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QuaternionEngine/docs/Scene.md

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## 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. Animation *state* (which clip, time, loop flag) is stored outside the glTF asset:
- One `AnimationState` per named static scene (for `loadScene`).
- One `AnimationState` per runtime glTF instance (`SceneManager::GLTFInstance`).
This means that **animation is independent per scene and per instance**, even if they share the same underlying `LoadedGLTF` asset and meshes.
**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 state:
- By index (perscene state):
- `scene->setSceneAnimation("structure", 0); // first clip`
- `scene->setSceneAnimation("structure", 1, true); // second clip, reset time`
- By name (perscene state; matches glTF animation name):
- `scene->setSceneAnimation("structure", "Idle");`
- `scene->setSceneAnimation("structure", "Run");`
- Looping (perscene state):
- `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. A negative index (e.g. `-1`) disables animation for that scene (pose stays at the last evaluated frame).
**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. Each instance has its own `AnimationState`, even if multiple instances share the same `LoadedGLTF`.
- By index (perinstance state):
- `scene->setGLTFInstanceAnimation("player", 0);`
- `scene->setGLTFInstanceAnimation("player", -1); // disable animation for this actor`
- By name (perinstance state):
- `scene->setGLTFInstanceAnimation("player", "Idle");`
- `scene->setGLTFInstanceAnimation("player", "Run");`
- Looping (perinstance state):
- `scene->setGLTFInstanceAnimationLoop("player", true);`
These helpers update the instances `AnimationState`. `SceneManager::update_scene()` advances each instances state every frame using a perframe `dt` before drawing, so once you select an action, it will keep playing automatically until you change it or disable looping for that instance.
### PerInstance Node / Joint Overrides
For nonskinned models (rigid parts), you can apply localspace pose offsets to specific glTF nodes on a **perinstance** basis. This is useful for things like control surfaces, doors, or turrets layered on top of an existing animation.
- API (on `SceneManager`):
- `bool setGLTFInstanceNodeOffset(const std::string &instanceName, const std::string &nodeName, const glm::mat4 &offset);`
- `bool clearGLTFInstanceNodeOffset(const std::string &instanceName, const std::string &nodeName);`
- `void clearGLTFInstanceNodeOffsets(const std::string &instanceName);`
Notes:
- Offsets are **localspace** postmultipliers:
- Effective local transform = `node.localTransform * offset`.
- Offsets are *per instance*:
- Different instances of the same glTF can have different joint poses at the same animation time.
- Overrides are applied during draw via `DrawContext::gltfNodeLocalOverrides` and `MeshNode::Draw`, without modifying the shared glTF asset.
### GPU Scene Data
- `GPUSceneData` carries camera matrices and lighting constants for the frame.
- Passes map and fill it into a per-frame UBO, bindable with `DescriptorManager::gpuSceneDataLayout()`.
### Point Lights
- `SceneManager::PointLight`
- `position` worldspace position.
- `radius` approximate influence radius (used for falloff).
- `color` RGB color.
- `intensity` scalar brightness.
- API
- `addPointLight(const PointLight &light)`
- `clearPointLights()`
- `getPointLightCount()`, `getPointLight(index, outLight)`, `setPointLight(index, light)`, `removePointLight(index)`
- Usage pattern
- On level load: call `addPointLight` for each baked/runtime point light.
- At runtime (e.g. gameplay): read/modify lights via the indexed helpers.
### Picking & Selection (GameFacing)
The scene system exposes CPU raybased picking and rectangle selection that the engine uses for editor tools, but you can also call them directly from game code.
- Singleobject ray pick
- Function: `bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, glm::vec3 &outWorldPos)`
- Input: `mousePosPixels` in window coordinates (SDL style), origin at topleft.
- Output:
- `outObject` the closest hit `RenderObject` (opaque or transparent) along the camera ray.
- `outWorldPos` worldspace hit position (mesh BVHrefined when available).
- Returns `true` when something was hit, `false` otherwise.
- IDbuffer picking
- In addition to CPU ray picks, the engine can render an objectID buffer and read back a single pixel.
- Core API:
- `SceneManager::resolveObjectID(uint32_t id, RenderObject &outObject) const`
- Takes an ID from the ID buffer and resolves it back to the `RenderObject` in the latest `DrawContext`.
- Engine integration:
- `RenderObject::objectID` is assigned in `MeshNode::Draw` and consumed by the geometry pass to write the ID buffer.
- `VulkanEngine` wires a small `PickReadback` rendergraph pass that copies one pixel from the ID buffer into a CPU readback buffer when IDbuffer picking is enabled.
- Rectangle selection
- Function: `void SceneManager::selectRect(const glm::vec2 &p0, const glm::vec2 &p1, std::vector<RenderObject> &outObjects) const`
- Input: `p0`, `p1` opposite corners of a screenspace rectangle in window coordinates (topleft origin).
- Output: `outObjects` all `RenderObject`s whose projected bounds intersect the rectangle.
- Internals:
- Uses `sceneData.viewproj` and `box_overlaps_ndc_rect` to test each objects bounds in clip space.
### EngineLevel Picking Helpers
`VulkanEngine` wraps the scene picking functions and keeps a small amount of perframe state that game/editor code can query:
- Structures on `VulkanEngine`
- `struct PickInfo`
- `MeshAsset *mesh`, `LoadedGLTF *scene`, `Node *node`
- `RenderObject::OwnerType ownerType`, `std::string ownerName`
- `glm::vec3 worldPos`, `glm::mat4 worldTransform`
- `uint32_t indexCount`, `firstIndex`, `surfaceIndex`
- `bool valid`
- Fields:
- `_lastPick` result of the last click selection (via CPU ray or IDbuffer).
- `_hoverPick` result of the last perframe hover raycast (under the mouse cursor).
- `_dragSelection` list of `PickInfo` filled by `SceneManager::selectRect` when a dragselect completes.
- `_useIdBufferPicking` toggles between CPU ray picking and IDbuffer picking.
- How the engine fills them (for reference)
- Mouse hover:
- The frame loop tracks `_mousePosPixels` from SDL mouse motion events.
- Each frame, `VulkanEngine::draw()` calls `SceneManager::pick(_mousePosPixels, ...)` and stores the result in `_hoverPick`.
- Click selection:
- On mouse button release, the engine either:
- Queues a pick request for the ID buffer (if `_useIdBufferPicking` is true), or
- Calls `SceneManager::pick(...)` directly (CPU ray).
- The resolved result is stored in `_lastPick`.
- Drag selection:
- 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`.
- Typical gameside usage
- Hover tooltips:
- Read `engine->_hoverPick` each frame; if `valid`, use `ownerName`, `worldPos`, or `ownerType` to drive UI.
- Click selection:
- After input handling, inspect `engine->_lastPick` for the most recent clicked object.
- Multiselect:
- After a drag, iterate `engine->_dragSelection` for group actions.
### Tips
- Treat `DrawContext` as immutable during rendering; build it fully in `update_scene()`.
- Keep `RenderObject` small; use device addresses for vertex data to avoid per-draw vertex buffer binds.
- For custom sorting/culling, modify only the scene layer; render passes stay simple.