Files
QuaternionEngine/docs/Scene.md

100 lines
4.6 KiB
Markdown
Raw Blame History

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