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4 Commits
57 changed files with 3270 additions and 2867 deletions
+3 -1
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@@ -58,11 +58,13 @@ set(SRC_FILES
"src/Graphics/BindlessSetManager.cpp"
"src/Graphics/Camera.cpp"
"src/Graphics/DebugDraw.cpp"
"src/Graphics/DeletionQueue.cpp"
"src/Graphics/ComputePipeline.cpp"
"src/Graphics/Frustum.cpp"
"src/Graphics/GfxDevice.cpp"
"src/Graphics/Caches/ImageCache.cpp"
"src/Graphics/ImageLoader.cpp"
"src/Graphics/IndirectDrawList.cpp"
"src/Graphics/ImmediateExecuter.cpp"
"src/Graphics/Init.cpp"
"src/Graphics/Caches/MaterialCache.cpp"
@@ -127,7 +129,6 @@ set(SRC_FILES
"src/Util/SceneInspector.cpp"
"src/Physics/PhysicsWorld.cpp"
"src/Physics/SimplePhysicsWorld.cpp"
"src/Physics/PhysicsSceneBridge.cpp"
"src/Physics/JoltPhysicsWorld.cpp"
)
@@ -232,6 +233,7 @@ if (SPIRV_VAL_EXECUTABLE)
file(RELATIVE_PATH shader_relative "${ASSETS_SRC_DIR}" "${shader_source}")
list(APPEND VALIDATE_SHADER_COMMANDS
COMMAND "${SPIRV_VAL_EXECUTABLE}"
--target-env vulkan1.3 --scalar-block-layout
"${ASSETS_RUNTIME_DIR}/${shader_relative}.spv")
endforeach()
@@ -0,0 +1,21 @@
#ifndef INSTANCE_DATA_GLSL
#define INSTANCE_DATA_GLSL
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#include "vertex.glsl"
// Must match GPUInstanceData in IndirectDrawList.h
struct InstanceData {
mat4 transform;
VertexBuffer vertexBuffer;
uint materialID;
uint padding;
};
layout (buffer_reference, scalar) readonly buffer InstanceBuffer {
InstanceData instances[];
};
#endif // INSTANCE_DATA_GLSL
+2 -1
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@@ -12,6 +12,7 @@ layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec4 inTangent;
layout (location = 4) flat in uint inMaterialID;
layout (location = 0) out vec4 outFragColor;
@@ -62,7 +63,7 @@ float calculateShadow(Light light, vec3 fragPos, vec3 geometryNormal)
void main()
{
MaterialData material = pcs.sceneData.materials.data[pcs.materialID];
MaterialData material = pcs.sceneData.materials.data[inMaterialID];
uint samplerID = material.textureFilteringMode;
vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
+9 -5
View File
@@ -8,6 +8,7 @@ layout (location = 0) out vec3 outPos;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec4 outTangent;
layout (location = 4) flat out uint outMaterialID;
// The depth pre-pass reuses this shader, positions have to match bit for bit
// so the main pass can depth test against it with LESS_OR_EQUAL
@@ -15,9 +16,11 @@ invariant gl_Position;
void main()
{
Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
// gl_InstanceIndex already includes the indirect command's firstInstance
InstanceData instance = pcs.instanceBuffer.instances[gl_InstanceIndex];
Vertex v = instance.vertexBuffer.vertices[gl_VertexIndex];
vec4 worldPos = pcs.transform * vec4(v.position, 1.0f);
vec4 worldPos = instance.transform * vec4(v.position, 1.0f);
gl_Position = pcs.sceneData.viewProj * worldPos;
outPos = worldPos.xyz;
@@ -25,9 +28,10 @@ void main()
// A bit inefficient, but okay - this is needed for non-uniform scale
// models. See: http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/
// Simpler case, when everything is uniform
// outNormal = (pcs.transform * vec4(v.normal, 0.0)).xyz;
outNormal = mat3(transpose(inverse(pcs.transform))) * v.normal;
// outNormal = (instance.transform * vec4(v.normal, 0.0)).xyz;
outNormal = mat3(transpose(inverse(instance.transform))) * v.normal;
// w is the bitangent sign, the fragment shader builds the TBN from the interpolated vectors
outTangent = vec4(mat3(pcs.transform) * v.tangent.xyz, v.tangent.w);
outTangent = vec4(mat3(instance.transform) * v.tangent.xyz, v.tangent.w);
outMaterialID = instance.materialID;
}
+2 -6
View File
@@ -2,14 +2,10 @@
#extension GL_EXT_scalar_block_layout: require
#include "scene_data.glsl"
#include "vertex.glsl"
#include "instance_data.glsl"
layout (push_constant, scalar) uniform constants
{
mat4 transform;
SceneDataBuffer sceneData;
VertexBuffer vertexBuffer;
uint materialID;
uint padding;
InstanceBuffer instanceBuffer;
} pcs;
+6 -5
View File
@@ -4,17 +4,18 @@
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#include "vertex.glsl"
#include "instance_data.glsl"
layout (push_constant, scalar) uniform constants
{
mat4 modelToLightClip;
VertexBuffer vertexBuffer;
mat4 lightViewProj;
InstanceBuffer instanceBuffer;
} pcs;
void main()
{
Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
InstanceData instance = pcs.instanceBuffer.instances[gl_InstanceIndex];
Vertex v = instance.vertexBuffer.vertices[gl_VertexIndex];
gl_Position = pcs.modelToLightClip * vec4(v.position, 1.0f);
gl_Position = pcs.lightViewProj * instance.transform * vec4(v.position, 1.0f);
}
@@ -4,6 +4,7 @@
#pragma once
#include <filesystem>
#include <memory>
#include <unordered_map>
#include <vector>
@@ -28,6 +29,7 @@ public:
ImageID addImage(GPUImage image);
ImageID addImage(ImageID id, GPUImage image);
[[nodiscard]] const GPUImage& getImage(ImageID id) const;
void removeImage(ImageID id);
[[nodiscard]] ImageID getFreeImageId() const;
[[nodiscard]] std::uint32_t getMaxImageCount() const {
@@ -52,6 +54,7 @@ public:
private:
std::vector<GPUImage> images;
std::shared_ptr<std::vector<ImageID>> freeIds = std::make_shared<std::vector<ImageID>>();
GfxDevice& gfxDevice;
struct LoadedImageInfo {
@@ -47,7 +47,7 @@ public:
Material& getMaterialMutable(MaterialID id);
void updateMaterialGPU(MaterialID id);
[[nodiscard]] MaterialData getMaterialData(MaterialID id) const;
private:
[[nodiscard]] MaterialData toMaterialData(const Material& material) const;
@@ -16,12 +16,24 @@ public:
MeshID addMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh);
const GPUMesh& getMesh(MeshID id) const;
[[nodiscard]] const std::vector<GPUMesh>& getMeshes() const { return meshes; }
const CPUMesh& getCPUMesh(MeshID id) const;
[[nodiscard]] const std::string& getMeshKey(MeshID id) const;
[[nodiscard]] std::optional<MeshID> findMeshByKey(std::string_view key) const;
[[nodiscard]] const GPUBuffer& getIndexBuffer() const { return indexBuffer; }
[[nodiscard]] std::uint32_t getIndexCount() const { return indexCount; }
[[nodiscard]] std::uint32_t getIndexCapacity() const { return indexCapacity; }
private:
void uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh& gpuMesh) const;
void uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh& gpuMesh);
void ensureIndexCapacity(GfxDevice& gfxDevice, std::uint32_t requiredIndices);
static constexpr std::uint32_t InitialIndexCapacity = 1u << 20;
GPUBuffer indexBuffer;
std::uint32_t indexCount{0};
std::uint32_t indexCapacity{0};
std::vector<GPUMesh> meshes;
std::vector<CPUMesh> cpuMeshes;
@@ -0,0 +1,29 @@
#ifndef DELETIONQUEUE_H
#define DELETIONQUEUE_H
#include <cstddef>
#include <cstdint>
#include <deque>
#include <functional>
class DeletionQueue {
public:
void push(std::uint64_t retiredInFrame, std::function<void()>&& deleter);
void flush(std::uint64_t lastCompletedFrame);
void flushAll();
[[nodiscard]] std::size_t size() const { return entries.size(); }
[[nodiscard]] bool empty() const { return entries.empty(); }
private:
struct Entry {
std::uint64_t frame;
std::function<void()> deleter;
};
std::deque<Entry> entries;
};
#endif // DELETIONQUEUE_H
@@ -0,0 +1,8 @@
#ifndef FRAMECONFIG_H
#define FRAMECONFIG_H
#include <cstdint>
inline constexpr std::uint32_t FRAMES_IN_FLIGHT = 2;
#endif // FRAMECONFIG_H
+18 -2
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@@ -16,6 +16,7 @@
#include <glm/vec2.hpp>
#include <glm/vec4.hpp>
#include <destrum/Graphics/DeletionQueue.h>
#include <destrum/Graphics/GPUImage.h>
#include <destrum/Graphics/Swapchain.h>
#include <destrum/Graphics/Resources/Buffer.h>
@@ -113,7 +114,8 @@ public:
return memoryManager.createBuffer(allocSize, usage, memoryUsage);
}
void destroyBuffer(GPUBuffer& buffer) const
void destroyBuffer(GPUBuffer& buffer);
void destroyBufferNow(GPUBuffer& buffer) const
{
memoryManager.destroyBuffer(buffer);
}
@@ -148,11 +150,24 @@ public:
imageManager.uploadImageData(image, pixelData, byteSize, layer);
}
void destroyImage(GPUImage& image) const
void destroyImage(GPUImage& image);
void destroyImageNow(GPUImage& image) const
{
imageManager.destroyImage(image);
}
void deferDestroy(std::function<void()>&& deleter);
[[nodiscard]] std::uint64_t getFrameNumber() const
{
return frameManager.getFrameNumber();
}
[[nodiscard]] std::size_t getPendingDeletionCount() const
{
return deletionQueue.size();
}
[[nodiscard]] VkDevice getVkDevice() const
{
return instanceManager.getDevice();
@@ -228,6 +243,7 @@ private:
ImageManager imageManager;
VulkanImmediateExecutor executor;
DeletionQueue deletionQueue;
Swapchain swapchain;
VkFormat swapchainFormat{VK_FORMAT_UNDEFINED};
@@ -0,0 +1,80 @@
#ifndef INDIRECTDRAWLIST_H
#define INDIRECTDRAWLIST_H
#include <array>
#include <cstddef>
#include <cstdint>
#include <vector>
#include <glm/mat4x4.hpp>
#include <vulkan/vulkan.h>
#include <destrum/Graphics/FrameConfig.h>
#include <destrum/Graphics/Frustum.h>
#include <destrum/Graphics/MeshDrawCommand.h>
#include <destrum/Graphics/Resources/Buffer.h>
class GfxDevice;
struct GPUMesh;
// Must match InstanceData in instance_data.glsl
struct GPUInstanceData {
glm::mat4 transform;
VkDeviceAddress vertexBuffer;
std::uint32_t materialId;
std::uint32_t padding;
};
static_assert(sizeof(GPUInstanceData) == 80);
class IndirectDrawList {
public:
struct View {
std::uint32_t firstCommand{0};
std::uint32_t commandCount{0};
std::uint32_t instanceCount{0};
};
enum class Filter {
All,
ShadowCasters,
};
void cleanup(GfxDevice& gfxDevice);
void begin(std::uint32_t frameIndex);
View addView(
const std::vector<GPUMesh>& meshes,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const Frustum& frustum,
Filter filter);
void upload(GfxDevice& gfxDevice);
void draw(VkCommandBuffer cmd, const GPUBuffer& indexBuffer, const View& view) const;
[[nodiscard]] VkDeviceAddress getInstanceBufferAddress() const;
[[nodiscard]] const std::vector<GPUInstanceData>& getInstances() const { return instances; }
[[nodiscard]] const std::vector<VkDrawIndexedIndirectCommand>& getCommands() const { return commands; }
private:
struct PerFrameBuffers {
GPUBuffer instances;
GPUBuffer commands;
std::size_t instanceCapacity{0};
std::size_t commandCapacity{0};
};
static constexpr std::size_t InitialInstanceCapacity = 1024;
static constexpr std::size_t InitialCommandCapacity = 256;
std::array<PerFrameBuffers, FRAMES_IN_FLIGHT> frames{};
std::uint32_t currentFrame{0};
std::vector<GPUInstanceData> instances;
std::vector<VkDrawIndexedIndirectCommand> commands;
};
#endif // INDIRECTDRAWLIST_H
@@ -6,6 +6,8 @@
#include <vulkan/vulkan.h>
#include <destrum/Graphics/FrameConfig.h>
class FrameManager {
public:
struct FrameData {
@@ -27,10 +29,12 @@ public:
[[nodiscard]] VkCommandBuffer beginFrame();
void endFrame(VkCommandBuffer cmd);
void waitIdle() const;
[[nodiscard]] std::uint32_t getCurrentFrameIndex() const {
return frameNumber % 2;
return static_cast<std::uint32_t>(frameNumber % FRAMES_IN_FLIGHT);
}
[[nodiscard]] std::uint64_t getFrameNumber() const {
return frameNumber;
}
[[nodiscard]] FrameData& getCurrentFrame() {
@@ -48,9 +52,8 @@ public:
void nextFrame();
private:
static constexpr std::size_t FRAMES_IN_FLIGHT = 2;
std::array<FrameData, FRAMES_IN_FLIGHT> frames{};
std::uint32_t frameNumber{0};
std::uint64_t frameNumber{0};
VkDevice device{VK_NULL_HANDLE};
};
@@ -27,6 +27,8 @@ public:
VkPhysicalDeviceFeatures device{
.imageCubeArray = VK_TRUE,
.geometryShader = VK_TRUE,
.multiDrawIndirect = VK_TRUE,
.drawIndirectFirstInstance = VK_TRUE,
.depthClamp = VK_TRUE,
.fillModeNonSolid = VK_TRUE,
.samplerAnisotropy = VK_TRUE,
@@ -9,9 +9,8 @@
#include <vulkan/vulkan.h>
#include <destrum/Graphics/Pipeline.h>
#include <destrum/Graphics/Camera.h>
#include <destrum/Graphics/IndirectDrawList.h>
#include <destrum/Graphics/Resources/Buffer.h>
#include <destrum/Graphics/MeshDrawCommand.h>
class GfxDevice;
class RenderResources;
@@ -31,19 +30,17 @@ public:
VkCommandBuffer cmd,
VkExtent2D renderExtent,
const RenderResources& resources,
const Camera& camera,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands);
const IndirectDrawList& drawList,
const IndirectDrawList::View& view);
void draw(
VkCommandBuffer cmd,
VkExtent2D renderExtent,
const RenderResources& resources,
const Camera& camera,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands);
const IndirectDrawList& drawList,
const IndirectDrawList::View& view);
void cleanup(VkDevice device);
@@ -57,11 +54,8 @@ public:
private:
struct PushConstants {
glm::mat4 transform;
VkDeviceAddress sceneDataBuffer;
VkDeviceAddress vertexBuffer;
std::uint32_t materialId;
std::uint32_t padding;
VkDeviceAddress instanceBuffer;
};
void drawMeshes(
@@ -69,10 +63,9 @@ private:
const Pipeline& pipeline,
VkExtent2D renderExtent,
const RenderResources& resources,
const Camera& camera,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands);
const IndirectDrawList& drawList,
const IndirectDrawList::View& view);
private:
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
@@ -11,7 +11,7 @@
#include <destrum/Graphics/Light.h>
#include <destrum/Graphics/Pipeline.h>
#include <destrum/Graphics/ids.h>
#include <destrum/Graphics/MeshDrawCommand.h>
#include <destrum/Graphics/IndirectDrawList.h>
class GfxDevice;
struct GPUImage;
@@ -32,15 +32,15 @@ public:
void drawDirectionalShadow(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const IndirectDrawList& drawList,
const IndirectDrawList::View& view,
const glm::mat4& lightViewProj);
void drawSpotShadows(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const IndirectDrawList& drawList,
const std::vector<IndirectDrawList::View>& views,
const std::vector<glm::mat4>& lightViewProjs);
[[nodiscard]] glm::mat4 calculateDirectionalViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const;
@@ -57,8 +57,8 @@ public:
private:
struct PushConstants
{
glm::mat4 modelToLightClip;
VkDeviceAddress vertexBuffer;
glm::mat4 lightViewProj;
VkDeviceAddress instanceBuffer;
};
void beginDepthRendering(VkCommandBuffer cmd, const RenderResources& resources, const GPUImage& depthImage);
@@ -67,8 +67,8 @@ private:
void drawShadowCasters(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const IndirectDrawList& drawList,
const IndirectDrawList::View& view,
const glm::mat4& lightViewProj);
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
@@ -46,6 +46,7 @@ public:
TextureIntent intent = TextureIntent::ColorSrgb);
ImageID addImageToCache(GPUImage image);
void destroyImage(ImageID id);
// Imports a file-backed model and uploads its mesh/material resources.
