asset_manager concept

This commit is contained in:
2026-09-09 11:36:07 -07:00
parent 9aef3f57fc
commit 4190ff847b
14 changed files with 525 additions and 12 deletions
+11
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@@ -10,6 +10,10 @@
#include <string>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
namespace sophia {
class Application {
@@ -40,6 +44,13 @@ class Application {
Camera2D camera;
std::vector<std::string> args;
// Creates a mesh that persists across frames, for callers that want to
// draw the same geometry many times with different transforms (e.g.
// instancing) instead of resubmitting vertices every frame via Canvas.
MeshHandle createMesh(std::vector<CanvasVertex> vertices,
std::vector<u32> indices);
void drawMesh(MeshHandle handle, const glm::mat4& transform);
private:
friend class Canvas;
+35
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@@ -0,0 +1,35 @@
#pragma once
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <string>
namespace sophia {
struct TagComponent {
std::string tag; // entt::hashed_string ?
};
struct TransformComponent {
glm::vec3 position{0.f, 0.f, 0.f};
glm::quat rotation{1.f, 0.f, 0.f, 0.f};
glm::vec3 scale{1.f, 1.f, 1.f};
glm::mat4 mat4() const {
return glm::translate(glm::mat4{1.f}, position) * glm::mat4_cast(rotation) *
glm::scale(glm::mat4{1.f}, scale);
}
glm::mat3 normalMatrix() const {
return glm::mat3{glm::transpose(glm::inverse(mat4()))};
}
};
struct MeshComponent {
MeshHandle handle;
};
} // namespace sophia
+2
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@@ -17,4 +17,6 @@ using s64 = int64_t;
using f32 = float;
using f64 = double;
using MeshHandle = u32;
} // namespace sophia
+40 -1
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@@ -183,7 +183,16 @@ class Application::Impl {
commandBuffer.setViewport(0, viewport);
commandBuffer.setScissor(0, scissor);
modelRenderSystem.render(commandBuffer, this->meshes, frameInfo);
std::vector<ModelRenderSystem::MeshInstance> instances;
instances.reserve(this->meshes.size() + this->drawCalls.size());
for (const std::unique_ptr<Mesh>& mesh : this->meshes) {
instances.push_back({mesh.get(), glm::mat4{1.f}});
}
instances.insert(instances.end(), this->drawCalls.begin(),
this->drawCalls.end());
modelRenderSystem.render(commandBuffer, instances, frameInfo);
this->drawCalls.clear();
commandBuffer.endRendering();
@@ -224,6 +233,25 @@ class Application::Impl {
this->meshes.clear();
}
MeshHandle createMesh(std::vector<CanvasVertex> vertices,
std::vector<u32> indices) {
Mesh::Builder builder{};
builder.vertices.reserve(vertices.size());
for (const CanvasVertex& vertex : vertices) {
builder.vertices.push_back({vertex.position, vertex.color});
}
builder.indices = std::move(indices);
this->persistentMeshes.push_back(
std::make_unique<Mesh>(this->device, builder));
return static_cast<MeshHandle>(this->persistentMeshes.size() - 1);
}
void drawMesh(MeshHandle handle, const glm::mat4& transform) {
this->drawCalls.push_back(
{this->persistentMeshes[handle].get(), transform});
}
private:
Application& application;
const Application::Config config;
@@ -232,6 +260,8 @@ class Application::Impl {
RenderContext renderContext;
std::vector<std::unique_ptr<Mesh>> meshes;
std::vector<std::unique_ptr<Mesh>> persistentMeshes;
std::vector<ModelRenderSystem::MeshInstance> drawCalls;
};
void Application::setCommandLineArgs(int argc, const char* const* argv) {
@@ -254,4 +284,13 @@ void Application::pushMesh(std::vector<CanvasVertex> vertices,
void Application::clearMeshes() { impl->clearMeshes(); }
MeshHandle Application::createMesh(std::vector<CanvasVertex> vertices,
std::vector<u32> indices) {
return impl->createMesh(std::move(vertices), std::move(indices));
}
void Application::drawMesh(MeshHandle handle, const glm::mat4& transform) {
