1568 lines
54 KiB
C++
1568 lines
54 KiB
C++
// Engine bootstrap, frame loop, and render-graph wiring.
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//
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// Responsibilities
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// - Initialize SDL + Vulkan managers (device, resources, descriptors, samplers, pipelines).
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// - Create swapchain + default images and build the Render Graph each frame.
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// - Publish an EngineContext so passes and subsystems access per‑frame state uniformly.
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// - Drive ImGui + debug UIs and optional ray‑tracing TLAS rebuilds.
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//
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// See also:
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// - docs/EngineContext.md
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// - docs/RenderGraph.md
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// - docs/FrameResources.md
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// - docs/RayTracing.md
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//
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//> includes
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#include "engine.h"
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#include "core/input/input_system.h"
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#include "SDL2/SDL.h"
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#include "SDL2/SDL_vulkan.h"
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#include <core/util/initializers.h>
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#include <core/types.h>
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#include "VkBootstrap.h"
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#include <chrono>
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#include <thread>
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#include <span>
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#include <array>
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#include <filesystem>
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#include <iostream>
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#include <cmath>
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#include <algorithm>
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#include <glm/gtx/transform.hpp>
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#include "config.h"
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#include "render/primitives.h"
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#include "vk_mem_alloc.h"
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#include "core/ui/imgui_system.h"
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#include "core/picking/picking_system.h"
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#include "render/passes/geometry.h"
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#include "render/passes/imgui_pass.h"
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#include "render/passes/lighting.h"
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#include "render/passes/particles.h"
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#include "render/passes/transparent.h"
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#include "render/passes/fxaa.h"
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#include "render/passes/tonemap.h"
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#include "render/passes/shadow.h"
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#include "device/resource.h"
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#include "device/images.h"
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#include "context.h"
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#include "core/pipeline/manager.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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// ImGui debug UI (tabs, inspectors, etc.) is implemented in core/vk_engine_ui.cpp.
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void vk_engine_draw_debug_ui(VulkanEngine *eng);
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VulkanEngine *loadedEngine = nullptr;
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VulkanEngine::~VulkanEngine() = default;
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static VkExtent2D clamp_nonzero_extent(VkExtent2D extent)
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{
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if (extent.width == 0) extent.width = 1;
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if (extent.height == 0) extent.height = 1;
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return extent;
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}
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static VkExtent2D scaled_extent(VkExtent2D logicalExtent, float scale)
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{
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logicalExtent = clamp_nonzero_extent(logicalExtent);
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if (!std::isfinite(scale)) scale = 1.0f;
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scale = std::clamp(scale, 0.1f, 4.0f);
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const float fw = static_cast<float>(logicalExtent.width) * scale;
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const float fh = static_cast<float>(logicalExtent.height) * scale;
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VkExtent2D out{};
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out.width = static_cast<uint32_t>(std::max(1.0f, std::floor(fw)));
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out.height = static_cast<uint32_t>(std::max(1.0f, std::floor(fh)));
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return out;
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}
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static bool file_exists_nothrow(const std::string &path)
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{
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if (path.empty()) return false;
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std::error_code ec;
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return std::filesystem::exists(path, ec) && !ec;
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}
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static void print_vma_stats(DeviceManager* dev, const char* tag)
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{
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if (!vmaDebugEnabled()) return;
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if (!dev) return;
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VmaAllocator alloc = dev->allocator();
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if (!alloc) return;
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VmaTotalStatistics stats{};
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vmaCalculateStatistics(alloc, &stats);
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const VmaStatistics &s = stats.total.statistics;
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fmt::print("[VMA][{}] Blocks:{} Allocs:{} BlockBytes:{} AllocBytes:{}\n",
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tag,
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(size_t)s.blockCount,
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(size_t)s.allocationCount,
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(unsigned long long)s.blockBytes,
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(unsigned long long)s.allocationBytes);
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}
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static void dump_vma_json(DeviceManager* dev, const char* tag)
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{
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if (!vmaDebugEnabled()) return;
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if (!dev) return;
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VmaAllocator alloc = dev->allocator();
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if (!alloc) return;
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char* json = nullptr;
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vmaBuildStatsString(alloc, &json, VK_TRUE);
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if (json)
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{
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// Write to a small temp file beside the binary
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std::string fname = std::string("vma_") + tag + ".json";
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FILE* f = fopen(fname.c_str(), "wb");
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if (f)
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{
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fwrite(json, 1, strlen(json), f);
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fclose(f);
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fmt::print("[VMA] Wrote {}\n", fname);
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}
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vmaFreeStatsString(alloc, json);
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}
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}
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size_t VulkanEngine::query_texture_budget_bytes() const
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{
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DeviceManager *dev = _deviceManager.get();
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if (!dev) return kTextureBudgetFallbackBytes; // fallback
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VmaAllocator alloc = dev->allocator();
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if (!alloc) return kTextureBudgetFallbackBytes;
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const VkPhysicalDeviceMemoryProperties *memProps = nullptr;
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vmaGetMemoryProperties(alloc, &memProps);
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if (!memProps) return kTextureBudgetFallbackBytes;
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VmaBudget budgets[VK_MAX_MEMORY_HEAPS] = {};
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vmaGetHeapBudgets(alloc, budgets);
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unsigned long long totalBudget = 0;
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unsigned long long totalUsage = 0;
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for (uint32_t i = 0; i < memProps->memoryHeapCount; ++i)
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{
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if (memProps->memoryHeaps[i].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT)
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{
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totalBudget += budgets[i].budget;
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totalUsage += budgets[i].usage;
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}
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}
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if (totalBudget == 0) return kTextureBudgetFallbackBytes;
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unsigned long long cap = static_cast<unsigned long long>(double(totalBudget) * kTextureBudgetFraction);
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// If usage is already near the cap, still allow current textures to live; eviction will trim.
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// Clamp to at least a minimum budget, at most totalBudget.
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unsigned long long minCap = static_cast<unsigned long long>(kTextureBudgetMinBytes);
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if (cap < minCap) cap = minCap;
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if (cap > totalBudget) cap = totalBudget;
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return static_cast<size_t>(cap);
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}
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void VulkanEngine::init()
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{
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// DPI awareness and HiDPI behavior must be configured before initializing the video subsystem.
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#if defined(_WIN32)
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#ifdef SDL_HINT_WINDOWS_DPI_AWARENESS
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
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#endif
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#endif
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// We initialize SDL and create a window with it.
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SDL_Init(SDL_INIT_VIDEO);
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// Initialize default logical render resolution for the engine.
