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QuaternionEngine/docs/asset_manager.md
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## Asset Manager
Centralized asset path resolution, glTF loading, and runtime mesh creation (including simple materials and primitives). Avoids scattered relative paths and duplicates by resolving roots at runtime and caching results.
### Path Resolution
- Environment root: Honors `VKG_ASSET_ROOT` (expected to contain `assets/` and/or `shaders/`).
- Upward search: If unset, searches upward from the current directory for folders named `assets` and `shaders`.
- Fallbacks: Tries `./assets`, `../assets` and `./shaders`, `../shaders`.
- Methods: `shaderPath(name)`, `assetPath(name)`, and `modelPath(name)` (alias of `assetPath`). Relative or absolute input is returned if already valid; otherwise resolution is attempted as above.
Access the manager anywhere via `EngineContext`:
```c++
auto *assets = context->getAssets();
auto spv = assets->shaderPath("mesh.vert.spv");
auto chairPath = assets->modelPath("models/chair.glb");
```
### API Summary
- Paths
- `std::string shaderPath(std::string_view)`
- `std::string assetPath(std::string_view)` / `modelPath(std::string_view)`
- glTF
- `std::optional<std::shared_ptr<LoadedGLTF>> loadGLTF(std::string_view nameOrPath)` — cached by canonical absolute path
- Meshes
- `std::shared_ptr<MeshAsset> createMesh(const MeshCreateInfo &info)`
- `std::shared_ptr<MeshAsset> createMesh(const std::string &name, std::span<Vertex> v, std::span<uint32_t> i, std::shared_ptr<GLTFMaterial> material = {})`
- `std::shared_ptr<MeshAsset> getMesh(const std::string &name) const`
- `std::shared_ptr<MeshAsset> getPrimitive(std::string_view name) const` (returns existing default primitives if created)
- `bool removeMesh(const std::string &name)`
- `void cleanup()` — releases meshes, material buffers, and any images owned by the manager
### Mesh Creation Model
Use either the convenience descriptor (`MeshCreateInfo`) or the direct overload with vertex/index spans.
```c++
struct AssetManager::MaterialOptions {
std::string albedoPath; // resolved through AssetManager
std::string metalRoughPath; // resolved through AssetManager
std::string normalPath; // resolved through AssetManager (tangent-space normal)
bool albedoSRGB = true; // VK_FORMAT_R8G8B8A8_SRGB when true
bool metalRoughSRGB = false; // VK_FORMAT_R8G8B8A8_UNORM when false
bool normalSRGB = false; // normal maps should be UNORM
GLTFMetallic_Roughness::MaterialConstants constants{}; // extra[0].x as normalScale
MaterialPass pass = MaterialPass::MainColor; // or Transparent
};
struct AssetManager::MeshGeometryDesc {
enum class Type { Provided, Cube, Sphere };
Type type = Type::Provided;
std::span<Vertex> vertices{}; // when Provided
std::span<uint32_t> indices{}; // when Provided
int sectors = 16; // for Sphere
int stacks = 16; // for Sphere
};
struct AssetManager::MeshMaterialDesc {
enum class Kind { Default, Textured };
Kind kind = Kind::Default;
MaterialOptions options{}; // used when Textured
};
struct AssetManager::MeshCreateInfo {
std::string name; // cache key; reused if already created
MeshGeometryDesc geometry; // Provided / Cube / Sphere
MeshMaterialDesc material; // Default or Textured
};
```
Behavior and lifetime:
- Default material: If no material is given, a white material is created (2× white textures, per-mesh UBO with sane defaults).
- Textured material: When `MeshMaterialDesc::Textured`, images are loaded via `stb_image` and uploaded; per-mesh UBO is allocated and filled from `constants`.
- Ownership: Material buffers and any images created by the AssetManager are tracked and destroyed on `removeMesh(name)` or `cleanup()`.
- Caching: Meshes are cached by `name`. Re-creating with the same name returns the existing mesh (no new uploads).