// References are keyed as "source#subresource" in the resource caches.
+16 -1
View File
@@ -5,6 +5,7 @@
#include <glm/vec3.hpp>
#include <destrum/Graphics/Camera.h>
#include <destrum/Graphics/IndirectDrawList.h>
#include <destrum/Graphics/Light.h>
#include <destrum/Graphics/Pipelines/LightCullingPipeline.h>
#include <destrum/Graphics/Pipelines/LineRenderingPass.h>
@@ -29,6 +30,15 @@
class GameRenderer
{
public:
struct DrawStats
{
std::uint32_t meshDraws{0};
std::uint32_t indirectCommands{0};
std::uint32_t instances{0};
std::uint32_t mainViewCommands{0};
std::uint32_t mainViewInstances{0};
};
struct SceneData
{
const Camera& camera;
@@ -65,7 +75,6 @@ public:
void setSkyboxTexture(ImageID skyboxImageId);
void flushMaterialUpdates(GfxDevice& gfxDevice);
[[nodiscard]] SkinningPipeline& getSkinningPipeline() const
{
@@ -107,6 +116,8 @@ public:
return resources;
}
[[nodiscard]] const DrawStats& getDrawStats() const { return lastDrawStats; }
void draw2D(
VkCommandBuffer cmd,
GfxDevice& gfxDevice,
@@ -119,11 +130,15 @@ private:
RenderResources* resources = nullptr;
void recordMaterialUpdates(VkCommandBuffer cmd);
std::vector<MaterialID> pendingMaterialUploads;
std::vector<MeshDrawCommand> meshDrawCommands;
std::vector<std::size_t> sortedMeshDrawCommands;
IndirectDrawList drawList;
DrawStats lastDrawStats;
VkFormat drawImageFormat{VK_FORMAT_R16G16B16A16_SFLOAT};
VkFormat depthImageFormat{VK_FORMAT_D32_SFLOAT};
@@ -20,10 +20,11 @@
struct GPUMesh {
GPUBuffer vertexBuffer;
GPUBuffer indexBuffer;
std::uint32_t numVertices{0};
std::uint32_t numIndices{0};
// offset into MeshCache::getIndexBuffer(), every mesh shares that one index buffer
std::uint32_t firstIndex{0};
// AABB
glm::vec3 minPos;
+1 -1
View File
@@ -8,7 +8,7 @@
#include <VkBootstrap.h>
static constexpr int FRAMES_IN_FLIGHT = 2;
#include <destrum/Graphics/FrameConfig.h>
class Swapchain {
public:
+12
View File
@@ -83,6 +83,18 @@ namespace vkutil {
VkDeviceSize offset = 0,
VkDeviceSize size = VK_WHOLE_SIZE);
void bufferShaderReadToTransferWriteBarrier(
VkCommandBuffer cmd,
VkBuffer buffer,
VkDeviceSize offset = 0,
VkDeviceSize size = VK_WHOLE_SIZE);
void bufferHostAndTransferWriteToShaderReadBarrier(
VkCommandBuffer cmd,
VkBuffer buffer,
VkDeviceSize offset = 0,
VkDeviceSize size = VK_WHOLE_SIZE);
void bufferHostWriteToTransferReadBarrier(
VkCommandBuffer cmd,
VkBuffer buffer,
@@ -4,19 +4,9 @@
#include <vector>
#include <destrum/Physics/PhysicsWorld.h>
#include <destrum/Physics/SimplePhysicsWorld.h>
class GameObject;
// Small helper you can store inside Scene.
//
// Example:
// class Scene {
// public:
// PhysicsSceneBridge& GetPhysics() { return m_Physics; }
// private:
// PhysicsSceneBridge m_Physics{std::make_unique<SimplePhysicsWorld>()};
// };
class PhysicsSceneBridge final {
public:
explicit PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world);
@@ -1,89 +0,0 @@
#pragma once
#include <vector>
#include <optional>
#include <destrum/Physics/PhysicsWorld.h>
class Rigidbody;
// Simple CPU placeholder backend.
//
// This is NOT a replacement for Jolt/PhysX/Bullet.
// It exists so your component/scene/render sync can be implemented and tested
// before the real backend is added.
//
// It supports:
// - static, dynamic, kinematic bodies
// - gravity
// - force/impulse integration
// - very simple sphere/box/capsule raycasts using bounding spheres
//
// It does NOT support:
// - collision response
// - contacts
// - friction
// - constraints
// - real character controllers
class SimplePhysicsWorld final : public PhysicsWorld {
public:
explicit SimplePhysicsWorld(const glm::vec3& gravity = glm::vec3{0.0f, -9.81f, 0.0f});
void Step(float fixedDt) override;
PhysicsBodyHandle CreateBody(const PhysicsBodyDesc& desc) override;
void DestroyBody(PhysicsBodyHandle body) override;
void SetBodyTransform(PhysicsBodyHandle body, const PhysicsTransform& transform) override;
PhysicsTransform GetBodyTransform(PhysicsBodyHandle body) const override;
void SetLinearVelocity(PhysicsBodyHandle body, const glm::vec3& velocity) override;
glm::vec3 GetLinearVelocity(PhysicsBodyHandle body) const override;
void AddForce(PhysicsBodyHandle body, const glm::vec3& force) override;
void AddImpulse(PhysicsBodyHandle body, const glm::vec3& impulse) override;
bool Raycast(const glm::vec3& origin,
const glm::vec3& direction,
float maxDistance,
PhysicsRaycastHit& hit,
PhysicsBodyHandle ignoreBody = {}) const override;
void SyncKinematicBodiesToPhysics(float fixedDt) override;
void SyncDynamicBodiesToTransforms();
[[nodiscard]] const glm::vec3& GetGravity() const { return m_Gravity; }
void SetGravity(const glm::vec3& gravity) { m_Gravity = gravity; }
private:
struct BodyRecord {
bool alive{false};
PhysicsBodyHandle handle{};
PhysicsBodyDesc desc{};
PhysicsTransform previousTransform{};
PhysicsTransform currentTransform{};
glm::vec3 linearVelocity{0.0f};
glm::vec3 accumulatedForce{0.0f};
Rigidbody* rigidbody{nullptr};
};
[[nodiscard]] BodyRecord* FindBody(PhysicsBodyHandle body);
[[nodiscard]] const BodyRecord* FindBody(PhysicsBodyHandle body) const;
[[nodiscard]] float GetApproxBoundingRadius(const BodyRecord& body) const;
[[nodiscard]] static bool RaySphere(const glm::vec3& origin,
const glm::vec3& dirNormalized,
const glm::vec3& center,
float radius,
float maxDistance,
float& outDistance);
glm::vec3 m_Gravity{0.0f, -9.81f, 0.0f};
std::vector<BodyRecord> m_Bodies;
std::uint32_t m_NextId{0};
};
+11 -2
View File
@@ -208,6 +208,13 @@ if (!isRunning) break;
if (ImGui::Begin("Debug", &m_DebugWindows.stats))
{
ImGui::Text("FPS: %.2f", avgFPS);
const auto& stats = renderer.getDrawStats();
ImGui::SeparatorText("Meshes");
ImGui::Text("Submitted meshes: %u", stats.meshDraws);
ImGui::Text("Camera: %u indirect draws, %u instances", stats.mainViewCommands, stats.mainViewInstances);
ImGui::Text("All views: %u indirect draws, %u instances", stats.indirectCommands, stats.instances);
ImGui::Text("Pending GPU deletions: %zu", gfxDevice.getPendingDeletionCount());
}
ImGui::End();
}
@@ -331,8 +338,6 @@ if (!isRunning) break;
}
}
}
gfxDevice.waitIdle();
}
void App::cleanup()
@@ -355,6 +360,10 @@ void App::cleanup()
}
};
// The one place we wait for the GPU on shutdown: the cleanup calls below destroy
// pipelines and other objects directly, which is only valid once nothing is in flight.
attempt([this] { gfxDevice.waitIdle(); });
if (customInitStarted) {
attempt([this] { customCleanup(); });
}
@@ -47,7 +47,6 @@ void MeshRendererComponent::Destroy()
{
if (m_skinnedMesh && GameState::GetInstance().HasGfxDevice()) {
auto& gfxDevice = GameState::GetInstance().Gfx();
gfxDevice.waitIdle();
gfxDevice.destroyBuffer(m_skinnedMesh->skinnedVertexBuffer);
}
m_skinnedMesh.reset();
+28 -4
View File
@@ -1,8 +1,9 @@
#include <../../include/destrum/Graphics/Caches/ImageCache.h>
#include <destrum/Graphics/Caches/ImageCache.h>
#include <destrum/Graphics/GfxDevice.h>
#include "spdlog/spdlog.h"
#include <algorithm>
#include <limits>
#include <stdexcept>
@@ -57,7 +58,7 @@ ImageID ImageCache::loadImageFromFile(
if (infoInserted) {
loadedImagesInfo.erase(id);
}
gfxDevice.destroyImage(image);
gfxDevice.destroyImageNow(image);
throw;
}
}
@@ -66,7 +67,7 @@ ImageID ImageCache::addImage(GPUImage image) {
try {
return addImage(getFreeImageId(), std::move(image));
} catch (...) {
gfxDevice.destroyImage(image);
gfxDevice.destroyImageNow(image);
throw;
}
}
@@ -82,6 +83,10 @@ ImageID ImageCache::addImage(ImageID id, GPUImage image) {
try {
image.setBindlessId(static_cast<std::uint32_t>(id));
if (const auto it = std::find(freeIds->begin(), freeIds->end(), id); it != freeIds->end()) {
freeIds->erase(it);
}
if (id < images.size()) {
gfxDevice.destroyImage(images[id]);
images[id] = std::move(image);
@@ -97,17 +102,35 @@ ImageID ImageCache::addImage(ImageID id, GPUImage image) {
return id;
} catch (...) {
gfxDevice.destroyImage(image);
gfxDevice.destroyImageNow(image);
throw;
}
}
void ImageCache::removeImage(ImageID id) {
if (id >= images.size() || images[id].image == VK_NULL_HANDLE) {
return;
}
loadedImagesInfo.erase(id);
gfxDevice.destroyImage(images[id]);
// In-flight frames may still sample this bindless slot, so it only becomes
// reusable once they are done. freeIds is shared so the deleter can outlive the cache.
gfxDevice.deferDestroy([freeIds = freeIds, id] {
freeIds->push_back(id);
});
}
const GPUImage& ImageCache::getImage(ImageID id) const {
assert(id != NULL_IMAGE_ID && id < images.size());
return images.at(id);
}
ImageID ImageCache::getFreeImageId() const {
if (!freeIds->empty()) {
return freeIds->back();
}
if (images.size() >= getMaxImageCount()) {
throw std::out_of_range("ImageCache bindless capacity exhausted");
}
@@ -122,5 +145,6 @@ void ImageCache::destroyImages() {
gfxDevice.destroyImage(image);
}
images.clear();
freeIds->clear();
loadedImagesInfo.clear();
}
+7 -24
View File
@@ -1,4 +1,4 @@
#include <../../include/destrum/Graphics/Caches/MaterialCache.h>
#include <destrum/Graphics/Caches/MaterialCache.h>
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/Util.h>
@@ -19,7 +19,8 @@ void MaterialCache::init(
materialDataBuffer = gfxDevice.createBuffer(
MAX_MATERIALS * sizeof(MaterialData),
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
vkutil::addDebugLabel(
@@ -51,12 +52,6 @@ void MaterialCache::cleanup(GfxDevice& gfxDevice)
MaterialID MaterialCache::addMaterial(Material material)
{
if (!materials.empty() && device != nullptr) {
// The material buffer is shared by all in-flight frames. A newly
// appended entry may be written while an older frame is reading it.
device->waitIdle();
}
MaterialData* data = static_cast<MaterialData*>(materialDataBuffer.info.pMappedData);
const auto id = getFreeMaterialId();
@@ -67,17 +62,14 @@ MaterialID MaterialCache::addMaterial(Material material)
throw std::runtime_error("MaterialCache material buffer is not mapped");
}
// Safe without waiting: no frame in flight can reference an id that didn't exist yet.
// Changing an existing material goes through GameRenderer::updateMaterialGPU.
data[id] = toMaterialData(material);
device->getMemoryManager().flushAllocation(
materialDataBuffer,
static_cast<VkDeviceSize>(id) * sizeof(MaterialData),
sizeof(MaterialData));
// The caller may update multiple materials in one frame; the range flush is
// cheap for coherent allocations and required for non-coherent memory.