impl->drawMesh(handle, transform);
}
} // namespace sophia
+24
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@@ -0,0 +1,24 @@
#include "assets/asset_manager.hpp"
#include "mesh.hpp"
namespace sophia {
AssetManager::AssetManager(Device& device) : device{device}, meshPool{device} {}
template <>
MeshHandle AssetManager::create<Mesh>(const Mesh::Builder& builder) {
return meshPool.create(builder);
}
template <>
const Mesh& AssetManager::get<Mesh>(MeshHandle handle) const {
return meshPool.get(handle);
}
template <>
void AssetManager::release<Mesh>(MeshHandle handle) {
meshPool.release(handle);
}
} // namespace sophia
+41
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@@ -0,0 +1,41 @@
#pragma once
#include <string>
#include "device.hpp"
#include "pools/mesh_pool.hpp"
namespace sophia {
class AssetManager {
public:
explicit AssetManager(Device& device);
~AssetManager() = default;
AssetManager(const AssetManager&) = delete;
AssetManager& operator=(const AssetManager&) = delete;
template <typename T>
using HandleFor = typename T::HandleType;
template <typename T>
HandleFor<T> load(const std::string& path);
template <typename T>
HandleFor<T> create(const typename T::Builder& builder);
template <typename T>
const T& get(HandleFor<T> handle) const;
template <typename T>
void release(HandleFor<T> handle);
private:
Device& device;
MeshPool meshPool;
// TexturePool texturePool;
// MaterialPool materialPool;
};
} // namespace sophia
+41
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@@ -0,0 +1,41 @@
#include "assets/pools/mesh_pool.hpp"
#include <sophia/util/assert.hpp>
namespace sophia {
MeshPool::MeshPool(Device& device) : device{device} {}
MeshPool::~MeshPool() = default;
MeshHandle MeshPool::create(const Mesh::Builder& builder) {
auto mesh = std::make_unique<Mesh>(device, builder);
if (!freeList.empty()) {
MeshHandle handle = freeList.back();
freeList.pop_back();
meshes[handle] = std::move(mesh);
return handle;
}
meshes.push_back(std::move(mesh));
return static_cast<MeshHandle>(meshes.size() - 1);
}
const Mesh& MeshPool::get(MeshHandle handle) const {
SOPHIA_ASSERT(handle < meshes.size(), "invalid MeshHandle:", handle);
SOPHIA_ASSERT(meshes[handle] != nullptr,
"MeshHandle refers to a released mesh:", handle);
return *meshes[handle];
}
void MeshPool::release(MeshHandle handle) {
SOPHIA_ASSERT(handle < meshes.size(), "invalid MeshHandle:", handle);
SOPHIA_ASSERT(meshes[handle] != nullptr,
"MeshHandle already released:", handle);
meshes[handle].reset();
freeList.push_back(handle);
}
} // namespace sophia
+30
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@@ -0,0 +1,30 @@
#pragma once
#include <memory>
#include <vector>
#include "device.hpp"
#include "mesh.hpp"
namespace sophia {
class MeshPool {
public:
explicit MeshPool(Device& device);
~MeshPool();
MeshPool(const MeshPool&) = delete;
MeshPool& operator=(const MeshPool&) = delete;
MeshHandle create(const Mesh::Builder& builder);
const Mesh& get(MeshHandle handle) const;
void release(MeshHandle handle);
private:
Device& device;
std::vector<std::unique_ptr<Mesh>> meshes;
std::vector<MeshHandle> freeList;
};
} // namespace sophia
+17
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@@ -0,0 +1,17 @@
#include "scene.hpp"
#include <sophia/components.hpp>
#include <sophia/util/logger.hpp>
namespace sophia {
Scene::Scene() {
entt::entity entity = this->registry.create();
auto& a = this->registry.emplace<TransformComponent>(entity);
auto& b = this->registry.get<TransformComponent>(entity);
}
Scene::~Scene() { log::trace("destroying sophia::Scene"); }
} // namespace sophia
+16
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@@ -0,0 +1,16 @@
#pragma once
#include <entt/entt.hpp>
namespace sophia {
