = _engine->_context->textures;
const std::filesystem::path baseDir = path.parent_path();
auto enqueueTex = [&](size_t imgIndex, bool srgb)
{
if (imgIndex >= gltf.images.size()) return;
TextureCache::TextureKey key{};
key.srgb = srgb;
key.mipmapped = true;
fastgltf::Image &image = gltf.images[imgIndex];
std::visit(fastgltf::visitor{
[&](fastgltf::sources::URI &filePath)
{
const std::string rel(filePath.uri.path().begin(), filePath.uri.path().end());
std::filesystem::path resolvedImg = std::filesystem::path(rel);
if (resolvedImg.is_relative())
{
resolvedImg = baseDir / resolvedImg;
}
key.kind = TextureCache::TextureKey::SourceKind::FilePath;
key.path = resolvedImg.string();
std::string id = std::string("GLTF:") + key.path + (srgb ? "#sRGB" : "#UNORM");
key.hash = texcache::fnv1a64(id);
},
[&](fastgltf::sources::Vector &vector)
{
key.kind = TextureCache::TextureKey::SourceKind::Bytes;
key.bytes.assign(vector.bytes.begin(), vector.bytes.end());
uint64_t h = texcache::fnv1a64(key.bytes.data(), key.bytes.size());
key.hash = h ^ (srgb ? 0x9E3779B97F4A7C15ull : 0ull);
},
[&](fastgltf::sources::BufferView &view)
{
auto &bufferView = gltf.bufferViews[view.bufferViewIndex];
auto &buffer = gltf.buffers[bufferView.bufferIndex];
std::visit(fastgltf::visitor{
[](auto &arg) {},
[&](fastgltf::sources::Vector &vec)
{
size_t off = bufferView.byteOffset;
size_t len = bufferView.byteLength;
key.kind = TextureCache::TextureKey::SourceKind::Bytes;
key.bytes.assign(vec.bytes.begin() + off, vec.bytes.begin() + off + len);
uint64_t h = texcache::fnv1a64(key.bytes.data(), key.bytes.size());
key.hash = h ^ (srgb ? 0x9E3779B97F4A7C15ull : 0ull);
}
}, buffer.data);
},
[](auto &other) {}
}, image.data);
if (key.hash != 0)
{
VkSampler samp = _engine->_samplerManager->defaultLinear();
TextureCache::TextureHandle handle = cache->request(key, samp);
result.handles.push_back(handle);
result.scheduled++;
}
};
for (const auto &tex : gltf.textures)
{
if (tex.imageIndex.has_value())
{
// For baseColor we prefer sRGB; other maps requested later will reuse entry
enqueueTex(tex.imageIndex.value(), true);
}
}
// Proactively free big buffer vectors we no longer need.
for (auto &buf : gltf.buffers)
{
std::visit(fastgltf::visitor{
[](auto &arg) {},
[&](fastgltf::sources::Vector &vec) {
std::vector<uint8_t>().swap(vec.bytes);
}
}, buf.data);
}
return result;
}
size_t AssetManager::prefetchGLTFTextures(std::string_view nameOrPath)
{
return prefetchGLTFTexturesWithHandles(nameOrPath).scheduled;
}
static Bounds compute_bounds(std::span<Vertex> vertices)
{
Bounds b{};
if (vertices.empty())
{
b.origin = glm::vec3(0.0f);
b.extents = glm::vec3(0.5f);
b.sphereRadius = glm::length(b.extents);
b.type = BoundsType::Box;
return b;
}
glm::vec3 minpos = vertices[0].position;
glm::vec3 maxpos = vertices[0].position;
for (const auto &v: vertices)
{
minpos = glm::min(minpos, v.position);
maxpos = glm::max(maxpos, v.position);
}
b.origin = (maxpos + minpos) / 2.f;
b.extents = (maxpos - minpos) / 2.f;
b.sphereRadius = glm::length(b.extents);
b.type = BoundsType::Box;
return b;
}
AllocatedBuffer AssetManager::createMaterialBufferWithConstants(
const GLTFMetallic_Roughness::MaterialConstants &constants) const
{
AllocatedBuffer matBuffer = _engine->_resourceManager->create_buffer(
sizeof(GLTFMetallic_Roughness::MaterialConstants),
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
VmaAllocationInfo allocInfo{};
vmaGetAllocationInfo(_engine->_deviceManager->allocator(), matBuffer.allocation, &allocInfo);
auto *matConstants = (GLTFMetallic_Roughness::MaterialConstants *) allocInfo.pMappedData;