// The cache does not own a device reference, so the renderer flushes the
// exact range after batching updates.
const auto materialId = static_cast<MaterialID>(materials.size());
std::string key;
if (!material.assetReference.empty()) {
@@ -210,17 +202,8 @@ Material& MaterialCache::getMaterialMutable(MaterialID id)
return materials.at(id);
}
void MaterialCache::updateMaterialGPU(MaterialID id)
MaterialData MaterialCache::getMaterialData(MaterialID id) const
{
assert(id < materials.size());
assert(materialDataBuffer.info.pMappedData && "materialDataBuffer must be mapped");
MaterialData* data =
reinterpret_cast<MaterialData*>(materialDataBuffer.info.pMappedData);
data[id] = toMaterialData(materials[id]);
device->getMemoryManager().flushAllocation(
materialDataBuffer,
static_cast<VkDeviceSize>(id) * sizeof(MaterialData),
sizeof(MaterialData));
return toMaterialData(materials[id]);
}
+39
View File
@@ -0,0 +1,39 @@
#include <destrum/Graphics/DeletionQueue.h>
#include <cassert>
#include <exception>
#include <spdlog/spdlog.h>
void DeletionQueue::push(std::uint64_t retiredInFrame, std::function<void()>&& deleter)
{
// entries stay sorted by frame, flush only has to look at the front
assert(entries.empty() || entries.back().frame <= retiredInFrame);
entries.push_back(Entry{retiredInFrame, std::move(deleter)});
}
void DeletionQueue::flush(std::uint64_t lastCompletedFrame)
{
while (!entries.empty() && entries.front().frame <= lastCompletedFrame) {
auto deleter = std::move(entries.front().deleter);
entries.pop_front();
try {
deleter();
} catch (const std::exception& e) {
spdlog::error("DeletionQueue: deleter threw: {}", e.what());
}
}
}
void DeletionQueue::flushAll()
{
while (!entries.empty()) {
auto deleter = std::move(entries.front().deleter);
entries.pop_front();
try {
deleter();
} catch (const std::exception& e) {
spdlog::error("DeletionQueue: deleter threw: {}", e.what());
}
}
}
+44 -2
View File
@@ -5,6 +5,7 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_vulkan.h>
#include <memory>
#include <stdexcept>
#include <destrum/Graphics/Init.h>
@@ -83,6 +84,7 @@ void GfxDevice::cleanup() {
if (instanceManager.getDevice() != VK_NULL_HANDLE) {
vkDeviceWaitIdle(instanceManager.getDevice());
}
deletionQueue.flushAll();
swapchain.cleanup(instanceManager.getDevice());
frameManager.cleanup(instanceManager.getDevice());
@@ -103,7 +105,6 @@ bool GfxDevice::recreateSwapchain(int width, int height) {
if (width <= 0 || height <= 0) {
throw std::invalid_argument("GfxDevice::recreateSwapchain requires a non-zero extent");
}
waitIdle();
const bool recreated = swapchain.recreateSwapchain(
instanceManager.getDevice(),
@@ -129,6 +130,16 @@ VkCommandBuffer GfxDevice::beginFrame()
swapchain.beginFrame(instanceManager.getDevice(), frameIndex);
}
{
ZoneScopedN("Flush Deletion Queue");
// The fence we just waited on belongs to frame N - FRAMES_IN_FLIGHT, and the
// queue executes submits in order, so everything retired up to that frame is free.
const auto frameNumber = frameManager.getFrameNumber();
if (frameNumber >= FRAMES_IN_FLIGHT) {
deletionQueue.flush(frameNumber - FRAMES_IN_FLIGHT);
}
}
const auto acquire = swapchain.acquireNextImage(instanceManager.getDevice(), frameIndex);
if (!acquire.hasImage()) {
return VK_NULL_HANDLE;
@@ -240,8 +251,39 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
FrameMark;
}
void GfxDevice::deferDestroy(std::function<void()>&& deleter) {
if (!initialized) {
deleter();
return;
}
// Tagged with the frame being recorded (or the next one, between frames); any
// frame up to and including it may still reference the resource.
deletionQueue.push(frameManager.getFrameNumber(), std::move(deleter));
}
void GfxDevice::destroyBuffer(GPUBuffer& buffer) {
if (buffer.buffer == VK_NULL_HANDLE) {
buffer = {};
return;
}
deferDestroy([this, retired = buffer]() mutable {
memoryManager.destroyBuffer(retired);
});
buffer = {};
}
void GfxDevice::destroyImage(GPUImage& image) {
if (image.image == VK_NULL_HANDLE && image.imageView == VK_NULL_HANDLE) {
return;
}
auto retired = std::make_shared<GPUImage>(std::move(image));
deferDestroy([this, retired] {
imageManager.destroyImage(*retired);
});
}
void GfxDevice::waitIdle() {
frameManager.waitIdle();
instanceManager.waitIdle();
}
void GfxDevice::immediateSubmit(ImmediateExecuteFunction&& f) const {
+175
View File
@@ -0,0 +1,175 @@
#include <destrum/Graphics/IndirectDrawList.h>
#include <algorithm>
#include <cassert>
#include <cstring>
#include <volk.h>
#include <tracy/Tracy.hpp>
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/Resources/Mesh.h>
#include <destrum/Graphics/Util.h>
namespace {
std::size_t grownCapacity(std::size_t current, std::size_t initial, std::size_t required)
{
std::size_t capacity = std::max(current, initial);
while (capacity < required) {
capacity *= 2;
}
return capacity;
}
}
void IndirectDrawList::cleanup(GfxDevice& gfxDevice)
{
for (auto& frame : frames) {
gfxDevice.destroyBuffer(frame.instances);
gfxDevice.destroyBuffer(frame.commands);
frame.instanceCapacity = 0;
frame.commandCapacity = 0;
}
instances.clear();
commands.clear();
}
void IndirectDrawList::begin(std::uint32_t frameIndex)
{
assert(frameIndex < FRAMES_IN_FLIGHT);
currentFrame = frameIndex;
instances.clear();
commands.clear();
}
IndirectDrawList::View IndirectDrawList::addView(
const std::vector<GPUMesh>& meshes,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const Frustum& frustum,
Filter filter)
{
ZoneScopedN("IndirectDrawList::addView");
View view{
.firstCommand = static_cast<std::uint32_t>(commands.size()),
};
MeshID batchMesh = NULL_MESH_ID;
const auto addDraw = [&](const MeshDrawCommand& dc)
{
if (filter == Filter::ShadowCasters && !dc.castShadow) {
return;
}
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere)) {
return;
}
assert(dc.meshId < meshes.size());
assert(dc.materialId != NULL_MATERIAL_ID);
const GPUMesh& mesh = meshes[dc.meshId];
// Draws arrive sorted by mesh, so every run of the same mesh becomes one
// instanced command. Each instance carries its own transform, material and
// vertex buffer (skinned meshes point at their own skinned copy).
if (dc.meshId != batchMesh) {
batchMesh = dc.meshId;
commands.push_back(VkDrawIndexedIndirectCommand{
.indexCount = mesh.numIndices,
.instanceCount = 0,
.firstIndex = mesh.firstIndex,
.vertexOffset = 0,
.firstInstance = static_cast<std::uint32_t>(instances.size()),
});
++view.commandCount;
}
instances.push_back(GPUInstanceData{
.transform = dc.transformMatrix,
.vertexBuffer = dc.skinnedMesh != nullptr
? dc.skinnedMesh->skinnedVertexBuffer.address
: mesh.vertexBuffer.address,
.materialId = dc.materialId,
.padding = 0,
});
++commands.back().instanceCount;
++view.instanceCount;
};
if (!sortedDrawCommands.empty()) {
for (std::size_t drawIndex : sortedDrawCommands) {
assert(drawIndex < drawCommands.size());
addDraw(drawCommands[drawIndex]);
}
} else {
for (const MeshDrawCommand& dc : drawCommands) {
addDraw(dc);
}
}
return view;
}
void IndirectDrawList::upload(GfxDevice& gfxDevice)
{
ZoneScopedN("IndirectDrawList::upload");
PerFrameBuffers& frame = frames[currentFrame];
// Growing is cheap thanks to the deletion queue: the old buffer may still be
// read by this slot's previous frame, so it is retired instead of destroyed.
if (instances.size() > frame.instanceCapacity || frame.instances.buffer == VK_NULL_HANDLE) {
gfxDevice.destroyBuffer(frame.instances);
frame.instanceCapacity = grownCapacity(frame.instanceCapacity, InitialInstanceCapacity, instances.size());
frame.instances = gfxDevice.createBuffer(
frame.instanceCapacity * sizeof(GPUInstanceData),
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
vkutil::addDebugLabel(gfxDevice.getDevice(), frame.instances.buffer, "mesh instances");
}
if (commands.size() > frame.commandCapacity || frame.commands.buffer == VK_NULL_HANDLE) {
gfxDevice.destroyBuffer(frame.commands);
frame.commandCapacity = grownCapacity(frame.commandCapacity, InitialCommandCapacity, commands.size());
frame.commands = gfxDevice.createBuffer(
frame.commandCapacity * sizeof(VkDrawIndexedIndirectCommand),
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
vkutil::addDebugLabel(gfxDevice.getDevice(), frame.commands.buffer, "mesh indirect commands");
}
// Each frame in flight has its own buffers, so nothing on the GPU is reading
// these while we write. vkQueueSubmit makes the host writes visible to the GPU.
if (!instances.empty()) {
std::memcpy(frame.instances.info.pMappedData, instances.data(), instances.size() * sizeof(GPUInstanceData));
gfxDevice.getMemoryManager().flushAllocation(frame.instances, 0, instances.size() * sizeof(GPUInstanceData));
}
if (!commands.empty()) {
std::memcpy(frame.commands.info.pMappedData, commands.data(), commands.size() * sizeof(VkDrawIndexedIndirectCommand));
gfxDevice.getMemoryManager().flushAllocation(frame.commands, 0, commands.size() * sizeof(VkDrawIndexedIndirectCommand));
}
}
void IndirectDrawList::draw(VkCommandBuffer cmd, const GPUBuffer& indexBuffer, const View& view) const
{
if (view.commandCount == 0) {
return;
}
const PerFrameBuffers& frame = frames[currentFrame];
assert(frame.commands.buffer != VK_NULL_HANDLE && "IndirectDrawList::upload must run before draw");
vkCmdBindIndexBuffer(cmd, indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexedIndirect(
cmd,
frame.commands.buffer,
static_cast<VkDeviceSize>(view.firstCommand) * sizeof(VkDrawIndexedIndirectCommand),
view.commandCount,
sizeof(VkDrawIndexedIndirectCommand));
}
VkDeviceAddress IndirectDrawList::getInstanceBufferAddress() const
{
return frames[currentFrame].instances.address;
}
@@ -83,9 +83,3 @@ void FrameManager::nextFrame() {
frameNumber++;
FrameMark;
}
void FrameManager::waitIdle() const {
if (device != VK_NULL_HANDLE) {
VK_CHECK(vkDeviceWaitIdle(device));
}
}
+86 -25
View File
@@ -1,4 +1,4 @@
#include <../../include/destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Resources/Mesh.h>
#include <destrum/Graphics/GfxDevice.h>
@@ -49,15 +49,73 @@ MeshID MeshCache::addMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh)
return id;
}
void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh& gpuMesh) const
void MeshCache::ensureIndexCapacity(GfxDevice& gfxDevice, std::uint32_t requiredIndices)
{
if (requiredIndices <= indexCapacity) {
return;
}
std::uint32_t newCapacity = std::max(indexCapacity, InitialIndexCapacity);
while (newCapacity < requiredIndices) {
newCapacity *= 2;
}
GPUBuffer newBuffer = gfxDevice.createBuffer(
static_cast<std::size_t>(newCapacity) * sizeof(std::uint32_t),
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE);
vkutil::addDebugLabel(gfxDevice.getDevice(), newBuffer.buffer, "mesh indices");
if (indexCount > 0) {
try {
gfxDevice.immediateSubmit([&](VkCommandBuffer cmd) {
const VkBufferMemoryBarrier2 previousCopies{
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT,
.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_COPY_BIT,
.dstAccessMask = VK_ACCESS_2_TRANSFER_READ_BIT,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = indexBuffer.buffer,
.offset = 0,
.size = VK_WHOLE_SIZE,
};
const VkDependencyInfo dependency{
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
.bufferMemoryBarrierCount = 1,
.pBufferMemoryBarriers = &previousCopies,
};
vkCmdPipelineBarrier2(cmd, &dependency);
const VkBufferCopy copy{
.srcOffset = 0,
.dstOffset = 0,
.size = static_cast<VkDeviceSize>(indexCount) * sizeof(std::uint32_t),
};
vkCmdCopyBuffer(cmd, indexBuffer.buffer, newBuffer.buffer, 1, &copy);
});
} catch (...) {
gfxDevice.destroyBufferNow(newBuffer);
throw;
}
}
// frames in flight were recorded with the old buffer, the deletion queue keeps it alive for them
gfxDevice.destroyBuffer(indexBuffer);
indexBuffer = newBuffer;
indexCapacity = newCapacity;
}
void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh& gpuMesh)
{
try {
// create index buffer
const auto numIndices = static_cast<std::uint32_t>(cpuMesh.indices.size());
ensureIndexCapacity(gfxDevice, indexCount + numIndices);
gpuMesh.firstIndex = indexCount;
const auto indexBufferSize = cpuMesh.indices.size() * sizeof(std::uint32_t);
gpuMesh.indexBuffer = gfxDevice.createBuffer(
indexBufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE);
const auto indexBufferOffset = static_cast<VkDeviceSize>(gpuMesh.firstIndex) * sizeof(std::uint32_t);
// create vertex buffer
const auto vertexBufferSize = cpuMesh.vertices.size() * sizeof(CPUMesh::Vertex);
@@ -81,6 +139,8 @@ void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh
memcpy(static_cast<char*>(vertexIndexData) + vertexBufferSize, cpuMesh.indices.data(), indexBufferSize);
gfxDevice.getMemoryManager().flushAllocation(vertexIndexStaging);
// Writing into the shared index buffer is safe while frames are in flight:
// this range is new, they only read the ranges of meshes added before it.