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_logicalRenderExtent.width = kRenderWidth;
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_logicalRenderExtent.height = kRenderHeight;
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_logicalRenderExtent = clamp_nonzero_extent(_logicalRenderExtent);
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_drawExtent = scaled_extent(_logicalRenderExtent, renderScale);
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SDL_WindowFlags window_flags = static_cast<SDL_WindowFlags>(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
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if (_hiDpiEnabled)
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{
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window_flags = static_cast<SDL_WindowFlags>(window_flags | SDL_WINDOW_ALLOW_HIGHDPI);
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}
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_swapchainManager = std::make_unique<SwapchainManager>();
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_window = SDL_CreateWindow(
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"Vulkan Engine",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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_swapchainManager->windowExtent().width,
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_swapchainManager->windowExtent().height,
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window_flags
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);
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if (_swapchainManager)
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{
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_swapchainManager->set_window_extent_from_window(_window);
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}
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_windowMode = WindowMode::Windowed;
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_windowDisplayIndex = SDL_GetWindowDisplayIndex(_window);
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if (_windowDisplayIndex < 0) _windowDisplayIndex = 0;
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{
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int wx = 0, wy = 0, ww = 0, wh = 0;
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SDL_GetWindowPosition(_window, &wx, &wy);
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SDL_GetWindowSize(_window, &ww, &wh);
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if (ww > 0 && wh > 0)
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{
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_windowedRect.x = wx;
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_windowedRect.y = wy;
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_windowedRect.w = ww;
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_windowedRect.h = wh;
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_windowedRect.valid = true;
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}
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}
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_deviceManager = std::make_shared<DeviceManager>();
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_deviceManager->init_vulkan(_window);
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_resourceManager = std::make_shared<ResourceManager>();
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_resourceManager->init(_deviceManager.get());
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_descriptorManager = std::make_unique<DescriptorManager>();
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_descriptorManager->init(_deviceManager.get());
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_samplerManager = std::make_unique<SamplerManager>();
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_samplerManager->init(_deviceManager.get());
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// Build dependency-injection context
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_context = std::make_shared<EngineContext>();
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_input = std::make_unique<InputSystem>();
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_context->input = _input.get();
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_context->device = _deviceManager;
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_context->resources = _resourceManager;
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_context->descriptors = std::make_shared<DescriptorAllocatorGrowable>(); {
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std::vector<DescriptorAllocatorGrowable::PoolSizeRatio> sizes = {
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{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1},
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{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1},
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{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4},
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};
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_context->descriptors->init(_deviceManager->device(), 10, sizes);
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}
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_context->logicalRenderExtent = _logicalRenderExtent;
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_swapchainManager->init(_deviceManager.get(), _resourceManager.get());
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_swapchainManager->set_render_extent(_drawExtent);
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_swapchainManager->init_swapchain();
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// Fill remaining context pointers now that managers exist
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_context->descriptorLayouts = _descriptorManager.get();
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_context->samplers = _samplerManager.get();
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_context->swapchain = _swapchainManager.get();
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// Create graphics pipeline manager (after swapchain is ready)
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_pipelineManager = std::make_unique<PipelineManager>();
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_pipelineManager->init(_context.get());
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_context->pipelines = _pipelineManager.get();
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// Create central AssetManager for paths and asset caching
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_assetManager = std::make_unique<AssetManager>();
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_assetManager->init(this);
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_context->assets = _assetManager.get();
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// Create texture cache (engine-owned, accessible via EngineContext)
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_textureCache = std::make_unique<TextureCache>();
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_textureCache->init(_context.get());
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_context->textures = _textureCache.get();
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// Conservative defaults to avoid CPU/RAM/VRAM spikes during heavy glTF loads.
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_textureCache->set_max_loads_per_pump(3);
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_textureCache->set_keep_source_bytes(false);
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_textureCache->set_cpu_source_budget(64ull * 1024ull * 1024ull); // 64 MiB
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_textureCache->set_max_bytes_per_pump(128ull * 1024ull * 1024ull); // 128 MiB/frame
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_textureCache->set_max_upload_dimension(4096);
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// Async asset loader for background glTF + texture jobs
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_asyncLoader = std::make_unique<AsyncAssetLoader>();
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_asyncLoader->init(this, _assetManager.get(), _textureCache.get(), 4);
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// Optional ray tracing manager if supported and extensions enabled
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if (_deviceManager->supportsRayQuery() && _deviceManager->supportsAccelerationStructure())
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{
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_rayManager = std::make_unique<RayTracingManager>();
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_rayManager->init(_deviceManager.get(), _resourceManager.get());
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_context->ray = _rayManager.get();
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}
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_sceneManager = std::make_unique<SceneManager>();
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_sceneManager->init(_context.get());
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_context->scene = _sceneManager.get();
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compute.init(_context.get());
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// Publish engine-owned subsystems into context for modules
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_context->compute = &compute;
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_context->window = _window;
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_context->stats = &stats;
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_picking = std::make_unique<PickingSystem>();
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_picking->init(_context.get());
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// Render graph skeleton
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_renderGraph = std::make_unique<RenderGraph>();
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_renderGraph->init(_context.get());
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_context->renderGraph = _renderGraph.get();
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// Create IBL manager early so set=3 layout exists before pipelines are built
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_iblManager = std::make_unique<IBLManager>();
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_iblManager->init(_context.get());
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if (_textureCache)
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{
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_iblManager->set_texture_cache(_textureCache.get());
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}
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// Publish to context for passes and pipeline layout assembly
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_context->ibl = _iblManager.get();
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// Try to load default IBL assets if present (async)
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{
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IBLPaths ibl{};
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ibl.specularCube = _assetManager->assetPath("ibl/docklands.ktx2");
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ibl.diffuseCube = _assetManager->assetPath("ibl/docklands.ktx2"); // temporary: reuse if separate diffuse not provided
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ibl.brdfLut2D = _assetManager->assetPath("ibl/brdf_lut.ktx2");
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// By default, use the same texture for lighting and background; users can point background2D
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// at a different .ktx2 to decouple them.
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ibl.background2D = ibl.specularCube;
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// Treat this as the global/fallback IBL used outside any local volume.
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_globalIBLPaths = ibl;
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_activeIBLVolume = -1;
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_hasGlobalIBL = false;
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if (_iblManager)
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{
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if (_iblManager->load_async(ibl))
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{
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_pendingIBLRequest.active = true;
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_pendingIBLRequest.targetVolume = -1;
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_pendingIBLRequest.paths = ibl;
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}
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else
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{
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fmt::println("[Engine] Warning: failed to enqueue default IBL load (specular='{}', brdfLut='{}'). IBL lighting will be disabled until a valid IBL is loaded.",
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ibl.specularCube,
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ibl.brdfLut2D);
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}
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}
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}
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init_frame_resources();
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// Build material pipelines early so materials can be created
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metalRoughMaterial.build_pipelines(this);
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init_default_data();
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_renderPassManager = std::make_unique<RenderPassManager>();
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_renderPassManager->init(_context.get());
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auto imguiPass = std::make_unique<ImGuiPass>();
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_renderPassManager->setImGuiPass(std::move(imguiPass));
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_ui = std::make_unique<ImGuiSystem>();
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_ui->init(_context.get());
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_ui->add_draw_callback([this]() { vk_engine_draw_debug_ui(this); });
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_resourceManager->set_deferred_uploads(true);
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_context->enableSSR = true;
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//everything went fine
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_isInitialized = true;
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}
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void VulkanEngine::set_window_mode(WindowMode mode, int display_index)
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{
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if (!_window) return;
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const int num_displays = SDL_GetNumVideoDisplays();
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int current_display = SDL_GetWindowDisplayIndex(_window);
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if (current_display < 0) current_display = 0;
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||
|
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if (num_displays <= 0)
|
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{
|
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display_index = 0;
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}
|
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else
|
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{
|
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if (display_index < 0) display_index = current_display;
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display_index = std::clamp(display_index, 0, num_displays - 1);
|
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}
|
||
|
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const WindowMode prev_mode = _windowMode;
|
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const bool entering_fullscreen = (prev_mode == WindowMode::Windowed) && (mode != WindowMode::Windowed);
|
||
|
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if (entering_fullscreen)
|
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{
|
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int wx = 0, wy = 0, ww = 0, wh = 0;
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SDL_GetWindowPosition(_window, &wx, &wy);
|
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SDL_GetWindowSize(_window, &ww, &wh);
|
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if (ww > 0 && wh > 0)
|
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{
|
||
_windowedRect.x = wx;
|
||
_windowedRect.y = wy;
|
||
_windowedRect.w = ww;
|
||
_windowedRect.h = wh;
|
||
_windowedRect.valid = true;
|
||
}
|
||
}
|
||
|
||
// If we are currently in any fullscreen mode, leave fullscreen first so we can safely
|
||
// move the window to the target display before re-entering fullscreen.