*matConstants = constants;
if (matConstants->colorFactors == glm::vec4(0))
{
matConstants->colorFactors = glm::vec4(1.0f);
}
if (matConstants->extra[0].x == 0.0f)
{
matConstants->extra[0].x = 1.0f; // normal scale default
}
// Ensure writes are visible on non-coherent memory
vmaFlushAllocation(_engine->_deviceManager->allocator(), matBuffer.allocation, 0,
sizeof(GLTFMetallic_Roughness::MaterialConstants));
return matBuffer;
}
std::shared_ptr<GLTFMaterial> AssetManager::createMaterial(
MaterialPass pass, const GLTFMetallic_Roughness::MaterialResources &res) const
{
auto mat = std::make_shared<GLTFMaterial>();
mat->data = _engine->metalRoughMaterial.write_material(
_engine->_deviceManager->device(), pass, res, *_engine->_context->descriptors);
return mat;
}
std::pair<AllocatedImage, bool> AssetManager::loadImageFromAsset(std::string_view imgPath, bool srgb) const
{
AllocatedImage out{};
bool created = false;
if (!imgPath.empty())
{
std::string resolved = assetPath(imgPath);
int w = 0, h = 0, comp = 0;
stbi_uc *pixels = stbi_load(resolved.c_str(), &w, &h, &comp, 4);
if (pixels && w > 0 && h > 0)
{
VkFormat fmt = srgb ? VK_FORMAT_R8G8B8A8_SRGB : VK_FORMAT_R8G8B8A8_UNORM;
out = _engine->_resourceManager->create_image(pixels,
VkExtent3D{static_cast<uint32_t>(w), static_cast<uint32_t>(h), 1},
fmt,
VK_IMAGE_USAGE_SAMPLED_BIT,
false);
created = true;
}
else
{
fmt::println("[AssetManager] Failed to load texture '{}' (resolved='{}')",
imgPath,
resolved);
}
if (pixels) stbi_image_free(pixels);
}
return {out, created};
}
std::shared_ptr<MeshAsset> AssetManager::createMesh(const std::string &name,
std::span<Vertex> vertices,
std::span<uint32_t> indices,
std::shared_ptr<GLTFMaterial> material,
bool build_bvh)
{
if (!_engine || !_engine->_resourceManager) return {};
if (name.empty()) return {};
auto it = _meshCache.find(name);
if (it != _meshCache.end()) return it->second;
if (!material)
{
GLTFMetallic_Roughness::MaterialResources matResources{};
matResources.colorImage = _engine->_whiteImage;
matResources.colorSampler = _engine->_samplerManager->defaultLinear();
matResources.metalRoughImage = _engine->_whiteImage;
matResources.metalRoughSampler = _engine->_samplerManager->defaultLinear();
matResources.normalImage = _engine->_flatNormalImage;
matResources.normalSampler = _engine->_samplerManager->defaultLinear();
matResources.occlusionImage = _engine->_whiteImage;
matResources.occlusionSampler = _engine->_samplerManager->defaultLinear();
matResources.emissiveImage = _engine->_blackImage;
matResources.emissiveSampler = _engine->_samplerManager->defaultLinear();
AllocatedBuffer matBuffer = createMaterialBufferWithConstants({});
matResources.dataBuffer = matBuffer.buffer;
matResources.dataBufferOffset = 0;
material = createMaterial(MaterialPass::MainColor, matResources);
_meshMaterialBuffers.emplace(name, matBuffer);
}
auto mesh = std::make_shared<MeshAsset>();
mesh->name = name;
mesh->meshBuffers = _engine->_resourceManager->uploadMesh(indices, vertices);
// BLAS for this mesh is built lazily when TLAS is constructed from the draw
// context (RayTracingManager::buildTLASFromDrawContext). This keeps RT work
// centralized and avoids redundant builds on load.
GeoSurface surf{};
surf.startIndex = 0;
surf.count = (uint32_t) indices.size();
surf.material = material;
surf.bounds = compute_bounds(vertices);
mesh->surfaces.push_back(surf);
if (build_bvh)
{
// Build CPU-side BVH for precise ray picking over this mesh.
// This uses the same mesh-local vertex/index data as the GPU upload.