gfxDevice.immediateSubmit([&](VkCommandBuffer cmd) {
vkutil::bufferHostWriteToTransferReadBarrier(
cmd,
@@ -97,17 +157,17 @@ void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh
const auto indexCopy = VkBufferCopy{
.srcOffset = vertexBufferSize,
.dstOffset = 0,
.dstOffset = indexBufferOffset,
.size = indexBufferSize,
};
vkCmdCopyBuffer(cmd, vertexIndexStaging.buffer, gpuMesh.indexBuffer.buffer, 1, &indexCopy);
vkCmdCopyBuffer(cmd, vertexIndexStaging.buffer, indexBuffer.buffer, 1, &indexCopy);
const std::array<VkBufferMemoryBarrier2, 2> destinationBarriers{{
{
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT,
.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
@@ -119,13 +179,13 @@ void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
.srcStageMask = VK_PIPELINE_STAGE_2_COPY_BIT,
.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_VERTEX_INPUT_BIT,
.dstAccessMask = VK_ACCESS_2_INDEX_READ_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_INDEX_INPUT_BIT | VK_PIPELINE_STAGE_2_COPY_BIT,
.dstAccessMask = VK_ACCESS_2_INDEX_READ_BIT | VK_ACCESS_2_TRANSFER_READ_BIT,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = gpuMesh.indexBuffer.buffer,
.offset = 0,
.size = VK_WHOLE_SIZE,
.buffer = indexBuffer.buffer,
.offset = indexBufferOffset,
.size = indexBufferSize,
}
}};
const VkDependencyInfo destinationDependency{
@@ -136,16 +196,15 @@ void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh
vkCmdPipelineBarrier2(cmd, &destinationDependency);
});
} catch (...) {
gfxDevice.destroyBuffer(vertexIndexStaging);
gfxDevice.destroyBufferNow(vertexIndexStaging);
throw;
}
gfxDevice.destroyBuffer(vertexIndexStaging);
gfxDevice.destroyBufferNow(vertexIndexStaging);
indexCount += numIndices;
const auto vtxBufferName = cpuMesh.name + " (vtx)";
const auto idxBufferName = cpuMesh.name + " (idx)";
vkutil::addDebugLabel(gfxDevice.getDevice(), gpuMesh.vertexBuffer.buffer, vtxBufferName.c_str());
vkutil::addDebugLabel(gfxDevice.getDevice(), gpuMesh.indexBuffer.buffer, idxBufferName.c_str());
if (gpuMesh.hasSkeleton) {
// create skinning data buffer
@@ -205,16 +264,15 @@ void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh
vkCmdPipelineBarrier2(cmd, &destinationDependency);
});
} catch (...) {
gfxDevice.destroyBuffer(skinningStaging);
gfxDevice.destroyBufferNow(skinningStaging);
throw;
}
gfxDevice.destroyBuffer(skinningStaging);
gfxDevice.destroyBufferNow(skinningStaging);
}
} catch (...) {
gfxDevice.destroyBuffer(gpuMesh.skinningDataBuffer);
gfxDevice.destroyBuffer(gpuMesh.vertexBuffer);
gfxDevice.destroyBuffer(gpuMesh.indexBuffer);
gfxDevice.destroyBufferNow(gpuMesh.skinningDataBuffer);
gfxDevice.destroyBufferNow(gpuMesh.vertexBuffer);
gpuMesh = {};
throw;
}
@@ -246,8 +304,11 @@ std::optional<MeshID> MeshCache::findMeshByKey(std::string_view key) const
void MeshCache::cleanup(GfxDevice& gfxDevice)
{
gfxDevice.destroyBuffer(indexBuffer);
indexCount = 0;
indexCapacity = 0;
for (auto& mesh : meshes) {
gfxDevice.destroyBuffer(mesh.indexBuffer);
gfxDevice.destroyBuffer(mesh.vertexBuffer);
gfxDevice.destroyBuffer(mesh.skinningDataBuffer);
}
@@ -242,10 +242,6 @@ void ImguiPass::cleanup() {
return;
}
if (gfx != nullptr && gfx->getVkDevice() != VK_NULL_HANDLE) {
vkDeviceWaitIdle(gfx->getVkDevice());
}
if (vulkanInitialized) {
releaseAllTextures();
ImGui_ImplVulkan_Shutdown();
@@ -100,8 +100,6 @@ void LightCullingPipeline::cleanup(GfxDevice& gfxDevice)
void LightCullingPipeline::resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
{
gfxDevice.waitIdle();
gfxDevice.destroyBuffer(tileLightIndicesBuffer);
tileLightIndicesBuffer = {};
createTileBuffer(gfxDevice, drawImageSize);
@@ -221,7 +221,6 @@ void LineRenderingPass::ensureVertexCapacity(
newCapacity *= 2;
}
gfxDevice.waitIdle();
vertexBuffer.cleanup(gfxDevice);
vertexBuffer.init(
gfxDevice,
+34 -96
View File
@@ -8,7 +8,6 @@
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Frustum.h>
#include <destrum/Graphics/Util.h>
#include "volk.h"
@@ -119,10 +118,9 @@ void MeshPipeline::drawDepthPrepass(
VkCommandBuffer cmd,
VkExtent2D renderExtent,
const RenderResources& resources,
const Camera& camera,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands)
const IndirectDrawList& drawList,
const IndirectDrawList::View& view)
{
if (!m_depthPrepassPipeline)
{
@@ -134,20 +132,18 @@ void MeshPipeline::drawDepthPrepass(
*m_depthPrepassPipeline,
renderExtent,
resources,
camera,
sceneDataBuffer,
drawCommands,
sortedDrawCommands);
drawList,
view);
}
void MeshPipeline::draw(
VkCommandBuffer cmd,
VkExtent2D renderExtent,
const RenderResources& resources,
const Camera& camera,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands)
const IndirectDrawList& drawList,
const IndirectDrawList::View& view)
{
if (!m_pipeline)
{
@@ -159,10 +155,9 @@ void MeshPipeline::draw(
*m_pipeline,
renderExtent,
resources,
camera,
sceneDataBuffer,
drawCommands,
sortedDrawCommands);
drawList,
view);
}
void MeshPipeline::drawMeshes(
@@ -170,13 +165,10 @@ void MeshPipeline::drawMeshes(
const Pipeline& pipeline,
VkExtent2D renderExtent,
const RenderResources& resources,
const Camera& camera,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands)
const IndirectDrawList& drawList,
const IndirectDrawList::View& view)
{
const MeshCache& meshCache = resources.meshes();
pipeline.bind(cmd);
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
@@ -204,86 +196,32 @@ void MeshPipeline::drawMeshes(
m_renderWireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL
);
MeshID prevMeshId = NULL_MESH_ID;
int actualDrawCalls = 0;
const auto frustum = edge::createFrustumFromCamera(camera);
const auto drawOne = [&](const MeshDrawCommand& dc)
{
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere))
{
return;
}
++actualDrawCalls;
const auto& mesh = meshCache.getMesh(dc.meshId);
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
vkutil::cmdBeginLabelFormatted(
cmd,
vkutil::labelColors::draw,
"%s [mesh %zu, material %u%s]",
meshKey.empty() ? "Mesh" : meshKey.c_str(),
dc.meshId,
dc.materialId,
dc.skinnedMesh != nullptr ? ", skinned" : "");
if (dc.meshId != prevMeshId)
{
prevMeshId = dc.meshId;
vkCmdBindIndexBuffer(
cmd,
mesh.indexBuffer.buffer,
0,
VK_INDEX_TYPE_UINT32
);
}
assert(dc.materialId != NULL_MATERIAL_ID);
const auto pushConstants = PushConstants{
.transform = dc.transformMatrix,
.sceneDataBuffer = sceneDataBuffer.address,
.vertexBuffer =
dc.skinnedMesh != nullptr
? dc.skinnedMesh->skinnedVertexBuffer.address
: mesh.vertexBuffer.address,
.materialId = dc.materialId,
.padding = 0,
};
vkCmdPushConstants(
cmd,
m_pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0,
sizeof(PushConstants),
&pushConstants
);
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
vkutil::cmdEndLabel(cmd);
// The same for every draw, per-draw data (transform, material, vertex buffer)
// lives in the instance buffer and is looked up with gl_InstanceIndex
const auto pushConstants = PushConstants{
.sceneDataBuffer = sceneDataBuffer.address,
.instanceBuffer = drawList.getInstanceBufferAddress(),
};
if (!sortedDrawCommands.empty())
{
for (std::size_t drawIndex : sortedDrawCommands)
{
assert(drawIndex < drawCommands.size());
drawOne(drawCommands[drawIndex]);
}
}
else
{
for (const MeshDrawCommand& dc : drawCommands)
{
drawOne(dc);
}
}
vkCmdPushConstants(
cmd,
m_pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0,
sizeof(PushConstants),
&pushConstants
);
vkutil::cmdBeginLabelFormatted(
cmd,
vkutil::labelColors::draw,
"%u indirect draws, %u instances",
view.commandCount,
view.instanceCount);
drawList.draw(cmd, resources.meshes().getIndexBuffer(), view);
vkutil::cmdEndLabel(cmd);
}
void MeshPipeline::cleanup(VkDevice device)
@@ -210,7 +210,6 @@ void Renderer2DPass::ensureCapacity(GfxDevice& gfxDevice, std::size_t requiredSh
newCapacity *= 2;
}
gfxDevice.waitIdle();
shapeBuffer.cleanup(gfxDevice);
shapeBuffer.init(gfxDevice, ShapeBufferUsage, newCapacity * sizeof(Shape2D), "2d shapes");
shapeCapacity = newCapacity;
@@ -12,7 +12,6 @@
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Frustum.h>
#include <destrum/Graphics/Util.h>
#include "volk.h"
@@ -206,8 +205,8 @@ float ShadowMapPipeline::getNormalOffset() const
void ShadowMapPipeline::drawDirectionalShadow(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const IndirectDrawList& drawList,
const IndirectDrawList::View& view,
const glm::mat4& lightViewProj)
{
if (!m_pipeline || shadowMapId == NULL_IMAGE_ID)
@@ -219,15 +218,15 @@ void ShadowMapPipeline::drawDirectionalShadow(
beginDepthRendering(cmd, resources, shadowMap);
setRenderRegion(cmd, VkRect2D{.offset = {}, .extent = shadowMap.getExtent2D()});
drawShadowCasters(cmd, resources, drawCommands, sortedDrawCommands, lightViewProj);
drawShadowCasters(cmd, resources, drawList, view, lightViewProj);
endDepthRendering(cmd, shadowMap);
}
void ShadowMapPipeline::drawSpotShadows(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const IndirectDrawList& drawList,
const std::vector<IndirectDrawList::View>& views,
const std::vector<glm::mat4>& lightViewProjs)
{
if (!m_pipeline || spotShadowAtlasId == NULL_IMAGE_ID || lightViewProjs.empty())
@@ -236,6 +235,7 @@ void ShadowMapPipeline::drawSpotShadows(
}
assert(lightViewProjs.size() <= MAX_SPOT_SHADOWS);
assert(views.size() == lightViewProjs.size());
const auto& spotShadowAtlas = resources.getImage(spotShadowAtlasId);
beginDepthRendering(cmd, resources, spotShadowAtlas);
@@ -244,7 +244,7 @@ void ShadowMapPipeline::drawSpotShadows(
vkutil::cmdBeginLabelFormatted(cmd, vkutil::labelColors::shadow, "Spot shadow %u", shadowIndex);
setRenderRegion(cmd, spotShadowTileRegion(shadowIndex));
drawShadowCasters(cmd, resources, drawCommands, sortedDrawCommands, lightViewProjs[shadowIndex]);
drawShadowCasters(cmd, resources, drawList, views[shadowIndex], lightViewProjs[shadowIndex]);
vkutil::cmdEndLabel(cmd);
}
@@ -306,73 +306,31 @@ void ShadowMapPipeline::setRenderRegion(VkCommandBuffer cmd, const VkRect2D& reg
void ShadowMapPipeline::drawShadowCasters(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const IndirectDrawList& drawList,
const IndirectDrawList::View& view,
const glm::mat4& lightViewProj)
{
const MeshCache& meshCache = resources.meshes();
const Frustum lightFrustum = edge::createFrustumFromViewProj(lightViewProj);
MeshID previousMeshId = NULL_MESH_ID;
const auto drawCaster = [&](const MeshDrawCommand& dc)
{
if (!dc.castShadow || !edge::isInFrustum(lightFrustum, dc.worldBoundingSphere))
{
return;
}
const auto& mesh = meshCache.getMesh(dc.meshId);
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
vkutil::cmdBeginLabelFormatted(
cmd,
vkutil::labelColors::draw,
"%s [mesh %zu, material %u%s]",
meshKey.empty() ? "Mesh" : meshKey.c_str(),
dc.meshId,
dc.materialId,
dc.skinnedMesh != nullptr ? ", skinned" : "");
if (dc.meshId != previousMeshId)
{
previousMeshId = dc.meshId;
vkCmdBindIndexBuffer(cmd, mesh.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
}
const auto pushConstants = PushConstants{
.modelToLightClip = lightViewProj * dc.transformMatrix,
.vertexBuffer =
dc.skinnedMesh != nullptr
? dc.skinnedMesh->skinnedVertexBuffer.address
: mesh.vertexBuffer.address,
};
vkCmdPushConstants(
cmd,
m_pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(PushConstants),
&pushConstants);
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
vkutil::cmdEndLabel(cmd);
const auto pushConstants = PushConstants{
.lightViewProj = lightViewProj,
.instanceBuffer = drawList.getInstanceBufferAddress(),
};
if (!sortedDrawCommands.empty())
{
for (std::size_t drawIndex : sortedDrawCommands)
{
assert(drawIndex < drawCommands.size());
drawCaster(drawCommands[drawIndex]);
}
}
else
{
for (const MeshDrawCommand& dc : drawCommands)
{
drawCaster(dc);
}
}
vkCmdPushConstants(
cmd,
m_pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(PushConstants),
&pushConstants);
vkutil::cmdBeginLabelFormatted(
cmd,
vkutil::labelColors::draw,
"%u indirect draws, %u instances",
view.commandCount,
view.instanceCount);
drawList.draw(cmd, resources.meshes().getIndexBuffer(), view);
vkutil::cmdEndLabel(cmd);
}
+4 -2
View File
@@ -204,6 +204,10 @@ ImageID RenderResources::addImageToCache(GPUImage image) {
return imageCache->addImage(std::move(image));
}
void RenderResources::destroyImage(ImageID id) {
imageCache->removeImage(id);
}
void RenderResources::loadModelAsset(
GfxDevice& gfxDevice,
std::string_view sourceReference)
@@ -322,8 +326,6 @@ void RenderResources::cleanup(GfxDevice& gfxDevice)
return;
}
gfxDevice.waitIdle();
if (materialCache) {
materialCache->cleanup(gfxDevice);
}
+90 -52
View File
@@ -65,7 +65,6 @@ void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::
void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
{
flushMaterialUpdates(gfxDevice);
meshDrawCommands.clear();
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
@@ -80,22 +79,14 @@ void GameRenderer::endDrawing()
sortedMeshDrawCommands.resize(meshDrawCommands.size());
std::iota(sortedMeshDrawCommands.begin(), sortedMeshDrawCommands.end(), 0);
// Grouping by mesh lets IndirectDrawList merge each run into one instanced draw.
// Material and vertex buffer are per instance, so they don't break a batch.
std::stable_sort(
sortedMeshDrawCommands.begin(),
sortedMeshDrawCommands.end(),
[this](std::size_t left, std::size_t right)
{
const auto& lhs = meshDrawCommands[left];
const auto& rhs = meshDrawCommands[right];
if (lhs.meshId != rhs.meshId)
{
return lhs.meshId < rhs.meshId;
}
if (lhs.materialId != rhs.materialId)
{
return lhs.materialId < rhs.materialId;
}
return (lhs.skinnedMesh != nullptr) < (rhs.skinnedMesh != nullptr);
return meshDrawCommands[left].meshId < meshDrawCommands[right].meshId;
});
}
@@ -148,6 +139,55 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
spotShadowViewProjs.push_back(spotShadow.lightViewProj);
}
// Culling stays on the CPU: every view (camera, directional light, each spot light)
// gets its own range of indirect commands in this frame's draw list.
