200 lines
10 KiB
Markdown
200 lines
10 KiB
Markdown
## Scene System: Cameras, DrawContext, and Instances
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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.
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### Components
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- `SceneManager` (src/scene/vk_scene.h/.cpp)
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- Owns the main `Camera`, `GPUSceneData`, and `DrawContext`.
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- Loads GLTF scenes via `AssetManager`/`LoadedGLTF` and creates dynamic mesh/GLTF instances.
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- Updates per‑frame transforms, camera, and `GPUSceneData` (`view/proj/viewproj`, sun/ambient).
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- `DrawContext`
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- Two lists: `OpaqueSurfaces` and `TransparentSurfaces` of `RenderObject`.
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- Populated by scene graph traversal and dynamic instances each frame.
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- `RenderObject`
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- Geometry: `indexBuffer`, `vertexBuffer` (for RG tracking), `vertexBufferAddress` (device address used by shaders).
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- Material: `MaterialInstance* material` with bound set and pipeline.
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- Transform and bounds for optional culling.
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### Frame Flow
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1. `SceneManager::update_scene()` clears the draw lists and rebuilds them by drawing all active scene/instance nodes.
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2. Renderer consumes the lists:
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- Geometry pass sorts opaque by material and index buffer to improve locality.
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- Transparent pass sorts back‑to‑front against camera and blends to the HDR target.
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3. Uniforms: Passes allocate a small per‑frame UBO (`GPUSceneData`) and bind it via a shared layout.
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### Sorting / Culling
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- Opaque (geometry): stable sort by `material` then `indexBuffer` (see `src/render/passes/geometry.cpp`).
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- Transparent: sort by camera‑space depth far→near (see `src/render/passes/transparent.cpp`).
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- An example frustum test exists in `passes/geometry.cpp` (`is_visible`) and can be enabled to cull meshes.
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### Dynamic Instances
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- Mesh instances
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- `addMeshInstance(name, mesh, transform)`, `removeMeshInstance(name)`, `clearMeshInstances()`.
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- Useful for spawning primitives or asset meshes at runtime.
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- GLTF instances
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- `addGLTFInstance(name, LoadedGLTF, transform)`, `removeGLTFInstance(name)`, `clearGLTFInstances()`.
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### GLTF Animation / “Actions”
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GLTF files can contain one or more animation clips (e.g. `Idle`, `Walk`, `Run`). The loader (`LoadedGLTF`) parses these into `LoadedGLTF::Animation` objects. Animation *state* (which clip, time, loop flag) is stored outside the glTF asset:
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- One `AnimationState` per named static scene (for `loadScene`).
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- One `AnimationState` per runtime glTF instance (`SceneManager::GLTFInstance`).
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This means that **animation is independent per scene and per instance**, even if they share the same underlying `LoadedGLTF` asset and meshes.
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**Static scenes (loaded via `loadScene`)**
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Example: engine default scene in `VulkanEngine::init()`:
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- `structure` is loaded and registered via:
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- `sceneManager->loadScene("structure", structureFile);`
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To control its animation state:
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- By index (per‑scene state):
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- `scene->setSceneAnimation("structure", 0); // first clip`
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- `scene->setSceneAnimation("structure", 1, true); // second clip, reset time`
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- By name (per‑scene state; matches glTF animation name):
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- `scene->setSceneAnimation("structure", "Idle");`
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- `scene->setSceneAnimation("structure", "Run");`
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- Looping (per‑scene state):
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- `scene->setSceneAnimationLoop("structure", true); // enable loop`
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- `scene->setSceneAnimationLoop("structure", false); // play once and stop at end`
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All functions return `bool` to indicate whether the scene name was found. A negative index (e.g. `-1`) disables animation for that scene (pose stays at the last evaluated frame).
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**Runtime GLTF instances**
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GLTF instances are created via:
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- `scene->addGLTFInstance("player", playerGltf, playerTransform);`
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You can treat each instance as an “actor” and drive its current action from your game state. Each instance has its own `AnimationState`, even if multiple instances share the same `LoadedGLTF`.
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- By index (per‑instance state):
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- `scene->setGLTFInstanceAnimation("player", 0);`
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- `scene->setGLTFInstanceAnimation("player", -1); // disable animation for this actor`
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- By name (per‑instance state):
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- `scene->setGLTFInstanceAnimation("player", "Idle");`
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- `scene->setGLTFInstanceAnimation("player", "Run");`
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- Looping (per‑instance state):
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- `scene->setGLTFInstanceAnimationLoop("player", true);`
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These helpers update the instance’s `AnimationState`. `SceneManager::update_scene()` advances each instance’s state every frame using a per‑frame `dt` before drawing, so once you select an action, it will keep playing automatically until you change it or disable looping for that instance.
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### Per‑Instance Node / Joint Overrides
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For non‑skinned models (rigid parts), you can apply local‑space pose offsets to specific glTF nodes on a **per‑instance** basis. This is useful for things like control surfaces, doors, or turrets layered on top of an existing animation.
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- API (on `SceneManager`):
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- `bool setGLTFInstanceNodeOffset(const std::string &instanceName, const std::string &nodeName, const glm::mat4 &offset);`
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- `bool clearGLTFInstanceNodeOffset(const std::string &instanceName, const std::string &nodeName);`
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- `void clearGLTFInstanceNodeOffsets(const std::string &instanceName);`
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Notes:
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- Offsets are **local‑space** post‑multipliers:
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- Effective local transform = `node.localTransform * offset`.