|
||
if (prev_mode != WindowMode::Windowed)
|
||
{
|
||
if (SDL_SetWindowFullscreen(_window, 0) != 0)
|
||
{
|
||
fmt::println("[Window] SDL_SetWindowFullscreen(0) failed: {}", SDL_GetError());
|
||
}
|
||
}
|
||
|
||
// Move the window to the selected display (applies to both windowed and fullscreen).
|
||
SDL_SetWindowPosition(_window,
|
||
SDL_WINDOWPOS_CENTERED_DISPLAY(display_index),
|
||
SDL_WINDOWPOS_CENTERED_DISPLAY(display_index));
|
||
|
||
if (mode == WindowMode::Windowed)
|
||
{
|
||
SDL_SetWindowBordered(_window, SDL_TRUE);
|
||
SDL_SetWindowResizable(_window, SDL_TRUE);
|
||
|
||
int target_w = 0, target_h = 0;
|
||
if (_windowedRect.valid)
|
||
{
|
||
target_w = _windowedRect.w;
|
||
target_h = _windowedRect.h;
|
||
}
|
||
if (target_w <= 0 || target_h <= 0)
|
||
{
|
||
SDL_GetWindowSize(_window, &target_w, &target_h);
|
||
}
|
||
if (target_w > 0 && target_h > 0)
|
||
{
|
||
SDL_SetWindowSize(_window, target_w, target_h);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
SDL_SetWindowBordered(_window, SDL_FALSE);
|
||
|
||
const Uint32 fullscreen_flag =
|
||
(mode == WindowMode::FullscreenDesktop) ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
|
||
|
||
if (mode == WindowMode::FullscreenExclusive)
|
||
{
|
||
SDL_DisplayMode desktop{};
|
||
if (SDL_GetDesktopDisplayMode(display_index, &desktop) == 0)
|
||
{
|
||
// Request desktop mode by default. Future UI can add explicit mode selection.
|
||
SDL_SetWindowDisplayMode(_window, &desktop);
|
||
}
|
||
}
|
||
|
||
if (SDL_SetWindowFullscreen(_window, fullscreen_flag) != 0)
|
||
{
|
||
fmt::println("[Window] SDL_SetWindowFullscreen({}) failed: {}",
|
||
static_cast<unsigned>(fullscreen_flag),
|
||
SDL_GetError());
|
||
}
|
||
}
|
||
|
||
_windowMode = mode;
|
||
_windowDisplayIndex = SDL_GetWindowDisplayIndex(_window);
|
||
if (_windowDisplayIndex < 0) _windowDisplayIndex = display_index;
|
||
|
||
// Make sure SDL has processed the fullscreen/move requests before we query drawable size for swapchain recreation.
|
||
SDL_PumpEvents();
|
||
|
||
// Recreate swapchain immediately so the very next draw uses correct extent.
|
||
if (_swapchainManager)
|
||
{
|
||
_swapchainManager->resize_swapchain(_window);
|
||
if (_ui)
|
||
{
|
||
_ui->on_swapchain_recreated();
|
||
}
|
||
if (_swapchainManager->resize_requested)
|
||
{
|
||
resize_requested = true;
|
||
_last_resize_event_ms = 0;
|
||
}
|
||
else
|
||
{
|
||
resize_requested = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
void VulkanEngine::set_logical_render_extent(VkExtent2D extent)
|
||
{
|
||
extent = clamp_nonzero_extent(extent);
|
||
if (_logicalRenderExtent.width == extent.width && _logicalRenderExtent.height == extent.height)
|
||
{
|
||
return;
|
||
}
|
||
|
||
_logicalRenderExtent = extent;
|
||
if (_context)
|
||
{
|
||
_context->logicalRenderExtent = _logicalRenderExtent;
|
||
}
|
||
|
||
VkExtent2D newDraw = scaled_extent(_logicalRenderExtent, renderScale);
|
||
if (_swapchainManager)
|
||
{
|
||
_swapchainManager->resize_render_targets(newDraw);
|
||
}
|
||
}
|
||
|
||
void VulkanEngine::set_render_scale(float scale)
|
||
{
|
||
if (!std::isfinite(scale)) scale = 1.0f;
|
||
scale = std::clamp(scale, 0.1f, 4.0f);
|
||
if (std::abs(renderScale - scale) < 1e-4f)
|
||
{
|
||
return;
|
||
}
|
||
|
||
renderScale = scale;
|
||
|
||
VkExtent2D newDraw = scaled_extent(_logicalRenderExtent, renderScale);
|
||
if (_swapchainManager)
|
||
{
|
||
_swapchainManager->resize_render_targets(newDraw);
|
||
}
|
||
}
|
||
|
||
void VulkanEngine::init_default_data()
|
||
{
|
||
//> default_img
|
||
//3 default textures, white, grey, black. 1 pixel each
|
||
uint32_t white = glm::packUnorm4x8(glm::vec4(1, 1, 1, 1));
|
||
_whiteImage = _resourceManager->create_image((void *) &white, VkExtent3D{1, 1, 1}, VK_FORMAT_R8G8B8A8_UNORM,
|
||
VK_IMAGE_USAGE_SAMPLED_BIT);
|
||
|
||
uint32_t grey = glm::packUnorm4x8(glm::vec4(0.66f, 0.66f, 0.66f, 1));
|
||
_greyImage = _resourceManager->create_image((void *) &grey, VkExtent3D{1, 1, 1}, VK_FORMAT_R8G8B8A8_UNORM,
|
||
VK_IMAGE_USAGE_SAMPLED_BIT);
|
||
|
||
uint32_t black = glm::packUnorm4x8(glm::vec4(0, 0, 0, 0));
|
||
_blackImage = _resourceManager->create_image((void *) &black, VkExtent3D{1, 1, 1}, VK_FORMAT_R8G8B8A8_UNORM,
|
||
VK_IMAGE_USAGE_SAMPLED_BIT);
|
||
|
||
// Flat normal (0.5, 0.5, 1.0) for missing normal maps
|
||
uint32_t flatN = glm::packUnorm4x8(glm::vec4(0.5f, 0.5f, 1.0f, 1.0f));
|
||
_flatNormalImage = _resourceManager->create_image((void *) &flatN, VkExtent3D{1, 1, 1}, VK_FORMAT_R8G8B8A8_UNORM,
|
||
VK_IMAGE_USAGE_SAMPLED_BIT);
|
||
|
||
//checkerboard image
|
||
uint32_t magenta = glm::packUnorm4x8(glm::vec4(1, 0, 1, 1));
|
||
std::array<uint32_t, 16 * 16> pixels{}; //for 16x16 checkerboard texture
|
||
for (int x = 0; x < 16; x++)
|
||
{
|
||
for (int y = 0; y < 16; y++)
|
||
{
|
||
pixels[y * 16 + x] = ((x % 2) ^ (y % 2)) ? magenta : black;
|
||
}
|
||
}
|
||
_errorCheckerboardImage = _resourceManager->create_image(pixels.data(), VkExtent3D{16, 16, 1},
|
||
VK_FORMAT_R8G8B8A8_UNORM,
|
||
VK_IMAGE_USAGE_SAMPLED_BIT);
|
||
|
||
// build default primitive meshes via generic AssetManager API
|
||
{
|
||
AssetManager::MeshCreateInfo ci{};
|
||
ci.name = "Cube";
|
||
ci.geometry.type = AssetManager::MeshGeometryDesc::Type::Cube;
|
||
ci.material.kind = AssetManager::MeshMaterialDesc::Kind::Default;
|
||
cubeMesh = _assetManager->createMesh(ci);
|
||
}
|
||
{
|
||
AssetManager::MeshCreateInfo ci{};
|
||
ci.name = "Sphere";
|
||
ci.geometry.type = AssetManager::MeshGeometryDesc::Type::Sphere;
|
||
ci.geometry.sectors = 16;
|
||
ci.geometry.stacks = 16;
|
||
ci.material.kind = AssetManager::MeshMaterialDesc::Kind::Default;
|
||
sphereMesh = _assetManager->createMesh(ci);
|
||
}
|
||
|
||
// Register default primitives as dynamic scene instances
|
||
if (_sceneManager)
|
||
{
|
||
_sceneManager->addMeshInstance("default.cube", cubeMesh,
|
||
glm::translate(glm::mat4(1.f), glm::vec3(-2.f, 0.f, -2.f)));
|
||
_sceneManager->addMeshInstance("default.sphere", sphereMesh,
|
||
glm::translate(glm::mat4(1.f), glm::vec3(2.f, 0.f, -2.f)),
|
||