IndirectDrawList::View mainView;
IndirectDrawList::View directionalShadowView;
std::vector<IndirectDrawList::View> spotShadowViews;
{
ZoneScopedN("Build Indirect Draws");
const auto& meshes = resources->meshes().getMeshes();
drawList.begin(gfxDevice.getCurrentFrameIndex());
mainView = drawList.addView(
meshes,
meshDrawCommands,
sortedMeshDrawCommands,
edge::createFrustumFromCamera(camera),
IndirectDrawList::Filter::All);
if (shadowLightDirection)
{
directionalShadowView = drawList.addView(
meshes,
meshDrawCommands,
sortedMeshDrawCommands,
edge::createFrustumFromViewProj(lightViewProj),
IndirectDrawList::Filter::ShadowCasters);
}
spotShadowViews.reserve(spotShadowViewProjs.size());
for (const glm::mat4& spotViewProj : spotShadowViewProjs)
{
spotShadowViews.push_back(drawList.addView(
meshes,
meshDrawCommands,
sortedMeshDrawCommands,
edge::createFrustumFromViewProj(spotViewProj),
IndirectDrawList::Filter::ShadowCasters));
}
drawList.upload(gfxDevice);
lastDrawStats = DrawStats{
.meshDraws = static_cast<std::uint32_t>(meshDrawCommands.size()),
.indirectCommands = static_cast<std::uint32_t>(drawList.getCommands().size()),
.instances = static_cast<std::uint32_t>(drawList.getInstances().size()),
.mainViewCommands = mainView.commandCount,
.mainViewInstances = mainView.instanceCount,
};
}
// TODO: there has to be a better way to do this
const auto gpuSceneData = GPUSceneData{
.view = sceneData.camera.GetViewMatrix(),
@@ -175,15 +215,10 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
};
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Material Buffer Barrier");
vkutil::ScopedCmdLabel label(cmd, "Material Buffer Barrier", vkutil::labelColors::transfer);
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Material Updates");
vkutil::ScopedCmdLabel label(cmd, "Material Updates", vkutil::labelColors::transfer);
vkutil::bufferHostWriteToShaderReadBarrier(
cmd,
resources->materials().getMaterialDataBuffer().buffer,
0,
VK_WHOLE_SIZE
);
recordMaterialUpdates(cmd);
}
{
@@ -231,8 +266,8 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
shadowMapPipeline->drawDirectionalShadow(
cmd,
*resources,
meshDrawCommands,
sortedMeshDrawCommands,
drawList,
directionalShadowView,
lightViewProj);
}
@@ -244,8 +279,8 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
shadowMapPipeline->drawSpotShadows(
cmd,
*resources,
meshDrawCommands,
sortedMeshDrawCommands,
drawList,
spotShadowViews,
spotShadowViewProjs);
}
@@ -266,10 +301,9 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
cmd,
drawImage.getExtent2D(),
*resources,
camera,
sceneDataBuffer.getBuffer(),
meshDrawCommands,
sortedMeshDrawCommands);
drawList,
mainView);
vkCmdEndRendering(cmd);
}
@@ -325,10 +359,9 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
cmd,
drawImage.getExtent2D(),
*resources,
camera,
sceneDataBuffer.getBuffer(),
meshDrawCommands,
sortedMeshDrawCommands);
drawList,
mainView);
}
{
@@ -384,11 +417,6 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
{
VkDevice device = gfxDevice.getDevice();
if (device != VK_NULL_HANDLE)
{
vkDeviceWaitIdle(device);
}
if (skinningPipeline)
skinningPipeline->cleanup(gfxDevice);
@@ -411,6 +439,7 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
meshPipeline->cleanup(device);
sceneDataBuffer.cleanup(gfxDevice);
drawList.cleanup(gfxDevice);
// if (drawImageId != NULL_IMAGE_ID)
// gfxDevice.destroyImage();
@@ -541,25 +570,32 @@ void GameRenderer::setSkyboxTexture(ImageID skyboxImageId)
skyboxPipeline->setSkyboxImage(skyboxImageId);
}
void GameRenderer::flushMaterialUpdates(GfxDevice& gfxDevice)
void GameRenderer::recordMaterialUpdates(VkCommandBuffer cmd)
{
const VkBuffer materialBuffer = resources->materials().getMaterialDataBuffer().buffer;
if (!pendingMaterialUploads.empty())
{
// Material data is currently shared by all frame contexts. Wait before
// mutating it so an older in-flight frame cannot read the overwritten
// range. This can later be replaced with per-frame material buffers.
gfxDevice.waitIdle();
// Updates go through the command buffer instead of the mapped pointer: the
// copy then lands after earlier frames finished reading the old values,
// without the CPU having to wait for them.
vkutil::bufferShaderReadToTransferWriteBarrier(cmd, materialBuffer, 0, VK_WHOLE_SIZE);
for (MaterialID id : pendingMaterialUploads)
{
const MaterialData data = resources->materials().getMaterialData(id);
vkCmdUpdateBuffer(
cmd,
materialBuffer,
static_cast<VkDeviceSize>(id) * sizeof(MaterialData),
sizeof(MaterialData),
&data);
}
pendingMaterialUploads.clear();
}
for (MaterialID id : pendingMaterialUploads)
{
resources->materials().updateMaterialGPU(id);
gfxDevice.getMemoryManager().flushAllocation(
resources->materials().getMaterialDataBuffer(),
static_cast<VkDeviceSize>(id) * sizeof(MaterialData),
sizeof(MaterialData));
}
pendingMaterialUploads.clear();
// newly added materials are written through the mapped pointer, updates by the copies above
vkutil::bufferHostAndTransferWriteToShaderReadBarrier(cmd, materialBuffer, 0, VK_WHOLE_SIZE);
}
void GameRenderer::createDrawImage(GfxDevice& gfxDevice,
@@ -589,8 +625,9 @@ void GameRenderer::createDrawImage(GfxDevice& gfxDevice,
.samples = noMsaa,
};
// reuse the same id if creating again
drawImageId = resources->createImage(gfxDevice, createImageInfo, "draw image", nullptr, drawImageId);
// a fresh bindless slot, the old one may still be read by frames in flight
resources->destroyImage(drawImageId);
drawImageId = resources->createImage(gfxDevice, createImageInfo, "draw image");
if (firstCreate)
{
@@ -609,7 +646,8 @@ void GameRenderer::createDrawImage(GfxDevice& gfxDevice,
.samples = noMsaa,
};
depthImageId = resources->createImage(gfxDevice, createInfo, "depth image", nullptr, depthImageId);
resources->destroyImage(depthImageId);
depthImageId = resources->createImage(gfxDevice, createInfo, "depth image");
spdlog::info("Created depth image with id {}", depthImageId);
}
}
+1 -1
View File
@@ -262,7 +262,7 @@ void CubeMap::CreateCubeMap(
vkDestroyImageView(gfxDevice.getDevice(), view, nullptr);
}
}
gfxDevice.destroyImage(cubeMapImage);
gfxDevice.destroyImageNow(cubeMapImage);
throw;
}
}
+2
View File
@@ -134,6 +134,8 @@ bool Swapchain::recreateSwapchain(
surface = surf;
{
// Resizing is rare, and the old swapchain (plus its views and the renderer's
// size-dependent images) can't be destroyed while a present may still use it.
ZoneScopedN("vkDeviceWaitIdle");
vkDeviceWaitIdle(vkbDevice);
}
+40
View File
@@ -165,6 +165,46 @@ void vkutil::bufferHostWriteToShaderReadBarrier(
vkCmdPipelineBarrier2(cmd, &dep);
}
void vkutil::bufferShaderReadToTransferWriteBarrier(
VkCommandBuffer cmd, VkBuffer buffer, VkDeviceSize offset, VkDeviceSize size) {
VkBufferMemoryBarrier2 barrier{VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2};
barrier.srcStageMask = VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
barrier.srcAccessMask = VK_ACCESS_2_SHADER_READ_BIT;
barrier.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
barrier.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
barrier.buffer = buffer;
barrier.offset = offset;
barrier.size = size;
VkDependencyInfo dep{VK_STRUCTURE_TYPE_DEPENDENCY_INFO};
dep.bufferMemoryBarrierCount = 1;
dep.pBufferMemoryBarriers = &barrier;
vkCmdPipelineBarrier2(cmd, &dep);
}
void vkutil::bufferHostAndTransferWriteToShaderReadBarrier(
VkCommandBuffer cmd, VkBuffer buffer, VkDeviceSize offset, VkDeviceSize size) {
VkBufferMemoryBarrier2 barrier{VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2};
barrier.srcStageMask = VK_PIPELINE_STAGE_2_HOST_BIT | VK_PIPELINE_STAGE_2_TRANSFER_BIT;
barrier.srcAccessMask = VK_ACCESS_2_HOST_WRITE_BIT | VK_ACCESS_2_TRANSFER_WRITE_BIT;
barrier.dstStageMask = VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT;
barrier.dstAccessMask = VK_ACCESS_2_SHADER_READ_BIT;
barrier.buffer = buffer;
barrier.offset = offset;
barrier.size = size;
VkDependencyInfo dep{VK_STRUCTURE_TYPE_DEPENDENCY_INFO};
dep.bufferMemoryBarrierCount = 1;
dep.pBufferMemoryBarriers = &barrier;
vkCmdPipelineBarrier2(cmd, &dep);
}
void vkutil::bufferHostWriteToTransferReadBarrier(
VkCommandBuffer cmd,
VkBuffer buffer,
-291
View File
@@ -1,291 +0,0 @@
#include <destrum/Physics/SimplePhysicsWorld.h>
#include <algorithm>
#include <cmath>
#include <limits>
#include <destrum/Components/Physics/Rigidbody.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/ObjectModel/Transform.h>
SimplePhysicsWorld::SimplePhysicsWorld(const glm::vec3& gravity)
: m_Gravity(gravity) {
}
PhysicsBodyHandle SimplePhysicsWorld::CreateBody(const PhysicsBodyDesc& desc) {
BodyRecord record{};
record.alive = true;
record.handle = PhysicsBodyHandle{m_NextId++};
record.desc = desc;
record.previousTransform = desc.transform;
record.currentTransform = desc.transform;
if (desc.owner) {
record.rigidbody = desc.owner->GetComponent<Rigidbody>();
}
m_Bodies.emplace_back(record);
return record.handle;
}
void SimplePhysicsWorld::DestroyBody(PhysicsBodyHandle body) {
if (BodyRecord* record = FindBody(body)) {
record->alive = false;
record->rigidbody = nullptr;
record->desc.owner = nullptr;
}
}
void SimplePhysicsWorld::SetBodyTransform(PhysicsBodyHandle body, const PhysicsTransform& transform) {
BodyRecord* record = FindBody(body);
if (!record) {
return;
}
record->previousTransform = record->currentTransform;
record->currentTransform = transform;
}
PhysicsTransform SimplePhysicsWorld::GetBodyTransform(PhysicsBodyHandle body) const {
const BodyRecord* record = FindBody(body);
if (!record) {
return {};
}
return record->currentTransform;
}
void SimplePhysicsWorld::SetLinearVelocity(PhysicsBodyHandle body, const glm::vec3& velocity) {
BodyRecord* record = FindBody(body);
if (!record) {
return;
}
record->linearVelocity = velocity;
}
glm::vec3 SimplePhysicsWorld::GetLinearVelocity(PhysicsBodyHandle body) const {
const BodyRecord* record = FindBody(body);
if (!record) {
return glm::vec3{0.0f};
}
return record->linearVelocity;
}
void SimplePhysicsWorld::AddForce(PhysicsBodyHandle body, const glm::vec3& force) {
BodyRecord* record = FindBody(body);
if (!record || record->desc.type != RigidbodyType::Dynamic) {
return;
}
record->accumulatedForce += force;
}
void SimplePhysicsWorld::AddImpulse(PhysicsBodyHandle body, const glm::vec3& impulse) {
BodyRecord* record = FindBody(body);
if (!record || record->desc.type != RigidbodyType::Dynamic) {
return;
}
const float invMass = record->desc.mass > 0.0f ? 1.0f / record->desc.mass : 0.0f;
record->linearVelocity += impulse * invMass;
}
void SimplePhysicsWorld::Step(float fixedDt) {
if (fixedDt <= 0.0f) {
return;
}
for (BodyRecord& body : m_Bodies) {
if (!body.alive || !body.desc.owner ||
body.desc.owner->IsBeingDestroyed() ||
!body.desc.owner->IsActiveInHierarchy()) {
continue;
}
body.previousTransform = body.currentTransform;
if (body.desc.type != RigidbodyType::Dynamic) {
continue;
}
const float invMass = body.desc.mass > 0.0f ? 1.0f / body.desc.mass : 0.0f;
glm::vec3 acceleration{0.0f};
if (body.desc.useGravity) {
acceleration += m_Gravity;
}
acceleration += body.accumulatedForce * invMass;
// Semi-implicit Euler.
body.linearVelocity += acceleration * fixedDt;
body.currentTransform.position += body.linearVelocity * fixedDt;
body.accumulatedForce = glm::vec3{0.0f};
}
// Compact dead records occasionally.