class Scene {
public:
Scene();
~Scene();
private:
entt::registry registry;
};
} // namespace sophia
+7 -7
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@@ -1,6 +1,6 @@
#include "model_render_system.hpp"
#include <cassert>
#include <sophia/util/assert.hpp>
#include "shaders/model_render_system.frag.spv.h"
#include "shaders/model_render_system.vert.spv.h"
@@ -12,7 +12,7 @@ ModelRenderSystem::ModelRenderSystem(Device& device,
: device{device}, renderContext{renderContext} {
createPipelineLayout();
assert(this->pipelineLayout.get() != nullptr &&
SOPHIA_ASSERT(this->pipelineLayout.get() != nullptr,
"Cannot create pipeline before pipeline layout");
auto vertexShader = Shader::Builder()
@@ -42,23 +42,23 @@ ModelRenderSystem::~ModelRenderSystem() {
}
void ModelRenderSystem::render(vk::CommandBuffer commandBuffer,
std::span<const std::unique_ptr<Mesh>> meshes,
std::span<const MeshInstance> instances,
const FrameInfo& frameInfo) {
glm::mat4 viewProjection = frameInfo.camera.getViewProjection();
this->graphicsPipeline->bind(commandBuffer);
for (const std::unique_ptr<Mesh>& mesh : meshes) {
for (const MeshInstance& instance : instances) {
PushConstantData push{};
push.modelMatrix = viewProjection;
push.transform = viewProjection * instance.transform;
commandBuffer.pushConstants(
this->pipelineLayout.get(),
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment,
0, sizeof(PushConstantData), &push);
mesh->bind(commandBuffer);
mesh->draw(commandBuffer);
instance.mesh->bind(commandBuffer);
instance.mesh->draw(commandBuffer);
}
}
+9 -3
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@@ -13,9 +13,15 @@ namespace sophia {
class ModelRenderSystem {
public:
// Layout must match the shader's `Push` block in model_render_system.vert.
struct PushConstantData {
glm::mat4 modelMatrix{1.f};
glm::mat4 normalMatrix{1.f};
glm::mat4 transform{1.f};
glm::vec4 color{1.f};
};
struct MeshInstance {
const Mesh* mesh;
glm::mat4 transform{1.f};
};
ModelRenderSystem(const ModelRenderSystem&) = delete;
@@ -25,7 +31,7 @@ class ModelRenderSystem {
~ModelRenderSystem();
void render(vk::CommandBuffer commandBuffer,
std::span<const std::unique_ptr<Mesh>> meshes,
std::span<const MeshInstance> instances,
const FrameInfo& frameInfo);
private:
+3
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@@ -0,0 +1,3 @@
add_executable(boids_2d main.cpp)
target_link_libraries(boids_2d PRIVATE ${PROJECT_NAME})
+248
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@@ -0,0 +1,248 @@
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <iostream>
#include <random>
#include <sophia/application.hpp>
#include <sophia/event.hpp>
#include <sophia/key_event.hpp>
#include <stdexcept>
#include <string>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
struct Boid {
glm::vec2 position;
glm::vec2 velocity;
};
constexpr uint32_t DEFAULT_NUMBER_OF_BOIDS = 25;
class Boids2D : public sophia::Application {
public:
static constexpr float SCROLL_SPEED = 200.0f;
// World is a fixed box independent of the camera; boids wrap at its edges.
static constexpr float WORLD_HALF_WIDTH = 1000.0f;
static constexpr float WORLD_HALF_HEIGHT = 1000.0f;
static constexpr float MAX_SPEED = 120.0f;
static constexpr float MAX_FORCE = 200.0f;
static constexpr float PERCEPTION_RADIUS = 150.0f;
static constexpr float SEPARATION_RADIUS = 40.0f;
static constexpr float ALIGNMENT_WEIGHT = 1.0f;
static constexpr float COHESION_WEIGHT = 1.0f;
static constexpr float SEPARATION_WEIGHT = 1.5f;
static constexpr float BOID_LENGTH = 20.0f;
static constexpr float BOID_WIDTH = 12.0f;
// Neighbor lookups use a uniform grid instead of an O(n^2) scan. Cell size
// equals PERCEPTION_RADIUS so that a boid's neighbors can only ever fall in
// its own cell or the 8 cells surrounding it.