### Examples
Create a simple plane and render it (default material):
```c++
std::vector<Vertex> v = {
{{-0.5f, 0.0f, -0.5f}, 0.0f, {0,1,0}, 0.0f, {1,1,1,1}},
{{ 0.5f, 0.0f, -0.5f}, 1.0f, {0,1,0}, 0.0f, {1,1,1,1}},
{{-0.5f, 0.0f, 0.5f}, 0.0f, {0,1,0}, 1.0f, {1,1,1,1}},
{{ 0.5f, 0.0f, 0.5f}, 1.0f, {0,1,0}, 1.0f, {1,1,1,1}},
};
std::vector<uint32_t> i = { 0,1,2, 2,1,3 };
auto plane = ctx->getAssets()->createMesh("plane", v, i); // default white material
glm::mat4 xform = glm::scale(glm::mat4(1.f), glm::vec3(10.f, 1.f, 10.f));
ctx->scene->addMeshInstance("ground", plane, xform);
```
Generate primitives via `MeshCreateInfo`:
```c++
AssetManager::MeshCreateInfo ci{};
ci.name = "cubeA";
ci.geometry.type = AssetManager::MeshGeometryDesc::Type::Cube;
ci.material.kind = AssetManager::MeshMaterialDesc::Kind::Default;
auto cube = ctx->getAssets()->createMesh(ci);
ctx->scene->addMeshInstance("cube.instance", cube,
glm::translate(glm::mat4(1.f), glm::vec3(-2.f, 0.f, -2.f)));
AssetManager::MeshCreateInfo si{};
si.name = "sphere48x24";
si.geometry.type = AssetManager::MeshGeometryDesc::Type::Sphere;
si.geometry.sectors = 48; si.geometry.stacks = 24;
si.material.kind = AssetManager::MeshMaterialDesc::Kind::Default;
auto sphere = ctx->getAssets()->createMesh(si);
ctx->scene->addMeshInstance("sphere.instance", sphere,
glm::translate(glm::mat4(1.f), glm::vec3(2.f, 0.f, -2.f)));
```
Textured primitive (albedo + metal-rough + normal):
```c++
AssetManager::MeshCreateInfo ti{};
ti.name = "ground.textured";
// provide vertices/indices for a plane (see first example)
ti.geometry.type = AssetManager::MeshGeometryDesc::Type::Provided;
ti.geometry.vertices = std::span<Vertex>(v.data(), v.size());
ti.geometry.indices = std::span<uint32_t>(i.data(), i.size());
ti.material.kind = AssetManager::MeshMaterialDesc::Kind::Textured;
ti.material.options.albedoPath = "textures/ground_albedo.png"; // sRGB
ti.material.options.metalRoughPath = "textures/ground_mr.png"; // UNORM, G=roughness, B=metallic
ti.material.options.normalPath = "textures/ground_n.png"; // UNORM
ti.material.options.constants.extra[0].x = 1.0f; // normalScale
// ti.material.options.pass = MaterialPass::Transparent; // optional
auto texturedPlane = ctx->getAssets()->createMesh(ti);
glm::mat4 tx = glm::scale(glm::mat4(1.f), glm::vec3(10.f, 1.f, 10.f));
ctx->scene->addMeshInstance("ground.textured", texturedPlane, tx);
```
Textured cube/sphere via options is analogous — set `geometry.type` to `Cube` or `Sphere` and fill `material.options`.
Runtime glTF spawning:
```c++
auto chair = ctx->getAssets()->loadGLTF("models/chair.glb");
if (chair)
{
glm::mat4 t = glm::translate(glm::mat4(1.f), glm::vec3(0.f, 0.f, -3.f));
ctx->scene->addGLTFInstance("chair01", *chair, t);
}
// Move / overwrite
ctx->scene->addGLTFInstance("chair01", *chair,
glm::translate(glm::mat4(1.f), glm::vec3(0.f, 0.5f, -3.f)));
// Remove
ctx->scene->removeGLTFInstance("chair01");
```
### Notes
- Default primitives: The engine creates default Cube/Sphere meshes via `AssetManager` and registers them as dynamic scene instances.
- Reuse by name: `createMesh("name", ...)` returns the cached mesh if it already exists. Use a unique name or call `removeMesh(name)` to replace.
- sRGB/UNORM: Albedo is sRGB by default, metal-rough is UNORM by default. Adjust via `MaterialOptions`.
- Hot reload: Shaders are resolved via `shaderPath()`; pipeline hot reload is handled by the pipeline manager, not the AssetManager.
- Normal maps: Supported. If `normalPath` is empty, a flat normal is used.
- Tangents: Loaded from glTF when present; otherwise generated. Enable MikkTSpace at configure time with `-DENABLE_MIKKTS=ON`.