m_Bodies.erase(
std::remove_if(m_Bodies.begin(), m_Bodies.end(),
[](const BodyRecord& body) { return !body.alive; }),
m_Bodies.end());
}
void SimplePhysicsWorld::SyncKinematicBodiesToPhysics(float fixedDt) {
for (BodyRecord& body : m_Bodies) {
if (!body.alive || body.desc.type != RigidbodyType::Kinematic || !body.desc.owner ||
body.desc.owner->IsBeingDestroyed() || !body.desc.owner->IsActiveInHierarchy()) {
continue;
}
Transform& transform = body.desc.owner->GetTransform();
body.previousTransform = body.currentTransform;
body.currentTransform.position = transform.GetWorldPosition();
body.currentTransform.rotation = transform.GetWorldRotation();
body.linearVelocity = fixedDt > 0.0f
? (body.currentTransform.position - body.previousTransform.position) / fixedDt
: glm::vec3{0.0f};
}
}
void SimplePhysicsWorld::SyncDynamicBodiesToTransforms() {
for (BodyRecord& body : m_Bodies) {
if (!body.alive || body.desc.type != RigidbodyType::Dynamic || !body.desc.owner ||
body.desc.owner->IsBeingDestroyed() || !body.desc.owner->IsActiveInHierarchy()) {
continue;
}
Transform& transform = body.desc.owner->GetTransform();
transform.SetWorldPosition(body.currentTransform.position);
transform.SetWorldRotation(body.currentTransform.rotation);
}
}
bool SimplePhysicsWorld::Raycast(const glm::vec3& origin,
const glm::vec3& direction,
float maxDistance,
PhysicsRaycastHit& hit,
PhysicsBodyHandle ignoreBody) const {
if (maxDistance <= 0.0f) {
return false;
}
const float len = glm::length(direction);
if (len <= 0.00001f) {
return false;
}
const glm::vec3 dir = direction / len;
bool found = false;
float bestDistance = std::numeric_limits<float>::max();
for (const BodyRecord& body : m_Bodies) {
if (!body.alive || body.desc.shape.type == PhysicsShapeType::None ||
!body.desc.owner || body.desc.owner->IsBeingDestroyed() ||
!body.desc.owner->IsActiveInHierarchy() ||
body.desc.shape.isTrigger ||
(ignoreBody.IsValid() && body.handle.id == ignoreBody.id)) {
continue;
}
float distance = 0.0f;
const float radius = GetApproxBoundingRadius(body);
const glm::vec3 center = body.currentTransform.position
+ body.currentTransform.rotation * body.desc.shape.centerOffset;
if (RaySphere(origin, dir, center, radius, maxDistance, distance)) {
if (distance < bestDistance) {
bestDistance = distance;
found = true;
hit.object = body.desc.owner;
hit.body = body.handle;
hit.distance = distance;
hit.point = origin + dir * distance;
const glm::vec3 n = hit.point - center;
hit.normal = glm::length(n) > 0.00001f ? glm::normalize(n) : glm::vec3{0.0f, 1.0f, 0.0f};
}
}
}
return found;
}
SimplePhysicsWorld::BodyRecord* SimplePhysicsWorld::FindBody(PhysicsBodyHandle body) {
for (BodyRecord& record : m_Bodies) {
if (record.alive && record.handle == body) {
return &record;
}
}
return nullptr;
}
const SimplePhysicsWorld::BodyRecord* SimplePhysicsWorld::FindBody(PhysicsBodyHandle body) const {
for (const BodyRecord& record : m_Bodies) {
if (record.alive && record.handle == body) {
return &record;
}
}
return nullptr;
}
float SimplePhysicsWorld::GetApproxBoundingRadius(const BodyRecord& body) const {
const PhysicsShapeDesc& shape = body.desc.shape;
switch (shape.type) {
case PhysicsShapeType::Box:
return glm::length(shape.halfExtents);
case PhysicsShapeType::Sphere:
return shape.radius;
case PhysicsShapeType::Capsule:
return shape.height * 0.5f;
case PhysicsShapeType::None:
default:
return 0.0f;
}
}
bool SimplePhysicsWorld::RaySphere(const glm::vec3& origin,
const glm::vec3& dirNormalized,
const glm::vec3& center,
float radius,
float maxDistance,
float& outDistance) {
const glm::vec3 oc = origin - center;
const float a = glm::dot(dirNormalized, dirNormalized);
const float b = 2.0f * glm::dot(oc, dirNormalized);
const float c = glm::dot(oc, oc) - radius * radius;
const float discriminant = b * b - 4.0f * a * c;
if (discriminant < 0.0f) {
return false;
}
const float sqrtDisc = std::sqrt(discriminant);
const float t0 = (-b - sqrtDisc) / (2.0f * a);
const float t1 = (-b + sqrtDisc) / (2.0f * a);
float t = t0;
if (t < 0.0f) {
t = t1;
}
if (t < 0.0f || t > maxDistance) {
return false;
}
outDistance = t;
return true;
}
-2
View File
@@ -171,8 +171,6 @@ void LightKeeper::customDraw()
void LightKeeper::customCleanup()
{
gfxDevice.waitIdle();
SceneManager::GetInstance().Destroy();
if (skyboxCubemap)
+12 -2
View File
@@ -1,5 +1,13 @@
add_executable(destrum_tests
destrum_tests.cpp
main.cpp
TestUtils.h
core_tests.cpp
serialization_tests.cpp
physics_tests.cpp
assets_tests.cpp
graphics_tests.cpp
ui_tests.cpp
gameplay_tests.cpp
${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Activatable.cpp
${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Interactable.cpp
${CMAKE_SOURCE_DIR}/lightkeeper/src/components/InteractableButton.cpp
@@ -26,4 +34,6 @@ target_link_libraries(destrum_tests PRIVATE destrum::destrum)
destrum_enable_warnings(destrum_tests)
add_test(NAME destrum_tests COMMAND destrum_tests)
foreach(suite core serialization physics assets graphics ui gameplay)
add_test(NAME destrum_tests.${suite} COMMAND destrum_tests ${suite})
endforeach()
+43
View File
@@ -0,0 +1,43 @@
#pragma once
#include <cmath>
#include <cstdlib>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Scene/Scene.h>
namespace test {
inline void check(bool condition, const char* message)
{
if (!condition) {
std::cerr << "FAILED: " << message << '\n';
std::exit(EXIT_FAILURE);
}
}
inline bool close(float a, float b)
{
return std::abs(a - b) < 0.001f;
}
inline std::string readFile(const std::filesystem::path& path)
{
std::ifstream file(path, std::ios::binary);
return {std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>()};
}
inline GameObject* findByName(const Scene& scene, const std::string& name)
{
for (const auto& object : scene.GetObjects()) {
if (object->GetName() == name) {
return object.get();
}
}
return nullptr;
}
}
+463
View File
@@ -0,0 +1,463 @@
#include <cstring>
#include <filesystem>
#include <fstream>
#include <memory>
#include <string>
#include <glm/gtc/packing.hpp>
#include <destrum/Assets/AssetManager.h>
#include <destrum/Assets/AssetReference.h>
#include <destrum/Assets/ModelFile.h>
#include <destrum/Assets/TextureFile.h>
#include <destrum/FS/AssetFS.h>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Serialization/GlmJson.h>
#include <destrum/Components/Animator.h>
#include <destrum/Graphics/Material.h>
#include <destrum/Graphics/imageLoader.h>
#include "TestUtils.h"
using namespace test;
namespace {
void testAssetPathValidation()
{
const auto root = std::filesystem::temp_directory_path() / "destrum_asset_test";
std::filesystem::create_directories(root / "assets" / "engine");
std::filesystem::create_directories(root / "assets" / "game");
std::ofstream{root / "assets" / "engine" / "asset.txt"} << "asset";
std::ofstream{root / "assets" / "engine" / "cooked.asset"} << "cooked";
std::ofstream{root / "assets" / "engine" / "manifest.json"}
<< R"({"version":1,"assets":[{"src":"asset.txt","out":"cooked.asset","type":"raw","mtime_epoch_ns":-5020137004799419216,"size_bytes":355972}]})";
auto& assetFs = AssetFS::GetInstance();
assetFs.Init(root);
check(std::filesystem::exists(assetFs.GetFullPath("engine://asset.txt")),
"valid virtual asset paths must resolve");
check(assetFs.GetCookedPathForFile("engine://asset.txt").filename() == "cooked.asset",
"manifest output paths must resolve to cooked assets");
bool rejected = false;
try {
(void)assetFs.GetFullPath("engine://../outside.txt");
} catch (const std::exception&) {
rejected = true;
}
check(rejected, "asset traversal must be rejected");
const auto outside = root / "outside";
const auto link = root / "assets" / "engine" / "link";
std::filesystem::create_directories(outside);
std::error_code symlinkError;
std::filesystem::create_directory_symlink(outside, link, symlinkError);
if (!symlinkError) {
bool symlinkEscapeRejected = false;
try {
(void)assetFs.GetFullPath("engine://link/missing.txt");
} catch (const std::exception&) {
symlinkEscapeRejected = true;
}
check(symlinkEscapeRejected,
"symlink traversal must be rejected for missing targets");
}
std::filesystem::remove_all(root);
assetFs.Reset();
}
void testAnimatorAssetReferences()
{
GameObject object{"animated"};
auto* animator = object.AddComponent<Animator>();
Skeleton skeleton;
Joint joint;
joint.id = 0;
joint.localTranslation = glm::vec3{0.0f};
joint.localRotation = glm::identity<glm::quat>();
joint.localScale = glm::vec3{1.0f};
skeleton.joints.push_back(joint);
skeleton.inverseBindMatrices.push_back(glm::mat4{1.0f});
skeleton.jointNames.push_back("root");
skeleton.assetReference.path = "engine://character.fbx";
buildParentIndex(skeleton);
animator->setSkeleton(std::move(skeleton));
auto clip = std::make_shared<SkeletalAnimation>();
clip->name = "walk";
clip->assetReference.path = "engine://walk.fbx";
clip->assetReference.subresource = "animation:0";
clip->duration = 1.0f;
SkeletalAnimation::Keyframe keyframe;
keyframe.time = 0.0f;
keyframe.translation = glm::vec3{0.0f};
keyframe.rotation = glm::identity<glm::quat>();
keyframe.scale = glm::vec3{1.0f};
SkeletalAnimation::Track track;
track.jointIndex = 0;
track.keyframes.push_back(keyframe);
clip->tracks.push_back(std::move(track));
animator->addClip(std::move(clip));
animator->play("walk");
const auto data = animator->Serialize();
check(data.contains("assetReferences"),
"Animator scenes must store asset references");
check(data.at("assetReferences").at("skeleton").at("path") == "engine://character.fbx",
"Animator serialization must store the skeleton source");
check(data.at("assetReferences").at("animations").at(0).at("asset").at("subresource") ==
"animation:0",
"Animator serialization must store the animation subresource");
check(data.dump().find("keyframes") == std::string::npos,
"Animator scene data must not embed animation keyframes");
}
ModelDoc::ModelAsset makeTestModelAsset()
{
Skeleton skeleton;
skeleton.assetReference = {.path = "engine://character.fbx", .subresource = "skeleton"};
skeleton.hierarchy = {{.id = 0, .children = {1}}, {.id = 1, .children = {}}};
skeleton.inverseBindMatrices = {glm::mat4{1.0f}, glm::mat4{2.0f}};
skeleton.joints = {
{.id = 0, .localTranslation = glm::vec3{0.0f, 1.0f, 0.0f}},
{.id = 1, .localScale = glm::vec3{2.0f}},
};
skeleton.jointNames = {"root", "spine"};
buildParentIndex(skeleton);
CPUMesh mesh;
mesh.indices = {0, 1, 2};
mesh.vertices = {
{.position = glm::vec3{0.0f}, .uv_x = 0.25f, .normal = glm::vec3{0.0f, 1.0f, 0.0f}},
{.position = glm::vec3{1.0f, 0.0f, 0.0f}, .tangent = glm::vec4{1.0f, 0.0f, 0.0f, -1.0f}},
{.position = glm::vec3{0.0f, 0.0f, 1.0f}, .uv_y = 0.75f},
};
mesh.skinningData = {
{.jointIds = glm::uvec4{0, 1, 0, 0}, .weights = glm::vec4{0.5f, 0.5f, 0.0f, 0.0f}},
{.jointIds = glm::uvec4{1, 0, 0, 0}, .weights = glm::vec4{1.0f, 0.0f, 0.0f, 0.0f}},
{.jointIds = glm::uvec4{0, 0, 0, 0}, .weights = glm::vec4{1.0f, 0.0f, 0.0f, 0.0f}},
};
mesh.name = "body";
mesh.assetReference = {.path = "engine://character.fbx", .subresource = "mesh:0"};
mesh.minPos = glm::vec3{0.0f};
mesh.maxPos = glm::vec3{1.0f};
mesh.skeleton = skeleton;
ModelDoc::MeshPrimitive primitive;
primitive.mesh = mesh;
primitive.materialIndex = 0;
primitive.nodeName = "Body";
primitive.sourceMeshIndex = 3;
primitive.skinned = true;
primitive.nodeWorldTransform = glm::mat4{3.0f};
ModelDoc::MaterialInfo material;
material.name = "skin";
material.assetReference = {.path = "engine://character.fbx", .subresource = "material:0"};
material.baseColor = glm::vec4{0.8f, 0.6f, 0.4f, 1.0f};
material.emissiveColor = glm::vec3{0.1f};
material.metallicFactor = 0.2f;
material.roughnessFactor = 0.9f;
material.opacity = 0.5f;
material.textures = {{
.semantic = ModelDoc::TextureSemantic::BaseColor,
.rawPath = "skin.png",
.path = "textures/skin.png",
.assimpType = aiTextureType_DIFFUSE,
.slot = 1,
.embedded = false,
}};
SkeletalAnimation animation;
animation.assetReference = {.path = "engine://character.fbx", .subresource = "animation:0"};
animation.tracks = {{
.jointIndex = 1,
.keyframes = {
{.time = 0.0f, .translation = glm::vec3{0.0f}, .rotation = glm::identity<glm::quat>(), .scale = glm::vec3{1.0f}},
{.time = 0.5f, .translation = glm::vec3{0.0f, 2.0f, 0.0f}, .rotation = glm::quat{0.0f, 1.0f, 0.0f, 0.0f}, .scale = glm::vec3{1.0f}},
},
}};
animation.duration = 0.5f;
animation.looped = false;
animation.name = "wave";
animation.startFrame = 4;
animation.events = {{2, {"footstep", "dust"}}};
ModelDoc::ModelAsset model;
model.sourcePath = "engine://character.fbx";
model.primitives = {primitive};
model.materials = {material};
model.skeleton = skeleton;
model.animations = {animation};
return model;
}
bool modelFileReadThrows(const std::vector<std::uint8_t>& bytes)
{
try {
(void)ModelFile::Read(bytes);
} catch (const std::exception&) {
return true;
}
return false;
}
void testModelFileRoundTrip()
{
const auto bytes = ModelFile::Write(makeTestModelAsset());
const auto loaded = ModelFile::Read(bytes);
check(ModelFile::Write(loaded) == bytes,
"a cooked model must write back to exactly the same bytes");
check(loaded.sourcePath == "engine://character.fbx",
"cooked models must keep their source path");
check(loaded.primitives.size() == 1, "cooked models must keep their primitives");
const auto& primitive = loaded.primitives.front();
check(primitive.nodeName == "Body" && primitive.sourceMeshIndex == 3 && primitive.skinned,
"cooked primitives must keep their import metadata");
check(primitive.mesh.indices == std::vector<std::uint32_t>{0, 1, 2},
"cooked meshes must keep their indices");
check(primitive.mesh.vertices.size() == 3 &&
primitive.mesh.vertices[0].uv_x == 0.25f &&
primitive.mesh.vertices[1].tangent.w == -1.0f,
"cooked meshes must keep their vertices");
check(primitive.mesh.skinningData[0].jointIds.y == 1 &&
primitive.mesh.skinningData[0].weights.x == 0.5f,
"cooked meshes must keep their skinning data");
check(primitive.mesh.skeleton.has_value() &&
primitive.mesh.skeleton->jointNames.size() == 2,
"cooked skinned meshes must keep their skeleton");
check(loaded.materials.size() == 1 && loaded.materials.front().opacity == 0.5f,
"cooked models must keep their materials");
const auto& texture = loaded.materials.front().textures.front();
check(texture.semantic == ModelDoc::TextureSemantic::BaseColor &&
texture.path == "textures/skin.png" &&
texture.assimpType == aiTextureType_DIFFUSE &&
texture.slot == 1 &&
!texture.embedded,
"cooked materials must keep their textures");
check(loaded.skeleton.jointNames == std::vector<std::string>{"root", "spine"} &&
loaded.skeleton.parentIndex == std::vector<int>{-1, 0} &&
loaded.skeleton.joints[1].localScale == glm::vec3{2.0f},
"cooked models must keep their skeleton");
check(loaded.animations.size() == 1, "cooked models must keep their animations");
const auto& animation = loaded.animations.front();
check(animation.name == "wave" && !animation.looped && animation.startFrame == 4,
"cooked animations must keep their settings");
check(animation.tracks.front().keyframes[1].translation.y == 2.0f &&