static constexpr float CELL_SIZE = PERCEPTION_RADIUS;
static constexpr int GRID_WIDTH =
static_cast<int>(2.0f * WORLD_HALF_WIDTH / CELL_SIZE) + 1;
static constexpr int GRID_HEIGHT =
static_cast<int>(2.0f * WORLD_HALF_HEIGHT / CELL_SIZE) + 1;
Boids2D() : Application{{.width = 750, .height = 1000, .name = "Boids2D"}} {
uint32_t numberOfBoids = DEFAULT_NUMBER_OF_BOIDS;
if (args.size() > 1) {
numberOfBoids = static_cast<uint32_t>(std::stoul(args[1]));
}
boids.resize(numberOfBoids);
sophia::EventSystem::get().addListener<sophia::KeyPressedEvent>(
[this](sophia::KeyPressedEvent& e) {
setScrollKeyHeld(e.getKeyCode(), true);
});
sophia::EventSystem::get().addListener<sophia::KeyReleasedEvent>(
[this](sophia::KeyReleasedEvent& e) {
setScrollKeyHeld(e.getKeyCode(), false);
});
}
void onCreate() override {
std::cout << "Boids2D created" << std::endl;
std::mt19937 rng{std::random_device{}()};
std::uniform_real_distribution<float> posX{-WORLD_HALF_WIDTH,
WORLD_HALF_WIDTH};
std::uniform_real_distribution<float> posY{-WORLD_HALF_HEIGHT,
WORLD_HALF_HEIGHT};
std::uniform_real_distribution<float> angle{0.0f, glm::two_pi<float>()};
for (Boid& boid : boids) {
boid.position = {posX(rng), posY(rng)};
float theta = angle(rng);
boid.velocity = glm::vec2{std::cos(theta), std::sin(theta)} * MAX_SPEED;
}
// Boid shape in local space, nose pointing along +x; each boid is drawn
// as an instance of this one mesh with a per-boid transform.
std::vector<sophia::CanvasVertex> vertices{
{{BOID_LENGTH * 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}},
{{-BOID_LENGTH * 0.5f, BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
{{-BOID_LENGTH * 0.5f, -BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
};
boidMesh = createMesh(std::move(vertices), {});
}
void onUpdate(const sophia::FrameInfo& frameInfo) override {
float scrollDistance =
SCROLL_SPEED * static_cast<float>(frameInfo.deltaTime);
if (scrollLeft) camera.position.x -= scrollDistance;
if (scrollRight) camera.position.x += scrollDistance;
if (scrollUp) camera.position.y -= scrollDistance;
if (scrollDown) camera.position.y += scrollDistance;
updateBoids(static_cast<float>(frameInfo.deltaTime));
for (const Boid& boid : boids) {
drawBoid(boid);
}
}
private:
// Maps a world position to its grid cell, clamped to the grid bounds.
