Files
sophia/examples/boids_2d/main.cpp
T
burkkyy 9d2b167f70 Add offscreen render targets and rename AssetRegistry to ResourceRegistry
Add a RenderTarget resource so the scene can render offscreen instead of
straight to the swapchain. The editor uses it to show the scene inside the
Viewport panel.

- Rename AssetRegistry to ResourceRegistry (AssetTraits -> ResourceTraits,
  assets() -> resources()) and move the pools from engine/src/assets to
  engine/src/resources. It now covers non-asset GPU resources as well.
- Replace loadMesh() with create<T>(...), and add create<RenderTarget>(),
  requestResize(), getExtent() and isAlive().
- Add RenderTarget and RenderTargetPool with RenderTargetHandle.
  Resizes are deferred and applied at the start of the next frame, when the
  GPU is idle.
- Add Application::setSceneTarget(). With no target set, the scene still
  renders to the swapchain. With a target set, the scene renders offscreen
  and the swapchain receives only the UI. Frame extent and camera projection
  follow the target's size.
- Add sophia::UI (Application::ui()) with image() and getTextureId() to draw
  a render target in an ImGui window, sizing the target to the available
  space. ImGuiRenderer now registers the target textures for this.
- ViewportPanel takes the UI and a target, and draws the scene image in place
  of the flat background fill.
- Update the testbed, the boids example, and the glossary for the rename.
2026-09-20 16:20:28 -07:00

249 lines
8.4 KiB
C++

#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 = resources().create<sophia::Mesh>(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)