animation.tracks.front().keyframes[1].rotation.x == 1.0f,
"cooked animations must keep their keyframes");
check(animation.events.at(2) == std::vector<std::string>{"footstep", "dust"},
"cooked animations must keep their events");
}
void testModelFileRejectsBadData()
{
const auto bytes = ModelFile::Write(makeTestModelAsset());
auto truncated = bytes;
truncated.resize(bytes.size() / 2);
check(modelFileReadThrows(truncated), "truncated cooked models must be rejected");
auto wrongMagic = bytes;
wrongMagic[0] = 'X';
check(modelFileReadThrows(wrongMagic), "files that aren't cooked models must be rejected");
auto wrongVersion = bytes;
wrongVersion[4] = static_cast<std::uint8_t>(wrongVersion[4] + 1);
check(modelFileReadThrows(wrongVersion), "cooked models from another version must be rejected");
auto trailingData = bytes;
trailingData.push_back(0);
check(modelFileReadThrows(trailingData), "cooked models with trailing data must be rejected");
}
bool loadModelThrows(std::string_view reference, const ModelDoc::LoadOptions& options)
{
try {
(void)AssetManager::GetInstance().LoadModel(reference, options);
} catch (const std::exception&) {
return true;
}
return false;
}
void testModelFileFromImportedModel()
{
const auto source = std::filesystem::path{DESTRUM_ENGINE_ASSETS_SRC_DIR} / "sphere.fbx";
const auto imported = ModelDoc::LoadModel(source.generic_string());
const auto path = std::filesystem::temp_directory_path() / "destrum_model_test.dmodel";
ModelFile::WriteToFile(imported, path);
const auto loaded = ModelFile::ReadFromFile(path);
std::filesystem::remove(path);
check(!imported.primitives.empty(), "the test model must import with at least one primitive");
check(loaded.primitives.size() == imported.primitives.size() &&
loaded.primitives.front().mesh.vertices.size() == imported.primitives.front().mesh.vertices.size() &&
loaded.primitives.front().mesh.indices == imported.primitives.front().mesh.indices,
"an imported model must survive being cooked");
check(ModelFile::Write(loaded) == ModelFile::Write(imported),
"a cooked imported model must match the import exactly");
}
void testAssetManagerLoadsCookedModels()
{
const auto root = std::filesystem::temp_directory_path() / "destrum_cooked_model_test";
const auto engineDir = root / "assets" / "engine";
std::filesystem::remove_all(root);
std::filesystem::create_directories(engineDir);
std::filesystem::create_directories(root / "assets" / "game");
// The source can't be imported, so a successful load has to come from the cooked file
std::ofstream{engineDir / "model.fbx"} << "not a model";
ModelFile::WriteToFile(makeTestModelAsset(), engineDir / "model.fbx.dmodel");
std::ofstream{engineDir / "manifest.json"}
<< R"({"version":1,"assets":[{"src":"model.fbx","out":"model.fbx.dmodel","type":"model","mtime_epoch_ns":0,"size_bytes":0}]})";
auto& assetFs = AssetFS::GetInstance();
assetFs.Init(root);
const auto model = AssetManager::GetInstance().LoadModel("engine://model.fbx");
check(model.primitives.size() == 1 && model.animations.size() == 1,
"cooked models must be loaded instead of importing the source");
check(model.sourcePath == "engine://model.fbx" &&
model.primitives.front().mesh.assetReference.path == "engine://model.fbx" &&
model.primitives.front().mesh.skeleton->assetReference.path == "engine://model.fbx",
"cooked models must be referenced by their virtual path");
check(model.materials.front().textures.front().path ==
std::filesystem::weakly_canonical(engineDir / "textures/skin.png").generic_string(),
"cooked texture paths must be resolved next to the cooked model");
ModelDoc::LoadOptions withoutExtras{};
withoutExtras.loadMaterials = false;
withoutExtras.loadAnimations = false;
const auto stripped = AssetManager::GetInstance().LoadModel("engine://model.fbx", withoutExtras);
check(stripped.materials.empty() &&
stripped.animations.empty() &&
stripped.primitives.front().materialIndex == ModelDoc::InvalidIndex,
"cooked models must drop what the load options didn't ask for");
ModelDoc::LoadOptions withoutSkeleton{};
withoutSkeleton.loadSkeleton = false;
check(loadModelThrows("engine://model.fbx", withoutSkeleton),
"skinned cooked models must be imported when loaded without a skeleton");
ModelDoc::LoadOptions otherImport{};
otherImport.flipUVs = false;
check(loadModelThrows("engine://model.fbx", otherImport),
"cooked models must be imported when the import options differ from the cook options");
assetFs.Reset();
std::filesystem::remove_all(root);
}
TextureFile::Texture makeTestTexture()
{
const std::vector<float> rgba{
0.0f, 0.25f, 0.5f, 1.0f,
2.0f, 16.0f, 100.0f, 1.0f,
};
return TextureFile::FromRGBA32Float(2, 1, rgba);
}
bool textureFileReadThrows(const std::vector<std::uint8_t>& bytes)
{
try {
(void)TextureFile::Read(bytes);
} catch (const std::exception&) {
return true;
}
return false;
}
void testTextureFileRoundTrip()
{
const auto texture = makeTestTexture();
check(texture.pixels.size() == 2 * TextureFile::BytesPerPixel(TextureFile::PixelFormat::RGBA16Float),
"cooked textures must store every pixel");
std::uint64_t secondPixel = 0;
std::memcpy(&secondPixel, texture.pixels.data() + 8, sizeof(secondPixel));
const glm::vec4 unpacked = glm::unpackHalf4x16(secondPixel);
check(unpacked == glm::vec4{2.0f, 16.0f, 100.0f, 1.0f},
"half float conversion must keep HDR values above 1");
const auto bytes = TextureFile::Write(texture);
const auto loaded = TextureFile::Read(bytes);
check(loaded.width == 2 && loaded.height == 1 &&
loaded.format == TextureFile::PixelFormat::RGBA16Float &&
loaded.pixels == texture.pixels,
"cooked textures must round-trip");
auto truncated = bytes;
truncated.resize(bytes.size() - 1);
check(textureFileReadThrows(truncated), "truncated cooked textures must be rejected");
auto wrongMagic = bytes;
wrongMagic[0] = 'X';
check(textureFileReadThrows(wrongMagic), "files that aren't cooked textures must be rejected");
auto wrongSize = bytes;
wrongSize[8] = 3;
check(textureFileReadThrows(wrongSize), "cooked textures whose size doesn't match their pixels must be rejected");
}
void testImageLoaderReadsCookedTextures()
{
const auto path = std::filesystem::temp_directory_path() / "destrum_texture_test.dtex";
const auto texture = makeTestTexture();
TextureFile::WriteToFile(texture, path);
const auto image = util::loadImage(path, TextureIntent::ColorSrgb);
std::filesystem::remove(path);
check(image.vkFormat == VK_FORMAT_R16G16B16A16_SFLOAT &&
image.width == 2 && image.height == 1 &&
image.byteSize == texture.pixels.size(),
"cooked textures must load as half float images");
check(image.pixels != nullptr &&
std::memcmp(image.pixels, texture.pixels.data(), texture.pixels.size()) == 0,
"cooked texture pixels must be uploaded as stored");
}
void testAssetReferenceCacheKeys()
{
const AssetReference reference{
.path = "game://CharacterMedium.fbx",
.subresource = "mesh:0",
};
const auto key = reference.cacheKey();
check(key == "game://CharacterMedium.fbx#mesh:0",
"asset references must produce stable cache keys");
const auto parsed = AssetReference::fromCacheKey(key);
check(parsed.has_value() &&
parsed->path == reference.path &&
parsed->subresource == reference.subresource,
"asset cache keys must recover their source reference");
check(!AssetReference::fromCacheKey("CharacterMedium.fbx").has_value(),
"plain cache names must not be treated as file-backed assets");
}
}
void RunAssetsTests()
{
testAssetPathValidation();
testAnimatorAssetReferences();
testModelFileRoundTrip();
testModelFileRejectsBadData();
testModelFileFromImportedModel();
testAssetManagerLoadsCookedModels();
testTextureFileRoundTrip();
testImageLoaderReadsCookedTextures();
testAssetReferenceCacheKeys();
}
+283
View File
@@ -0,0 +1,283 @@
#include <filesystem>
#include <memory>
#include <string>
#include <destrum/Event.h>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Scene/Scene.h>
#include <destrum/Scene/SceneManager.h>
#include <destrum/Serialization/ComponentFactory.h>
#include <destrum/Serialization/ComponentRegistry.h>
#include <destrum/Serialization/GlmJson.h>
#include <destrum/Serialization/SceneSerializer.h>
#include <destrum/Components/Physics/SphereCollider.h>
#include <destrum/Components/Physics/BoxCollider.h>
#include <destrum/Components/Physics/CapsuleCollider.h>
#include <destrum/Components/Physics/Collider.h>
#include <destrum/Components/Animator.h>
#include <destrum/Components/CameraComponent.h>
#include <destrum/Components/UI/Canvas.h>
#include <destrum/Components/UI/RectTransform.h>
#include <destrum/Components/UI/UIImage.h>
#include <destrum/Components/UI/UIText.h>
#include <destrum/Components/LightComponent.h>
#include <destrum/Components/Physics/Rigidbody.h>
#include "TestUtils.h"
using namespace test;
namespace {
class TestComponent final : public Component {
public:
explicit TestComponent(GameObject& owner) : Component(owner, "TestComponent") {}
void Update(float) override {}
std::string GetTypeName() const override { return "TestComponent"; }
};
class RemovingListener final : public EventListener {
public:
explicit RemovingListener(std::unique_ptr<RemovingListener>* victim)
: victim(victim) {}
void OnEvent(int) {
if (victim != nullptr) {
victim->reset();
victim = nullptr;
}
++calls;
}
int calls{0};
private:
std::unique_ptr<RemovingListener>* victim;
};
void testTransforms()
{
GameObject parent{"parent"};
GameObject child{"child"};
parent.GetTransform().SetLocalPosition({10.f, 2.f, -4.f});
parent.GetTransform().SetLocalRotation({0.f, 0.f, 90.f});
parent.GetTransform().SetLocalScale({2.f, 2.f, 2.f});
child.GetTransform().SetLocalPosition({1.f, 0.f, 0.f});
child.GetTransform().SetParent(&parent.GetTransform(), true);
const auto worldPosition = child.GetTransform().GetWorldPosition();
check(close(worldPosition.x, 1.f) && close(worldPosition.y, 0.f),
"reparenting must preserve world position");
child.GetTransform().SetWorldPosition({20.f, 10.f, 0.f});
const auto movedPosition = child.GetTransform().GetWorldPosition();
check(close(movedPosition.x, 20.f) && close(movedPosition.y, 10.f),
"world position must account for parent rotation and scale");
parent.Destroy();
check(parent.IsBeingDestroyed() && child.IsBeingDestroyed(),
"destroying a parent must mark descendants");
}
void testSceneFindGameObject()
{
Scene& scene = SceneManager::GetInstance().CreateScene("find-object");
GameObject* pending = scene.CreateGameObject("pending");
check(scene.FindGameObject(pending->GetId()) == pending, "objects must be found while still pending");
scene.CommitPendingAdditions();
GameObject* committed = scene.CreateGameObject("committed");
scene.CommitPendingAdditions();
check(scene.FindGameObject(committed->GetId()) == committed, "committed objects must be found by id");
check(scene.FindGameObject(InvalidObjectId) == nullptr, "the invalid id must never match");
const ObjectId destroyedId = committed->GetId();
committed->Destroy();
check(scene.FindGameObject(destroyedId) == nullptr, "objects being destroyed must not be found");
SceneManager::GetInstance().Destroy();
}
void testEventMutation()
{
Event<int> event;
int calls = 0;
event.AddListener([&](int) { ++calls; });
event.AddListener([&](int) {
++calls;
event.AddListener([&](int) { ++calls; });
});
event.Invoke(1);
check(calls == 2, "event mutation must not invalidate the current invocation");
event.Invoke(1);
check(calls == 5, "new event listeners must run on subsequent invocations");
}
void testEventRemoval()
{
Event<int> event;
std::unique_ptr<RemovingListener> victim;
RemovingListener remover{&victim};
victim = std::make_unique<RemovingListener>(nullptr);
event.AddListener(&remover, &RemovingListener::OnEvent);
event.AddListener(victim.get(), &RemovingListener::OnEvent);
event.Invoke(1);
check(remover.calls == 1, "event remover must run once");
check(victim == nullptr, "event listener must be removable during invocation");
}
void testComponentRemoval()
{
Scene& scene = SceneManager::GetInstance().CreateScene("component-removal");
GameObject* object = scene.CreateGameObject("object");
object->AddComponent<TestComponent>();
scene.CommitPendingAdditions();
check(object->GetComponent<TestComponent>() != nullptr,
"test component must be discoverable before removal");
check(object->DestroyComponent<TestComponent>() != nullptr,
"destroying a component must find it");
scene.CleanupDestroyedGameObjects();
check(object->GetComponent<TestComponent>() == nullptr,
"destroyed components must be removed at the scene boundary");
SceneManager::GetInstance().Destroy();
}
void testEngineComponentRegistration()
{
RegisterEngineComponents();
const char* canonicalNames[] = {
"MeshRendererComponent",
"LightComponent",
"Rotator",
"Spinner",
"OrbitAndSpin",
"Animator",
"Rigidbody",
"BoxCollider",
"SphereCollider",
"CapsuleCollider",
"Canvas",
"RectTransform",
"UIImage",
"UIText"
};
for (const char* name : canonicalNames) {
check(ComponentFactory::IsRegistered(name),
"all canonical engine component names must be registered");
}
check(!ComponentFactory::IsRegistered("MeshRenderer"),
"MeshRenderer legacy alias must not be registered");
check(!ComponentFactory::IsRegistered("RigidBody"),
"RigidBody legacy alias must not be registered");
}
void testSceneCurrentCamera()
{
Scene& scene = SceneManager::GetInstance().CreateScene("cameras");
check(scene.GetCurrentCamera() == nullptr, "a scene without cameras must have no current camera");
GameObject* first = scene.CreateGameObject("first camera");
auto* firstCamera = first->AddComponent<CameraComponent>();
scene.CommitPendingAdditions();
check(scene.GetCurrentCamera() == firstCamera, "the only camera in a scene must be the current camera");
GameObject* second = scene.CreateGameObject("second camera");
auto* secondCamera = second->AddComponent<CameraComponent>();
secondCamera->SetFieldOfView(60.0f);
second->GetTransform().SetWorldPosition({1.0f, 2.0f, 3.0f});
scene.CommitPendingAdditions();
secondCamera->MakeCurrent();
check(scene.GetCurrentCamera() == secondCamera && !firstCamera->IsCurrent(),
"the selected camera must be the current camera");
const Camera& camera = secondCamera->GetCamera(16.0f / 9.0f);
check(camera.GetPosition() == glm::vec3{1.0f, 2.0f, 3.0f} &&
close(camera.GetForward().z, -1.0f) && camera.GetFOVY() == 60.0f,
"a camera component must place its camera at its transform, looking down -Z");
const auto path = std::filesystem::temp_directory_path() / "destrum_camera_scene_test.json";
check(SceneSerializer::Save(scene, path), "scene with cameras must save");
check(SceneSerializer::Load(scene, path), "scene with cameras must load");
std::filesystem::remove(path);
const CameraComponent* loadedCamera = scene.GetCurrentCamera();
check(loadedCamera != nullptr && loadedCamera->GetGameObject()->GetName() == "second camera" &&
loadedCamera->GetFieldOfView() == 60.0f,
"scene round-trip must preserve the current camera");
scene.GetCurrentCamera()->GetGameObject()->SetActive(false);
check(scene.GetCurrentCamera() != nullptr &&