glm::ivec2 cellOf(glm::vec2 position) const {
int cx = static_cast<int>((position.x + WORLD_HALF_WIDTH) / CELL_SIZE);
int cy = static_cast<int>((position.y + WORLD_HALF_HEIGHT) / CELL_SIZE);
return {std::clamp(cx, 0, GRID_WIDTH - 1),
std::clamp(cy, 0, GRID_HEIGHT - 1)};
}
void rebuildGrid() {
for (std::vector<uint32_t>& cell : grid) cell.clear();
for (uint32_t i = 0; i < boids.size(); ++i) {
glm::ivec2 cell = cellOf(boids[i].position);
grid[cell.y * GRID_WIDTH + cell.x].push_back(i);
}
}
void updateBoids(float deltaTime) {
rebuildGrid();
std::vector<glm::vec2> accelerations(boids.size());
for (size_t i = 0; i < boids.size(); ++i) {
glm::vec2 separation{0.0f};
glm::vec2 averageVelocity{0.0f};
glm::vec2 averagePosition{0.0f};
int neighborCount = 0;
glm::ivec2 cell = cellOf(boids[i].position);
for (int cy = std::max(cell.y - 1, 0);
cy <= std::min(cell.y + 1, GRID_HEIGHT - 1); ++cy) {
for (int cx = std::max(cell.x - 1, 0);
cx <= std::min(cell.x + 1, GRID_WIDTH - 1); ++cx) {
for (uint32_t j : grid[cy * GRID_WIDTH + cx]) {
if (j == i) continue;
glm::vec2 offset = boids[i].position - boids[j].position;
float dist = glm::length(offset);
if (dist >= PERCEPTION_RADIUS) continue;
averageVelocity += boids[j].velocity;
averagePosition += boids[j].position;
++neighborCount;
if (dist > 0.0f && dist < SEPARATION_RADIUS) {
separation += offset / (dist * dist);
}
}
}
}
glm::vec2 acceleration =
steerTowards(boids[i], separation) * SEPARATION_WEIGHT;
if (neighborCount > 0) {
averageVelocity /= static_cast<float>(neighborCount);
acceleration +=
steerTowards(boids[i], averageVelocity) * ALIGNMENT_WEIGHT;
averagePosition /= static_cast<float>(neighborCount);
glm::vec2 towardsGroup = averagePosition - boids[i].position;
acceleration += steerTowards(boids[i], towardsGroup) * COHESION_WEIGHT;
}
accelerations[i] = acceleration;
}
for (size_t i = 0; i < boids.size(); ++i) {
Boid& boid = boids[i];
boid.velocity += accelerations[i] * deltaTime;
float speed = glm::length(boid.velocity);
if (speed > MAX_SPEED) {
boid.velocity = boid.velocity / speed * MAX_SPEED;
}
boid.position += boid.velocity * deltaTime;
wrapPosition(boid.position);
}
}
// Steers boid towards desiredDirection at up to MAX_SPEED, clamped to
// MAX_FORCE.
glm::vec2 steerTowards(const Boid& boid, glm::vec2 desiredDirection) {
float directionLength = glm::length(desiredDirection);
if (directionLength < 1e-5f) return glm::vec2{0.0f};
glm::vec2 desired = desiredDirection / directionLength * MAX_SPEED;
glm::vec2 steer = desired - boid.velocity;
float steerLength = glm::length(steer);
if (steerLength > MAX_FORCE) {
steer = steer / steerLength * MAX_FORCE;
}
return steer;
}
void wrapPosition(glm::vec2& position) {
if (position.x > WORLD_HALF_WIDTH) position.x = -WORLD_HALF_WIDTH;
if (position.x < -WORLD_HALF_WIDTH) position.x = WORLD_HALF_WIDTH;
if (position.y > WORLD_HALF_HEIGHT) position.y = -WORLD_HALF_HEIGHT;
if (position.y < -WORLD_HALF_HEIGHT) position.y = WORLD_HALF_HEIGHT;
}
void drawBoid(const Boid& boid) {
glm::vec2 direction = boid.velocity;
float speed = glm::length(direction);
direction = speed > 1e-5f ? direction / speed : glm::vec2{0.0f, -1.0f};
float angle = std::atan2(direction.y, direction.x);
glm::mat4 transform =
glm::translate(glm::mat4{1.f}, glm::vec3(boid.position, 0.0f)) *
glm::rotate(glm::mat4{1.f}, angle, glm::vec3(0.0f, 0.0f, 1.0f));
drawMesh(boidMesh, transform);
}
void setScrollKeyHeld(sophia::KeyCode keycode, bool held) {
if (keycode == sophia::Key::Left) scrollLeft = held;
if (keycode == sophia::Key::Right) scrollRight = held;
if (keycode == sophia::Key::Up) scrollUp = held;
if (keycode == sophia::Key::Down) scrollDown = held;
}
std::vector<Boid> boids;
std::vector<std::vector<uint32_t>> grid{
static_cast<size_t>(GRID_WIDTH * GRID_HEIGHT)};
sophia::MeshHandle boidMesh{};
bool scrollLeft = false;
bool scrollRight = false;
bool scrollUp = false;
bool scrollDown = false;
};
SOPHIA_MAIN(Boids2D)