BoundsType::Sphere);
|
||
}
|
||
|
||
if (addGLTFInstance("mirage", "mirage2000/scene.gltf", glm::mat4(1.0f)))
|
||
{
|
||
preloadInstanceTextures("mirage");
|
||
}
|
||
|
||
_mainDeletionQueue.push_function([&]() {
|
||
_resourceManager->destroy_image(_whiteImage);
|
||
_resourceManager->destroy_image(_greyImage);
|
||
_resourceManager->destroy_image(_blackImage);
|
||
_resourceManager->destroy_image(_errorCheckerboardImage);
|
||
_resourceManager->destroy_image(_flatNormalImage);
|
||
});
|
||
//< default_img
|
||
}
|
||
|
||
bool VulkanEngine::addGLTFInstance(const std::string &instanceName,
|
||
const std::string &modelRelativePath,
|
||
const glm::mat4 &transform,
|
||
bool preloadTextures)
|
||
{
|
||
if (!_assetManager || !_sceneManager)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
const std::string resolvedPath = _assetManager->modelPath(modelRelativePath);
|
||
if (!file_exists_nothrow(resolvedPath))
|
||
{
|
||
fmt::println("[Engine] Failed to add glTF instance '{}' – model file not found (requested='{}', resolved='{}')",
|
||
instanceName,
|
||
modelRelativePath,
|
||
resolvedPath);
|
||
return false;
|
||
}
|
||
|
||
auto gltf = _assetManager->loadGLTF(resolvedPath);
|
||
if (!gltf.has_value() || !gltf.value())
|
||
{
|
||
fmt::println("[Engine] Failed to add glTF instance '{}' – AssetManager::loadGLTF('{}') returned empty scene",
|
||
instanceName,
|
||
resolvedPath);
|
||
return false;
|
||
}
|
||
|
||
// Provide a readable debug name for UI/picking when missing.
|
||
if ((*gltf)->debugName.empty())
|
||
{
|
||
(*gltf)->debugName = modelRelativePath;
|
||
}
|
||
|
||
_sceneManager->addGLTFInstance(instanceName, *gltf, transform);
|
||
|
||
// Optionally preload textures for runtime-added instances
|
||
if (preloadTextures && _textureCache && _resourceManager)
|
||
{
|
||
uint32_t frame = static_cast<uint32_t>(_frameNumber);
|
||
uint32_t count = 0;
|
||
|
||
for (const auto &[name, material] : (*gltf)->materials)
|
||
{
|
||
if (material && material->data.materialSet)
|
||
{
|
||
_textureCache->markSetUsed(material->data.materialSet, frame);
|
||
++count;
|
||
}
|
||
}
|
||
|
||
if (count > 0)
|
||
{
|
||
fmt::println("[Engine] Marked {} materials for preloading in instance '{}'",
|
||
count, instanceName);
|
||
|
||
// Trigger immediate texture loading pump to start upload
|
||
_textureCache->pumpLoads(*_resourceManager, get_current_frame());
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
bool VulkanEngine::addPrimitiveInstance(const std::string &instanceName,
|
||
AssetManager::MeshGeometryDesc::Type geomType,
|
||
const glm::mat4 &transform,
|
||
const AssetManager::MeshMaterialDesc &material,
|
||
std::optional<BoundsType> boundsTypeOverride)
|
||
{
|
||
if (!_assetManager || !_sceneManager)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// Build a cache key for the primitive mesh so multiple instances
|
||
// share the same GPU buffers.
|
||
std::string meshName;
|
||
switch (geomType)
|
||
{
|
||
case AssetManager::MeshGeometryDesc::Type::Cube:
|
||
meshName = "Primitive.Cube";
|
||
break;
|
||
case AssetManager::MeshGeometryDesc::Type::Sphere:
|
||
meshName = "Primitive.Sphere";
|
||
break;
|
||
case AssetManager::MeshGeometryDesc::Type::Plane:
|
||
meshName = "Primitive.Plane";
|
||
break;
|
||
case AssetManager::MeshGeometryDesc::Type::Capsule:
|
||
meshName = "Primitive.Capsule";
|
||
break;
|
||
case AssetManager::MeshGeometryDesc::Type::Provided:
|
||
default:
|
||
// Provided geometry requires explicit vertex/index data; not supported here.
|
||
return false;
|
||
}
|
||
|
||
AssetManager::MeshCreateInfo ci{};
|
||
ci.name = meshName;
|
||
ci.geometry.type = geomType;
|
||
ci.material = material;
|
||
ci.boundsType = boundsTypeOverride;
|
||
|
||
auto mesh = _assetManager->createMesh(ci);
|
||
if (!mesh)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
_sceneManager->addMeshInstance(instanceName, mesh, transform, boundsTypeOverride);
|
||
return true;
|
||
}
|
||
|
||
uint32_t VulkanEngine::loadGLTFAsync(const std::string &sceneName,
|
||
const std::string &modelRelativePath,
|
||
const glm::mat4 &transform,
|
||
bool preloadTextures)
|
||
{
|
||
if (!_asyncLoader || !_assetManager || !_sceneManager)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
const std::string resolvedPath = _assetManager->modelPath(modelRelativePath);
|
||
if (!file_exists_nothrow(resolvedPath))
|
||
{
|
||
fmt::println("[Engine] Failed to enqueue async glTF load for scene '{}' – model file not found (requested='{}', resolved='{}')",
|
||
sceneName,
|
||
modelRelativePath,
|
||
resolvedPath);
|
||
return 0;
|
||
}
|
||
|
||
return _asyncLoader->load_gltf_async(sceneName, resolvedPath, transform, preloadTextures);
|
||
}
|
||
|
||
uint32_t VulkanEngine::loadGLTFAsync(const std::string &sceneName,
|
||
const std::string &modelRelativePath,
|
||
const WorldVec3 &translationWorld,
|
||
const glm::quat &rotation,
|
||
const glm::vec3 &scale,
|
||
bool preloadTextures)
|
||
{
|
||
if (!_asyncLoader || !_assetManager || !_sceneManager)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
const std::string resolvedPath = _assetManager->modelPath(modelRelativePath);
|
||
if (!file_exists_nothrow(resolvedPath))
|
||
{
|
||
fmt::println("[Engine] Failed to enqueue async glTF load for scene '{}' – model file not found (requested='{}', resolved='{}')",
|
||
sceneName,
|
||
modelRelativePath,
|
||
resolvedPath);
|
||
return 0;
|
||
}
|
||
|
||
return _asyncLoader->load_gltf_async(sceneName,
|
||
resolvedPath,
|
||
translationWorld,
|
||
rotation,
|
||
scale,
|
||
preloadTextures);
|
||
}
|
||
|
||
void VulkanEngine::preloadInstanceTextures(const std::string &instanceName)
|
||
{
|
||
if (!_textureCache || !_sceneManager)
|
||
{
|
||
return;
|
||
}
|
||
|
||
auto gltfScene = _sceneManager->getGLTFInstanceScene(instanceName);
|
||
if (!gltfScene)
|
||
{
|
||
return;
|
||
}
|
||
|
||
uint32_t frame = static_cast<uint32_t>(_frameNumber);
|
||
uint32_t count = 0;
|
||
|
||
// Mark all materials in this glTF scene as used so TextureCache will
|
||
// schedule their textures for upload before the object is visible.