mesh->bvh = build_mesh_bvh(*mesh, vertices, indices);
}
_meshCache.emplace(name, mesh);
return mesh;
}
std::shared_ptr<GLTFMaterial> AssetManager::createMaterialFromConstants(
const std::string &name,
const GLTFMetallic_Roughness::MaterialConstants &constants,
MaterialPass pass)
{
if (!_engine) return {};
GLTFMetallic_Roughness::MaterialResources res{};
res.colorImage = _engine->_whiteImage;
res.colorSampler = _engine->_samplerManager->defaultLinear();
res.metalRoughImage = _engine->_whiteImage;
res.metalRoughSampler = _engine->_samplerManager->defaultLinear();
res.normalImage = _engine->_flatNormalImage;
res.normalSampler = _engine->_samplerManager->defaultLinear();
res.occlusionImage = _engine->_whiteImage;
res.occlusionSampler = _engine->_samplerManager->defaultLinear();
res.emissiveImage = _engine->_blackImage;
res.emissiveSampler = _engine->_samplerManager->defaultLinear();
AllocatedBuffer buf = createMaterialBufferWithConstants(constants);
res.dataBuffer = buf.buffer;
res.dataBufferOffset = 0;
_meshMaterialBuffers[name] = buf;
return createMaterial(pass, res);
}
VkImageView AssetManager::fallback_checkerboard_view() const
{
return (_engine) ? _engine->_errorCheckerboardImage.imageView : VK_NULL_HANDLE;
}
VkImageView AssetManager::fallback_white_view() const
{
return (_engine) ? _engine->_whiteImage.imageView : VK_NULL_HANDLE;
}
VkImageView AssetManager::fallback_flat_normal_view() const
{
return (_engine) ? _engine->_flatNormalImage.imageView : VK_NULL_HANDLE;
}
VkImageView AssetManager::fallback_black_view() const
{
return (_engine) ? _engine->_blackImage.imageView : VK_NULL_HANDLE;
}
std::shared_ptr<MeshAsset> AssetManager::getMesh(const std::string &name) const
{
auto it = _meshCache.find(name);
return (it != _meshCache.end()) ? it->second : nullptr;
}
bool AssetManager::removeMesh(const std::string &name)
{
auto it = _meshCache.find(name);
if (it == _meshCache.end()) return false;
if (_engine && _engine->_rayManager)
{
// Clean up BLAS cached for this mesh (if ray tracing is enabled)
_engine->_rayManager->removeBLASForBuffer(it->second->meshBuffers.vertexBuffer.buffer);
}
if (_engine && _engine->_resourceManager)
{
_engine->_resourceManager->destroy_buffer(it->second->meshBuffers.indexBuffer);
_engine->_resourceManager->destroy_buffer(it->second->meshBuffers.vertexBuffer);
}
_meshCache.erase(it);
auto itb = _meshMaterialBuffers.find(name);
if (itb != _meshMaterialBuffers.end())
{
if (_engine && _engine->_resourceManager)
{
_engine->_resourceManager->destroy_buffer(itb->second);
}
_meshMaterialBuffers.erase(itb);
}
auto iti = _meshOwnedImages.find(name);
if (iti != _meshOwnedImages.end())
{
if (_engine && _engine->_resourceManager)
{
for (const auto &img: iti->second)
{
_engine->_resourceManager->destroy_image(img);
}
}
_meshOwnedImages.erase(iti);
}
return true;
}
bool AssetManager::removeMeshDeferred(const std::string &name, DeletionQueue &dq)
{
auto it = _meshCache.find(name);
if (it == _meshCache.end()) return false;
const std::shared_ptr<MeshAsset> mesh = it->second;
if (!mesh) return false;
// Remove from cache immediately so callers won't retrieve a mesh we plan to destroy.
_meshCache.erase(it);
if (_engine && _engine->_rayManager)
{
// Clean up BLAS cached for this mesh (if ray tracing is enabled).
// RayTracingManager defers actual AS destruction internally.
_engine->_rayManager->removeBLASForBuffer(mesh->meshBuffers.vertexBuffer.buffer);
}
ResourceManager *rm = (_engine && _engine->_resourceManager) ? _engine->_resourceManager.get() : nullptr;
if (!rm)
{
return true;
}
const AllocatedBuffer indexBuffer = mesh->meshBuffers.indexBuffer;
const AllocatedBuffer vertexBuffer = mesh->meshBuffers.vertexBuffer;
std::optional<AllocatedBuffer> materialBuffer;
auto itb = _meshMaterialBuffers.find(name);
if (itb != _meshMaterialBuffers.end())
{
materialBuffer = itb->second;
_meshMaterialBuffers.erase(itb);
}
std::vector<AllocatedImage> ownedImages;
auto iti = _meshOwnedImages.find(name);
if (iti != _meshOwnedImages.end())
{
ownedImages = std::move(iti->second);
_meshOwnedImages.erase(iti);
}
dq.push_function([rm, indexBuffer, vertexBuffer, materialBuffer, ownedImages = std::move(ownedImages)]() mutable
{
if (indexBuffer.buffer) rm->destroy_buffer(indexBuffer);
if (vertexBuffer.buffer) rm->destroy_buffer(vertexBuffer);
if (materialBuffer.has_value() && materialBuffer->buffer)
{
rm->destroy_buffer(*materialBuffer);
}
for (const auto &img : ownedImages)
{
if (img.image) rm->destroy_image(img);
}
});
return true;
}