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- Offsets are *per instance*:
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- Different instances of the same glTF can have different joint poses at the same animation time.
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- Overrides are applied during draw via `DrawContext::gltfNodeLocalOverrides` and `MeshNode::Draw`, without modifying the shared glTF asset.
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### GPU Scene Data
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- `GPUSceneData` carries camera matrices and lighting constants for the frame.
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- Passes map and fill it into a per-frame UBO, bindable with `DescriptorManager::gpuSceneDataLayout()`.
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### Point Lights
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- `SceneManager::PointLight`
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- `position` – world‑space position.
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- `radius` – approximate influence radius (used for falloff).
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- `color` – RGB color.
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- `intensity` – scalar brightness.
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- API
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- `addPointLight(const PointLight &light)`
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- `clearPointLights()`
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- `getPointLightCount()`, `getPointLight(index, outLight)`, `setPointLight(index, light)`, `removePointLight(index)`
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- Usage pattern
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- On level load: call `addPointLight` for each baked/runtime point light.
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- At runtime (e.g. gameplay): read/modify lights via the indexed helpers.
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### Picking & Selection (Game‑Facing)
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The scene system exposes CPU ray‑based picking and rectangle selection that the engine uses for editor tools, but you can also call them directly from game code.
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- Single‑object ray pick
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- Function: `bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, glm::vec3 &outWorldPos)`
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- Input: `mousePosPixels` in window coordinates (SDL style), origin at top‑left.
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- Output:
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- `outObject` – the closest hit `RenderObject` (opaque or transparent) along the camera ray.
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- `outWorldPos` – world‑space hit position (mesh BVH‑refined when available).
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- Returns `true` when something was hit, `false` otherwise.
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- ID‑buffer picking
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- In addition to CPU ray picks, the engine can render an object‑ID buffer and read back a single pixel.
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- Core API:
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- `SceneManager::resolveObjectID(uint32_t id, RenderObject &outObject) const`
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- Takes an ID from the ID buffer and resolves it back to the `RenderObject` in the latest `DrawContext`.
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- Engine integration:
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- `RenderObject::objectID` is assigned in `MeshNode::Draw` and consumed by the geometry pass to write the ID buffer.
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- `VulkanEngine` wires a small `PickReadback` render‑graph pass that copies one pixel from the ID buffer into a CPU readback buffer when ID‑buffer picking is enabled.
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- Rectangle selection
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- Function: `void SceneManager::selectRect(const glm::vec2 &p0, const glm::vec2 &p1, std::vector<RenderObject> &outObjects) const`
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- Input: `p0`, `p1` – opposite corners of a screen‑space rectangle in window coordinates (top‑left origin).
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- Output: `outObjects` – all `RenderObject`s whose projected bounds intersect the rectangle.
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- Internals:
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- Uses `sceneData.viewproj` and `box_overlaps_ndc_rect` to test each object’s bounds in clip space.
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### Engine‑Level Picking Helpers
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`VulkanEngine` wraps the scene picking functions and keeps a small amount of per‑frame state that game/editor code can query:
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- Structures on `VulkanEngine`
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- `struct PickInfo`
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- `MeshAsset *mesh`, `LoadedGLTF *scene`, `Node *node`
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- `RenderObject::OwnerType ownerType`, `std::string ownerName`
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- `glm::vec3 worldPos`, `glm::mat4 worldTransform`
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- `uint32_t indexCount`, `firstIndex`, `surfaceIndex`
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- `bool valid`
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- Fields:
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- `_lastPick` – result of the last click selection (via CPU ray or ID‑buffer).
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- `_hoverPick` – result of the last per‑frame hover raycast (under the mouse cursor).
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- `_dragSelection` – list of `PickInfo` filled by `SceneManager::selectRect` when a drag‑select completes.
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- `_useIdBufferPicking` – toggles between CPU ray picking and ID‑buffer picking.
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- How the engine fills them (for reference)
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- Mouse hover:
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- The frame loop tracks `_mousePosPixels` from SDL mouse motion events.
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- Each frame, `VulkanEngine::draw()` calls `SceneManager::pick(_mousePosPixels, ...)` and stores the result in `_hoverPick`.
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- Click selection:
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- On mouse button release, the engine either:
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- Queues a pick request for the ID buffer (if `_useIdBufferPicking` is true), or
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- Calls `SceneManager::pick(...)` directly (CPU ray).
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- The resolved result is stored in `_lastPick`.
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- Drag selection:
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- The engine tracks a drag rectangle in screen space and, on release, calls `SceneManager::selectRect(...)` and converts each `RenderObject` into a `PickInfo` stored in `_dragSelection`.
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- Typical game‑side usage
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- Hover tooltips:
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- Read `engine->_hoverPick` each frame; if `valid`, use `ownerName`, `worldPos`, or `ownerType` to drive UI.
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- Click selection:
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- After input handling, inspect `engine->_lastPick` for the most recent clicked object.
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- Multi‑select:
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- After a drag, iterate `engine->_dragSelection` for group actions.
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### Tips
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- Treat `DrawContext` as immutable during rendering; build it fully in `update_scene()`.
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- Keep `RenderObject` small; use device addresses for vertex data to avoid per-draw vertex buffer binds.
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- For custom sorting/culling, modify only the scene layer; render passes stay simple.
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