|
||
for (const auto &[name, material] : gltfScene->materials)
|
||
{
|
||
if (material && material->data.materialSet)
|
||
{
|
||
_textureCache->markSetUsed(material->data.materialSet, frame);
|
||
++count;
|
||
}
|
||
}
|
||
|
||
fmt::println("[Engine] Preloaded {} material sets for instance '{}'", count, instanceName);
|
||
}
|
||
|
||
void VulkanEngine::cleanup()
|
||
{
|
||
if (_asyncLoader)
|
||
{
|
||
_asyncLoader->shutdown();
|
||
_asyncLoader.reset();
|
||
}
|
||
|
||
vkDeviceWaitIdle(_deviceManager->device());
|
||
|
||
print_vma_stats(_deviceManager.get(), "begin");
|
||
|
||
_sceneManager->cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after SceneManager");
|
||
dump_vma_json(_deviceManager.get(), "after_SceneManager");
|
||
|
||
if (_isInitialized)
|
||
{
|
||
//make sure the gpu has stopped doing its things
|
||
vkDeviceWaitIdle(_deviceManager->device());
|
||
|
||
if (_ui)
|
||
{
|
||
_ui->cleanup();
|
||
_ui.reset();
|
||
}
|
||
if (_picking)
|
||
{
|
||
_picking->cleanup();
|
||
_picking.reset();
|
||
}
|
||
|
||
// Flush all frame deletion queues first while VMA allocator is still alive
|
||
for (int i = 0; i < FRAME_OVERLAP; i++)
|
||
{
|
||
_frames[i]._deletionQueue.flush();
|
||
}
|
||
for (int i = 0; i < FRAME_OVERLAP; i++)
|
||
{
|
||
_frames[i].cleanup(_deviceManager.get());
|
||
}
|
||
|
||
metalRoughMaterial.clear_resources(_deviceManager->device());
|
||
|
||
_mainDeletionQueue.flush();
|
||
print_vma_stats(_deviceManager.get(), "after MainDQ flush");
|
||
dump_vma_json(_deviceManager.get(), "after_MainDQ");
|
||
|
||
if (_textureCache) { _textureCache->cleanup(); }
|
||
|
||
_renderPassManager->cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after RenderPassManager");
|
||
dump_vma_json(_deviceManager.get(), "after_RenderPassManager");
|
||
|
||
_pipelineManager->cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after PipelineManager");
|
||
dump_vma_json(_deviceManager.get(), "after_PipelineManager");
|
||
|
||
compute.cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after Compute");
|
||
dump_vma_json(_deviceManager.get(), "after_Compute");
|
||
|
||
// Ensure RenderGraph's timestamp query pool is destroyed before the device.
|
||
if (_renderGraph)
|
||
{
|
||
_renderGraph->shutdown();
|
||
}
|
||
|
||
_swapchainManager->cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after Swapchain");
|
||
dump_vma_json(_deviceManager.get(), "after_Swapchain");
|
||
|
||
if (_assetManager) _assetManager->cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after AssetManager");
|
||
dump_vma_json(_deviceManager.get(), "after_AssetManager");
|
||
|
||
// Release IBL GPU resources (spec/diffuse cubes + BRDF LUT)
|
||
if (_iblManager)
|
||
{
|
||
_iblManager->unload();
|
||
}
|
||
print_vma_stats(_deviceManager.get(), "after IBLManager");
|
||
dump_vma_json(_deviceManager.get(), "after_IBLManager");
|
||
|
||
// Ensure ray tracing resources (BLAS/TLAS/instance buffers) are freed before VMA is destroyed
|
||
if (_rayManager) { _rayManager->cleanup(); }
|
||
print_vma_stats(_deviceManager.get(), "after RTManager");
|
||
dump_vma_json(_deviceManager.get(), "after_RTManager");
|
||
|
||
_resourceManager->cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after ResourceManager");
|
||
dump_vma_json(_deviceManager.get(), "after_ResourceManager");
|
||
|
||
_samplerManager->cleanup();
|
||
_descriptorManager->cleanup();
|
||
print_vma_stats(_deviceManager.get(), "after Samplers+Descriptors");
|
||
dump_vma_json(_deviceManager.get(), "after_Samplers_Descriptors");
|
||
|
||
_context->descriptors->destroy_pools(_deviceManager->device());
|
||
|
||
// Extra safety: flush frame deletion queues once more before destroying VMA
|
||
for (int i = 0; i < FRAME_OVERLAP; i++)
|
||
{
|
||
_frames[i]._deletionQueue.flush();
|
||
}
|
||
|
||
print_vma_stats(_deviceManager.get(), "before DeviceManager");
|
||
dump_vma_json(_deviceManager.get(), "before_DeviceManager");
|
||
_deviceManager->cleanup();
|
||
|
||
if (_input)
|
||
{
|
||
_input->set_cursor_mode(CursorMode::Normal);
|
||
_input.reset();
|
||
}
|
||
if (_context)
|
||
{
|
||
_context->input = nullptr;
|
||
}
|
||
|
||
SDL_DestroyWindow(_window);
|
||
}
|
||
}
|
||
|
||
void VulkanEngine::draw()
|
||
{
|
||
// Integrate any completed async asset jobs into the scene before updating.
|
||
if (_asyncLoader && _sceneManager)
|
||
{
|
||
_asyncLoader->pump_main_thread(*_sceneManager);
|
||
}
|
||
|
||
// Apply any completed async pipeline rebuilds before using pipelines this frame.
|
||
if (_pipelineManager)
|
||
{
|
||
_pipelineManager->pump_main_thread();
|
||
}
|
||
|
||
_sceneManager->update_scene();
|
||
|
||
// Update IBL based on camera position and user-defined reflection volumes.
|
||
if (_iblManager && _sceneManager)
|
||
{
|
||
WorldVec3 camPosWorld = _sceneManager->getMainCamera().position_world;
|
||
int newVolume = -1;
|
||
for (size_t i = 0; i < _iblVolumes.size(); ++i)
|
||
{
|
||
const IBLVolume &v = _iblVolumes[i];
|
||
if (!v.enabled) continue;
|
||
WorldVec3 local = camPosWorld - v.center_world;
|
||
if (std::abs(local.x) <= static_cast<double>(v.halfExtents.x) &&
|
||
std::abs(local.y) <= static_cast<double>(v.halfExtents.y) &&
|
||
std::abs(local.z) <= static_cast<double>(v.halfExtents.z))
|
||
{
|
||
newVolume = static_cast<int>(i);
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (newVolume != _activeIBLVolume)
|
||
{
|
||
const IBLPaths *paths = nullptr;
|
||
if (newVolume >= 0)
|
||
{
|
||
paths = &_iblVolumes[newVolume].paths;
|
||
}
|
||
else if (_hasGlobalIBL)
|
||
{
|
||
paths = &_globalIBLPaths;
|
||
}
|
||
|
||
// Avoid enqueueing duplicate jobs for the same target volume.
|
||
const bool alreadyPendingForTarget =
|
||
_pendingIBLRequest.active && _pendingIBLRequest.targetVolume == newVolume;
|
||
|
||
if (paths && !alreadyPendingForTarget)
|
||
{
|
||
if (_iblManager->load_async(*paths))
|
||
{
|
||
_pendingIBLRequest.active = true;
|
||
_pendingIBLRequest.targetVolume = newVolume;
|
||
_pendingIBLRequest.paths = *paths;
|
||
}
|
||
else
|
||
{
|
||
fmt::println("[Engine] Warning: failed to enqueue IBL load for {} (specular='{}')",
|
||
(newVolume >= 0) ? "volume" : "global environment",
|
||
paths->specularCube);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (_picking)
|
||
{
|
||
_picking->update_hover();
|
||
}
|
||
|
||
// Compute desired internal render-target extent from logical extent + render scale.
|
||
_drawExtent = scaled_extent(_logicalRenderExtent, renderScale);
|
||
if (_swapchainManager)
|
||
{
|
||
VkExtent2D current = _swapchainManager->renderExtent();
|
||
if (current.width != _drawExtent.width || current.height != _drawExtent.height)
|
||
{
|
||
_swapchainManager->resize_render_targets(_drawExtent);
|
||
}
|
||
}
|
||
|
||
uint32_t swapchainImageIndex;
|
||
|
||
VkResult e = vkAcquireNextImageKHR(_deviceManager->device(),
|
||
_swapchainManager->swapchain(),
|
||
1000000000,
|
||
get_current_frame()._swapchainSemaphore,
|
||
nullptr,
|
||
&swapchainImageIndex);
|
||
if (e == VK_ERROR_OUT_OF_DATE_KHR)
|
||
{
|
||
resize_requested = true;
|
||
return;
|
||
}
|
||
if (e == VK_SUBOPTIMAL_KHR)
|
||
{
|
||
// Acquire succeeded and signaled the semaphore. Keep rendering this frame
|
||
// so the semaphore gets waited on, but schedule a resize soon.
|
||
resize_requested = true;
|
||
}
|
||
else
|
||
{
|
||
VK_CHECK(e);
|
||
}
|
||
|
||
VK_CHECK(vkResetFences(_deviceManager->device(), 1, &get_current_frame()._renderFence));
|
||
|
||
//now that we are sure that the commands finished executing, we can safely reset the command buffer to begin recording again.
|
||
VK_CHECK(vkResetCommandBuffer(get_current_frame()._mainCommandBuffer, 0));
|
||
|
||
// Build or update TLAS for current frame now that the previous frame is idle.
|
||
// TLAS is used for hybrid/full RT shadows and RT-assisted SSR reflections.
|
||
// For reflections, only build TLAS when RT is actually enabled (reflectionMode != 0).
|
||
// For shadows, only build TLAS when shadows are enabled and an RT shadow mode is selected.
|
||
const bool rtShadowsActive =
|
||
_context->shadowSettings.enabled && (_context->shadowSettings.mode != 0u);
|
||
const bool rtReflectionsActive =
|
||
_context->enableSSR && (_context->reflectionMode != 0u);
|
||
if (_rayManager && (rtShadowsActive || rtReflectionsActive))
|
||
{
|
||
_rayManager->buildTLASFromDrawContext(_context->getMainDrawContext(), get_current_frame()._deletionQueue);
|
||
}
|
||
|
||
//naming it cmd for shorter writing
|
||
VkCommandBuffer cmd = get_current_frame()._mainCommandBuffer;
|
||
|
||
//begin the command buffer recording. We will use this command buffer exactly once, so we want to let vulkan know that
|
||
VkCommandBufferBeginInfo cmdBeginInfo = vkinit::command_buffer_begin_info(
|
||
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
|
||
|
||
//---------------------------
|
||
VK_CHECK(vkBeginCommandBuffer(cmd, &cmdBeginInfo));
|
||
|
||
// publish per-frame pointers and draw extent to context for passes
|
||
_context->currentFrame = &get_current_frame();
|
||
_context->frameIndex = static_cast<uint32_t>(_frameNumber);
|
||
_context->drawExtent = _drawExtent;
|
||
|
||
// Inform VMA of current frame for improved internal stats/aging (optional).
|
||
vmaSetCurrentFrameIndex(_deviceManager->allocator(), _context->frameIndex);
|
||
|
||
// Optional: check for shader changes and hot-reload pipelines
|
||
if (_pipelineManager)
|
||
{
|
||
_pipelineManager->hotReloadChanged();
|
||
}
|
||
|
||
// --- RenderGraph frame build ---
|
||
if (_renderGraph)
|
||
{
|
||
_renderGraph->clear();
|
||
|
||
RGImageHandle hDraw = _renderGraph->import_draw_image();
|
||
RGImageHandle hDepth = _renderGraph->import_depth_image();
|
||
RGImageHandle hGBufferPosition = _renderGraph->import_gbuffer_position();
|
||
RGImageHandle hGBufferNormal = _renderGraph->import_gbuffer_normal();
|
||
RGImageHandle hGBufferAlbedo = _renderGraph->import_gbuffer_albedo();
|
||
RGImageHandle hGBufferExtra = _renderGraph->import_gbuffer_extra();
|
||
RGImageHandle hSwapchain = _renderGraph->import_swapchain_image(swapchainImageIndex);
|
||
// For debug overlays (IBL volumes), re-use HDR draw image as a color target.
|
||
RGImageHandle hDebugColor = hDraw;
|
||
|
||
// Create transient depth targets for cascaded shadow maps (even if RT-only / disabled, to keep descriptors stable)
|
||
const VkExtent2D shadowExtent{
|
||
static_cast<uint32_t>(kShadowMapResolution),
|
||
static_cast<uint32_t>(kShadowMapResolution)};
|
||
std::array<RGImageHandle, kShadowCascadeCount> hShadowCascades{};
|
||
for (int i = 0; i < kShadowCascadeCount; ++i)
|
||
{
|
||
std::string name = std::string("shadow.cascade.") + std::to_string(i);
|
||
hShadowCascades[i] = _renderGraph->create_depth_image(name.c_str(), shadowExtent, VK_FORMAT_D32_SFLOAT);
|
||
}
|
||
|
||
// Prior to building passes, pump texture loads for this frame.
|
||
if (_textureCache)
|
||
{
|
||
size_t budget = query_texture_budget_bytes();
|
||
_textureCache->set_gpu_budget_bytes(budget);
|
||
_textureCache->evictToBudget(budget);
|
||
_textureCache->pumpLoads(*_resourceManager, get_current_frame());
|
||
}
|
||
|
||
// Allow passes to enqueue texture/image uploads before the upload pass snapshot.
|
||
// Particles use this to preload flipbooks/noise referenced by systems.
|
||
if (_renderPassManager)
|
||
{
|
||
if (auto *particles = _renderPassManager->getPass<ParticlePass>())
|
||
{
|
||
particles->preload_needed_textures();
|
||
}
|
||
}
|
||
|
||
_resourceManager->register_upload_pass(*_renderGraph, get_current_frame());
|
||
|
||
ImGuiPass *imguiPass = nullptr;
|
||
RGImageHandle finalColor = hDraw; // by default, present HDR draw directly (copy)
|
||
|
||
if (_renderPassManager)
|
||
{
|
||
if (auto *background = _renderPassManager->getPass<BackgroundPass>())
|
||
{
|
||
background->register_graph(_renderGraph.get(), hDraw, hDepth);
|
||
}
|
||
if (_context->shadowSettings.enabled && _context->shadowSettings.mode != 2u)
|
||
{
|
||
if (auto *shadow = _renderPassManager->getPass<ShadowPass>())
|
||
{
|
||
shadow->register_graph(_renderGraph.get(), std::span<RGImageHandle>(hShadowCascades.data(), hShadowCascades.size()), shadowExtent);
|
||
}
|
||
}
|
||
if (auto *geometry = _renderPassManager->getPass<GeometryPass>())
|
||
{
|
||
RGImageHandle hID = _renderGraph->import_id_buffer();
|
||
geometry->register_graph(_renderGraph.get(), hGBufferPosition, hGBufferNormal, hGBufferAlbedo, hGBufferExtra, hID, hDepth);
|
||
|
||
if (_picking && _swapchainManager)
|
||
{
|
||
_picking->register_id_buffer_readback(*_renderGraph,
|
||
hID,
|
||
_drawExtent,
|
||
_swapchainManager->swapchainExtent());
|
||
}
|
||
}
|
||
if (auto *lighting = _renderPassManager->getPass<LightingPass>())
|
||
{
|
||
lighting->register_graph(_renderGraph.get(), hDraw, hGBufferPosition, hGBufferNormal, hGBufferAlbedo, hGBufferExtra,
|
||
std::span<RGImageHandle>(hShadowCascades.data(), hShadowCascades.size()));
|
||
}
|
||
|
||
// Optional Screen Space Reflections pass: consumes HDR draw + G-Buffer and
|
||
// produces an SSR-augmented HDR image. Controlled by EngineContext::enableSSR.
|
||
RGImageHandle hSSR{};
|
||
SSRPass *ssr = _renderPassManager->getPass<SSRPass>();
|
||
const bool ssrEnabled = (_context && _context->enableSSR && ssr != nullptr);
|
||
if (ssrEnabled)
|
||
{
|
||
RGImageDesc ssrDesc{};
|
||
ssrDesc.name = "hdr.ssr";
|
||
ssrDesc.format = _swapchainManager->drawImage().imageFormat;
|
||
ssrDesc.extent = _drawExtent;
|
||
ssrDesc.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
|
||
| VK_IMAGE_USAGE_SAMPLED_BIT
|
||
| VK_IMAGE_USAGE_STORAGE_BIT;
|
||
hSSR = _renderGraph->create_image(ssrDesc);
|
||
|
||
ssr->register_graph(_renderGraph.get(),
|
||
hDraw,
|
||
hGBufferPosition,
|
||
hGBufferNormal,
|
||
hGBufferAlbedo,
|
||
hSSR);
|
||
}
|
||
|
||
// Downstream passes draw on top of either the SSR output or the raw HDR draw.
|
||
RGImageHandle hdrTarget = (ssrEnabled && hSSR.valid()) ? hSSR : hDraw;
|
||
|
||
if (auto *particles = _renderPassManager->getPass<ParticlePass>())
|
||
{
|
||
particles->register_graph(_renderGraph.get(), hdrTarget, hDepth, hGBufferPosition);
|
||
}
|
||
|
||
if (auto *transparent = _renderPassManager->getPass<TransparentPass>())
|
||
{
|
||
transparent->register_graph(_renderGraph.get(), hdrTarget, hDepth);
|
||
}
|
||
imguiPass = _renderPassManager->getImGuiPass();
|
||
|
||
// Optional Tonemap pass: sample HDR draw -> LDR intermediate
|
||
if (auto *tonemap = _renderPassManager->getPass<TonemapPass>())
|
||
{
|
||
finalColor = tonemap->register_graph(_renderGraph.get(), hdrTarget);
|
||
|
||
// Optional FXAA pass: runs on LDR tonemapped output.
|
||
if (auto *fxaa = _renderPassManager->getPass<FxaaPass>())
|
||
{
|
||
finalColor = fxaa->register_graph(_renderGraph.get(), finalColor);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// If tonemapping is disabled, present whichever HDR buffer we ended up with.
|
||
finalColor = hdrTarget;
|
||
}
|
||
}
|
||
|
||
auto appendPresentExtras = [imguiPass, hSwapchain](RenderGraph &graph)
|
||
{
|
||
if (imguiPass)
|
||
{
|
||
imguiPass->register_graph(&graph, hSwapchain);
|
||
}
|
||
};
|
||
|
||
_renderGraph->add_present_chain(finalColor, hSwapchain, appendPresentExtras);
|
||
|
||
// Apply persistent pass enable overrides
|
||
for (size_t i = 0; i < _renderGraph->pass_count(); ++i)
|
||
{
|
||
const char* name = _renderGraph->pass_name(i);
|
||
auto it = _rgPassToggles.find(name);
|
||
if (it != _rgPassToggles.end())
|
||
{
|
||
_renderGraph->set_pass_enabled(i, it->second);
|
||
}
|
||
}
|
||
|
||
if (_renderGraph->compile())
|
||
{
|
||
_renderGraph->execute(cmd);
|
||
}
|
||
}
|
||
|
||
VK_CHECK(vkEndCommandBuffer(cmd));
|
||
|
||
VkCommandBufferSubmitInfo cmdinfo = vkinit::command_buffer_submit_info(cmd);
|
||
|
||
VkSemaphoreSubmitInfo waitInfo = vkinit::semaphore_submit_info(VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT_KHR,
|
||
get_current_frame()._swapchainSemaphore);
|
||
VkSemaphoreSubmitInfo signalInfo = vkinit::semaphore_submit_info(VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT,
|
||
get_current_frame()._renderSemaphore);
|
||
|
||
VkSubmitInfo2 submit = vkinit::submit_info(&cmdinfo, &signalInfo, &waitInfo);
|
||
|
||
VK_CHECK(vkQueueSubmit2(_deviceManager->graphicsQueue(), 1, &submit, get_current_frame()._renderFence));
|
||
|
||
VkPresentInfoKHR presentInfo = vkinit::present_info();
|
||
|
||
VkSwapchainKHR swapchain = _swapchainManager->swapchain();
|
||
presentInfo.pSwapchains = &swapchain;
|
||
presentInfo.swapchainCount = 1;
|
||
|
||
presentInfo.pWaitSemaphores = &get_current_frame()._renderSemaphore;
|
||
presentInfo.waitSemaphoreCount = 1;
|
||
|
||
presentInfo.pImageIndices = &swapchainImageIndex;
|
||
|
||
VkResult presentResult = vkQueuePresentKHR(_deviceManager->graphicsQueue(), &presentInfo);
|
||
if (_swapchainManager)
|
||
{
|
||
_swapchainManager->set_swapchain_image_layout(swapchainImageIndex, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
|
||
}
|
||
if (presentResult == VK_ERROR_OUT_OF_DATE_KHR || presentResult == VK_SUBOPTIMAL_KHR)
|
||
{
|
||
resize_requested = true;
|
||
}
|
||
|
||
_frameNumber++;
|
||
}
|
||
|
||
namespace
|
||
{
|
||
struct NativeEventDispatchCtx
|
||
{
|
||
VulkanEngine *engine = nullptr;
|
||
bool ui_capture_mouse = false;
|
||
};
|
||
|
||
void dispatch_native_event(void *user, InputSystem::NativeEventView view)
|
||
{
|
||
auto *ctx = static_cast<NativeEventDispatchCtx *>(user);
|
||
if (!ctx || !ctx->engine || view.backend != InputSystem::NativeBackend::SDL2 || view.data == nullptr)
|
||
{
|
||
return;
|
||
}
|
||
|
||
const SDL_Event &e = *static_cast<const SDL_Event *>(view.data);
|
||
|
||
if (ctx->engine->ui())
|
||
{
|
||
ctx->engine->ui()->process_event(e);
|
||
}
|
||
if (ctx->engine->picking())
|
||
{
|
||
ctx->engine->picking()->process_event(e, ctx->ui_capture_mouse);
|
||
}
|
||
}
|
||
} // namespace
|
||
|
||
void VulkanEngine::run()
|
||
{
|
||
bool bQuit = false;
|
||
|
||
//main loop
|
||
while (!bQuit)
|
||
{
|
||
auto start = std::chrono::system_clock::now();
|
||
|
||
if (_input)
|
||
{
|
||
_input->begin_frame();
|
||
_input->pump_events();
|
||
|
||
if (_input->quit_requested())
|
||
{
|
||
bQuit = true;
|
||
}
|
||
|
||
freeze_rendering = _input->window_minimized();
|
||
|
||
if (_input->resize_requested())
|
||
{
|
||
resize_requested = true;
|
||
_last_resize_event_ms = _input->last_resize_event_ms();
|
||
_input->clear_resize_request();
|
||
}
|
||
}
|
||
|
||
const bool ui_capture_mouse = _ui && _ui->want_capture_mouse();
|
||
const bool ui_capture_keyboard = _ui && _ui->want_capture_keyboard();
|
||
|
||
if (_input)
|
||
{
|
||
NativeEventDispatchCtx ctx{};
|
||
ctx.engine = this;
|
||
ctx.ui_capture_mouse = ui_capture_mouse;
|
||
_input->for_each_native_event(dispatch_native_event, &ctx);
|
||
}
|
||
|
||
if (_sceneManager && _input)
|
||
{
|
||
_sceneManager->getMainCamera().process_input(*_input, ui_capture_keyboard, ui_capture_mouse);
|
||
}
|
||
|
||
if (freeze_rendering)
|
||
{
|
||
//throttle the speed to avoid the endless spinning
|
||
std::this_thread::sleep_for(std::chrono::milliseconds(100));
|
||
continue;
|
||
}
|
||
if (resize_requested)
|
||
{
|
||
const uint32_t now_ms = SDL_GetTicks();
|
||
if (now_ms - _last_resize_event_ms >= RESIZE_DEBOUNCE_MS)
|
||
{
|
||
_swapchainManager->resize_swapchain(_window);
|
||
if (_ui)
|
||
{
|
||
_ui->on_swapchain_recreated();
|
||
}
|
||
resize_requested = false;
|
||
}
|
||
}
|
||
|
||
// Begin frame: wait for the GPU, resolve pending ID-buffer picks,
|
||
// and clear per-frame resources before building UI and recording commands.
|
||
VK_CHECK(vkWaitForFences(_deviceManager->device(), 1, &get_current_frame()._renderFence, true, 1000000000));
|
||
|
||
// Safe to destroy any BLAS queued for deletion now that the previous frame is idle.
|
||
if (_rayManager) { _rayManager->flushPendingDeletes(); }
|
||
|
||
// Progress queued BLAS builds over multiple frames to avoid large
|
||
// stalls when many meshes require ray tracing structures at once.
|
||
if (_rayManager) { _rayManager->pump_blas_builds(1); }
|
||
|
||
// Commit any completed async IBL load now that the GPU is idle.
|
||
if (_iblManager && _pendingIBLRequest.active)
|
||
{
|
||
IBLManager::AsyncResult iblRes = _iblManager->pump_async();
|
||
if (iblRes.completed)
|
||
{
|
||
if (iblRes.success)
|
||
{
|
||
if (_pendingIBLRequest.targetVolume >= 0)
|
||
{
|
||
_activeIBLVolume = _pendingIBLRequest.targetVolume;
|
||
}
|
||
else
|
||
{
|
||
_activeIBLVolume = -1;
|
||
_hasGlobalIBL = true;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
fmt::println("[Engine] Warning: async IBL load failed (specular='{}')",
|
||
_pendingIBLRequest.paths.specularCube);
|
||
}
|
||
_pendingIBLRequest.active = false;
|
||
}
|
||
}
|
||
|
||
if (_picking)
|
||
{
|
||
_picking->begin_frame();
|
||
}
|
||
|
||
get_current_frame()._deletionQueue.flush();
|
||
if (_renderGraph)
|
||
{
|
||
_renderGraph->resolve_timings();
|
||
}
|
||
get_current_frame()._frameDescriptors.clear_pools(_deviceManager->device());
|
||
|
||
if (_ui)
|
||
{
|
||
_ui->begin_frame();
|
||
_ui->end_frame();
|
||
}
|
||
draw();
|
||
|
||
auto end = std::chrono::system_clock::now();
|
||
|
||
//convert to microseconds (integer), and then come back to miliseconds
|
||
auto elapsed = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
|
||
stats.frametime = elapsed.count() / 1000.f;
|
||
}
|
||
}
|
||
|
||
void VulkanEngine::init_frame_resources()
|
||
{
|
||
// descriptor pool sizes per-frame
|
||
std::vector<DescriptorAllocatorGrowable::PoolSizeRatio> frame_sizes = {
|
||
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 3},
|
||
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3},
|
||
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3},
|
||
{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4},
|
||
{VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1},
|
||
};
|
||
|
||
for (int i = 0; i < FRAME_OVERLAP; i++)
|
||
{
|
||
_frames[i].init(_deviceManager.get(), frame_sizes);
|
||
}
|
||
}
|
||
|
||
void VulkanEngine::init_pipelines()
|
||
{
|
||
metalRoughMaterial.build_pipelines(this);
|
||
}
|
||
|
||
namespace
|
||
{
|
||
// Rebuild a node's world transform in glTF local space, layering per-instance
|
||
// local offsets on top of the base localTransform at each node in the chain.
|
||
glm::mat4 build_node_world_with_overrides(const Node *node,
|
||
const std::unordered_map<const Node*, glm::mat4> &overrides)
|
||
{
|
||
if (!node)
|
||
{
|
||
return glm::mat4(1.0f);
|
||
}
|
||
|
||
std::vector<const Node*> chain;
|
||
const Node *cur = node;
|
||
while (cur)
|
||
{
|
||
chain.push_back(cur);
|
||
std::shared_ptr<Node> parent = cur->parent.lock();
|
||
cur = parent ? parent.get() : nullptr;
|
||
}
|
||
|
||
glm::mat4 world(1.0f);
|
||
for (auto it = chain.rbegin(); it != chain.rend(); ++it)
|
||
{
|
||
const Node *n = *it;
|
||
glm::mat4 local = n->localTransform;
|
||
auto ovIt = overrides.find(n);
|
||
if (ovIt != overrides.end())
|
||
{
|
||
// Layer the override in local space for this instance.
|
||
local = local * ovIt->second;
|
||
}
|
||
world = world * local;
|
||
}
|
||
return world;
|
||
}
|
||
}
|
||
|
||
void MeshNode::Draw(const glm::mat4 &topMatrix, DrawContext &ctx)
|
||
{
|
||
glm::mat4 nodeMatrix;
|
||
if (ctx.gltfNodeLocalOverrides && !ctx.gltfNodeLocalOverrides->empty())
|
||
{
|
||
glm::mat4 world = build_node_world_with_overrides(this, *ctx.gltfNodeLocalOverrides);
|
||
nodeMatrix = topMatrix * world;
|
||
}
|
||
else
|
||
{
|
||
nodeMatrix = topMatrix * worldTransform;
|
||
}
|
||
|
||
if (!mesh)
|
||
{
|
||
Node::Draw(topMatrix, ctx);
|
||
return;
|
||
}
|
||
|
||
for (uint32_t i = 0; i < mesh->surfaces.size(); ++i)
|
||
{
|
||
const auto &s = mesh->surfaces[i];
|
||
|
||
RenderObject def{};
|
||
def.indexCount = s.count;
|
||
def.firstIndex = s.startIndex;
|
||
def.indexBuffer = mesh->meshBuffers.indexBuffer.buffer;
|
||
def.vertexBuffer = mesh->meshBuffers.vertexBuffer.buffer;
|
||
def.bounds = s.bounds; // ensure culling uses correct mesh-local AABB
|
||
def.material = &s.material->data;
|
||
|
||
def.transform = nodeMatrix;
|
||
def.vertexBufferAddress = mesh->meshBuffers.vertexBufferAddress;
|
||
def.sourceMesh = mesh.get();
|
||
def.surfaceIndex = i;
|
||
def.objectID = ctx.nextID++;
|
||
def.sourceScene = scene;
|
||
def.sourceNode = this;
|
||
|
||
if (s.material->data.passType == MaterialPass::Transparent)
|
||
{
|
||
ctx.TransparentSurfaces.push_back(def);
|
||
}
|
||
else
|
||
{
|
||
ctx.OpaqueSurfaces.push_back(def);
|
||
}
|
||
}
|
||
|
||
// recurse down
|
||
Node::Draw(topMatrix, ctx);
|
||
}
|