scene.GetCurrentCamera()->GetGameObject()->GetName() == "first camera",
"an inactive current camera must fall back to another camera");
SceneManager::GetInstance().Destroy();
}
void testHierarchyMoves()
{
Scene& scene = SceneManager::GetInstance().CreateScene("hierarchy");
GameObject* parent = scene.CreateGameObject("parent");
GameObject* a = scene.CreateGameObject("a");
GameObject* b = scene.CreateGameObject("b");
GameObject* c = scene.CreateGameObject("c");
GameObject* other = scene.CreateGameObject("other");
for (GameObject* child : {a, b, c}) {
child->GetTransform().SetParent(&parent->GetTransform(), false);
}
scene.CommitPendingAdditions();
const auto childNames = [](const GameObject& object) {
std::string names;
for (const Transform* child : object.GetTransform().GetChildren()) {
names += child->GetOwner()->GetName();
}
return names;
};
check(scene.MoveInHierarchy(*c, parent, a) && childNames(*parent) == "cab",
"moving before a sibling must reorder the children");
check(scene.MoveInHierarchy(*c, parent) && childNames(*parent) == "abc",
"moving without a sibling must put the object last");
check(scene.MoveInHierarchy(*a, other) && childNames(*parent) == "bc" && childNames(*other) == "a",
"moving onto another object must reparent it");
check(!scene.MoveInHierarchy(*other, a) && a->GetTransform().GetParent() == &other->GetTransform(),
"an object must not be moved under its own child");
check(scene.MoveInHierarchy(*a, nullptr, parent) && a->GetTransform().GetParent() == nullptr &&
scene.GetObjects().front().get() == a,
"moving to the root must unparent and order the roots");
check(scene.MoveInHierarchy(*c, parent, b) && childNames(*parent) == "cb", "reordering must still work");
const auto path = std::filesystem::temp_directory_path() / "destrum_hierarchy_scene.json";
check(SceneSerializer::Save(scene, path), "the hierarchy scene must save");
Scene& copy = SceneManager::GetInstance().CreateScene("hierarchy copy");
check(SceneSerializer::Load(copy, path), "the hierarchy scene must load");
std::filesystem::remove(path);
copy.CommitPendingAdditions();
const GameObject* loadedParent = findByName(copy, "parent");
check(loadedParent != nullptr && childNames(*loadedParent) == "cb", "sibling order must survive a save");
check(copy.GetObjects().front()->GetName() == "a", "root order must survive a save");
SceneManager::GetInstance().Destroy();
}
}
void RunCoreTests()
{
testTransforms();
testSceneFindGameObject();
testEventMutation();
testEventRemoval();
testComponentRemoval();
testEngineComponentRegistration();
testSceneCurrentCamera();
testHierarchyMoves();
}
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#include <filesystem>
#include <fstream>
#include <string>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Scene/Scene.h>
#include <destrum/Scene/SceneManager.h>
#include <destrum/Serialization/ComponentFactory.h>
#include <destrum/Serialization/GlmJson.h>
#include <destrum/Serialization/PrefabCache.h>
#include <destrum/Serialization/PrefabSerializer.h>
#include <destrum/Serialization/SceneSerializer.h>
#include <destrum/Components/Physics/CapsuleCollider.h>
#include <destrum/Components/Physics/Collider.h>
#include <destrum/Components/Physics/Rigidbody.h>
#include <components/Activatable.h>
#include <components/InteractableButton.h>
#include <components/Checkpoint.h>
#include <components/PlayerRespawn.h>
#include <components/WinGoal.h>
#include "TestUtils.h"
using namespace test;
namespace {
class TestActivatable final : public Activatable {
public:
explicit TestActivatable(GameObject& owner) : Activatable(owner, "TestActivatable") {}
std::string GetTypeName() const override { return "TestActivatable"; }
int activations{0};
protected:
void OnActivate(GameObject&) override { ++activations; }
};
void testButtonTargetsRoundTrip()
{
ComponentFactory::Register<InteractableButton>("InteractableButton");
ComponentFactory::Register<TestActivatable>("TestActivatable");
Scene& scene = SceneManager::GetInstance().CreateScene("button targets");
GameObject* door = scene.CreateGameObject("door");
door->AddComponent<TestActivatable>();
GameObject* lamp = scene.CreateGameObject("lamp");
lamp->AddComponent<TestActivatable>();
GameObject* buttonObject = scene.CreateGameObject("button");
auto* button = buttonObject->AddComponent<InteractableButton>();
button->SetCycleColors(false);
button->AddTarget(*door);
button->AddTarget(*lamp);
button->AddTarget(*door);
scene.CommitPendingAdditions();
check(button->GetTargets().size() == 2, "a button must not target the same object twice");
const auto path = std::filesystem::temp_directory_path() / "destrum_button_targets_scene.json";
check(SceneSerializer::Save(scene, path), "the button scene must save");
check(SceneSerializer::Load(scene, path), "the button scene must load");
Scene& copy = SceneManager::GetInstance().CreateScene("button targets copy");
check(SceneSerializer::Load(copy, path), "the button scene must load into a second scene");
std::filesystem::remove(path);
for (Scene* loaded : {&scene, &copy}) {
loaded->CommitPendingAdditions();
GameObject* loadedButton = findByName(*loaded, "button");
auto* loadedComponent = loadedButton != nullptr ? loadedButton->GetComponent<InteractableButton>() : nullptr;
check(loadedComponent != nullptr, "the button must survive a round-trip");
const auto& targets = loadedComponent->GetTargets();
check(targets.size() == 2, "button targets must survive a round-trip");
GameObject* loadedDoor = targets[0].Get(*loaded);
GameObject* loadedLamp = targets[1].Get(*loaded);
check(loadedDoor == findByName(*loaded, "door") && loadedDoor != nullptr &&
loadedLamp == findByName(*loaded, "lamp") && loadedLamp != nullptr,
"button targets must point at the loaded objects in their own scene");
loadedComponent->Interact(*loadedButton);
check(loadedDoor->GetComponent<TestActivatable>()->activations == 1 &&
loadedLamp->GetComponent<TestActivatable>()->activations == 1,
"pressing a loaded button must activate its targets");
}
SceneManager::GetInstance().Destroy();
}
void testButtonDropsMissingTargets()
{
ComponentFactory::Register<InteractableButton>("InteractableButton");
Scene& scene = SceneManager::GetInstance().CreateScene("missing targets");
const auto path = std::filesystem::temp_directory_path() / "destrum_missing_targets_scene.json";
std::ofstream{path}
<< R"({"version":2,"objects":[{"id":5,"name":"button","components":)"
R"([{"type":"InteractableButton","data":{"cycleColors":false,"targets":[5,99]}}]}]})";
check(SceneSerializer::Load(scene, path), "a button with a dangling target must still load");
std::filesystem::remove(path);
scene.CommitPendingAdditions();
const GameObject* object = scene.GetObjects().front().get();
const auto* button = object->GetComponent<InteractableButton>();
check(button != nullptr && button->GetTargets().size() == 1 &&
button->GetTargets().front().GetId() == object->GetId(),
"dangling targets must be dropped and valid ones remapped");
SceneManager::GetInstance().Destroy();
}
GameObject* buildTurret(Scene& scene, const GameObject& door)
{
GameObject* turret = scene.CreateGameObject("turret");
turret->GetTransform().SetLocalPosition(glm::vec3{5.0f, 0.0f, 0.0f});
GameObject* barrel = scene.CreateGameObject("barrel");
barrel->GetTransform().SetParent(&turret->GetTransform(), false);
barrel->GetTransform().SetLocalPosition(glm::vec3{0.0f, 1.0f, 0.0f});
barrel->AddComponent<TestActivatable>();
auto* button = turret->AddComponent<InteractableButton>();
button->SetCycleColors(false);
button->AddTarget(*barrel);
button->AddTarget(door);
return turret;
}
GameObject* onlyChild(GameObject& object)
{
const auto& children = object.GetTransform().GetChildren();
return children.size() == 1 ? children.front()->GetOwner() : nullptr;
}
void testPrefabRoundTrip()
{
ComponentFactory::Register<InteractableButton>("InteractableButton");
ComponentFactory::Register<TestActivatable>("TestActivatable");
Scene& source = SceneManager::GetInstance().CreateScene("prefab source");
GameObject* door = source.CreateGameObject("door");
door->AddComponent<TestActivatable>();
GameObject* turret = buildTurret(source, *door);
source.CommitPendingAdditions();
const auto path = std::filesystem::temp_directory_path() / "destrum_turret.prefab";
check(PrefabSerializer::Save(*turret, path), "a hierarchy must save as a prefab");
Scene& target = SceneManager::GetInstance().CreateScene("prefab target");
GameObject* holder = target.CreateGameObject("holder");
GameObject* first = PrefabSerializer::Instantiate(target, path.string());
GameObject* second = PrefabSerializer::Instantiate(target, path.string(), &holder->GetTransform());
target.CommitPendingAdditions();
check(first != nullptr && second != nullptr, "a saved prefab must instantiate");
check(target.GetObjects().size() == 5, "each instance must create the root and its child");
check(first != second && first->GetId() != turret->GetId(), "instances must get fresh objects");
check(first->GetName() == "turret" && first->GetTransform().GetParent() == nullptr,
"an instance without a parent must be a scene root");
check(second->GetTransform().GetParent() == &holder->GetTransform(),
"an instance must be parented to the given transform");
check(close(first->GetTransform().GetLocalPosition().x, 5.0f),
"the root transform must come from the prefab");
for (GameObject* instance : {first, second}) {
GameObject* barrel = onlyChild(*instance);
check(barrel != nullptr && barrel->GetName() == "barrel" &&
close(barrel->GetTransform().GetLocalPosition().y, 1.0f),
"prefab children must keep their local transform");
const auto* button = instance->GetComponent<InteractableButton>();
check(button != nullptr && button->GetTargets().size() == 1 &&
button->GetTargets().front().Get(target) == barrel,
"references inside the prefab must point at the instance's own objects, outside ones are dropped");
}
check(PrefabCache::GetInstance().Get(path.string()) == PrefabCache::GetInstance().Get(path.string()),
"a cached prefab must be parsed once");
const auto before = PrefabCache::GetInstance().Get(path.string());
turret->SetName("tower");
check(PrefabSerializer::Save(*turret, path), "a prefab must save over an existing file");
const auto after = PrefabCache::GetInstance().Get(path.string());
check(after != before && after->at("name") == "tower", "saving a prefab must refresh the cache");
std::filesystem::remove(path);
check(PrefabSerializer::Instantiate(target, path.string()) == nullptr,
"instantiating a missing prefab must fail");
PrefabCache::GetInstance().Clear();
SceneManager::GetInstance().Destroy();
}
void testPrefabDuplicate()
{
ComponentFactory::Register<InteractableButton>("InteractableButton");
ComponentFactory::Register<TestActivatable>("TestActivatable");
Scene& scene = SceneManager::GetInstance().CreateScene("duplicate");
GameObject* door = scene.CreateGameObject("door");
door->AddComponent<TestActivatable>();
GameObject* holder = scene.CreateGameObject("holder");
GameObject* turret = buildTurret(scene, *door);
turret->GetTransform().SetParent(&holder->GetTransform(), false);
GameObject* copy = PrefabSerializer::Duplicate(*turret);
scene.CommitPendingAdditions();
check(copy != nullptr && copy != turret && copy->GetName() == "turret",
"duplicate must create a new object");
check(copy->GetTransform().GetParent() == &holder->GetTransform(),
"a duplicate must keep the original's parent");
GameObject* barrel = onlyChild(*copy);
check(barrel != nullptr && barrel != onlyChild(*turret), "a duplicate must copy children");
const auto* button = copy->GetComponent<InteractableButton>();
check(button != nullptr && button->GetTargets().size() == 2 &&
button->GetTargets()[0].Get(scene) == barrel &&
button->GetTargets()[1].Get(scene) == door,
"a duplicate must remap inner references and keep outer ones");
SceneManager::GetInstance().Destroy();
}
void testPrefabValidation()
{
using nlohmann::json;
check(PrefabSerializer::Validate(json::object()).has_value(), "an empty prefab must be rejected");
const json twoRoots = json::parse(R"({"version":1,"objects":[{"id":1},{"id":2}]})");
check(PrefabSerializer::Validate(twoRoots).has_value(), "a prefab with two roots must be rejected");
const json childFirst = json::parse(R"({"version":1,"objects":[{"id":2,"parent":1},{"id":1}]})");
check(PrefabSerializer::Validate(childFirst).has_value(), "the prefab root must come first");
const json valid = json::parse(R"({"version":1,"objects":[{"id":1},{"id":2,"parent":1}]})");
check(!PrefabSerializer::Validate(valid).has_value(), "a single-root prefab must validate");
const json future = json::parse(R"({"version":99,"objects":[{"id":1}]})");
check(PrefabSerializer::Validate(future).has_value(), "an unknown prefab version must be rejected");
}
void testWinGoalButton()
{
ComponentFactory::Register<InteractableButton>("InteractableButton");
ComponentFactory::Register<WinGoal>("WinGoal");
Scene& scene = SceneManager::GetInstance().CreateScene("win goal");
GameObject* goal = scene.CreateGameObject("goal");
auto* winGoal = goal->AddComponent<WinGoal>();
GameObject* buttonObject = scene.CreateGameObject("button");
auto* button = buttonObject->AddComponent<InteractableButton>();
button->SetCycleColors(false);
button->AddTarget(*goal);
scene.CommitPendingAdditions();
check(!winGoal->IsReached(), "the goal must start unreached");
button->Interact(*buttonObject);
check(winGoal->IsReached(), "pressing the win button must reach the goal");
const auto path = std::filesystem::temp_directory_path() / "destrum_win_goal_scene.json";
check(SceneSerializer::Save(scene, path), "the win goal scene must save");
check(SceneSerializer::Load(scene, path), "the win goal scene must load");
std::filesystem::remove(path);
scene.CommitPendingAdditions();
const GameObject* loadedGoal = findByName(scene, "goal");
check(loadedGoal != nullptr && loadedGoal->GetComponent<WinGoal>()->IsReached(),
"a reached goal must stay reached after a round-trip");
SceneManager::GetInstance().Destroy();
}
void testCheckpointRespawn()
{
Scene& scene = SceneManager::GetInstance().CreateScene("respawn");
GameObject* player = scene.CreateGameObject("player");
player->GetTransform().SetWorldPosition(glm::vec3{1.0f, 2.0f, 3.0f});
player->AddComponent<CapsuleCollider>(0.4f, 1.8f);
auto* rigidbody = player->AddComponent<Rigidbody>();
auto* respawn = player->AddComponent<PlayerRespawn>();
respawn->SetKillHeight(-10.0f);
GameObject* checkpointObject = scene.CreateGameObject("checkpoint");
checkpointObject->GetTransform().SetWorldPosition(glm::vec3{-5.0f, 4.0f, 0.0f});
auto* checkpoint = checkpointObject->AddComponent<Checkpoint>();
checkpoint->SetSpawnOffset({0.0f, 0.5f, 0.0f});
scene.CommitPendingAdditions();
check(rigidbody->HasPhysicsBody(), "the player must have a physics body");
respawn->Start();
check(respawn->GetRespawnPoint() == glm::vec3(1.0f, 2.0f, 3.0f),
"the respawn point must default to where the player starts");
checkpoint->OnTriggerEnter(checkpointObject);
check(respawn->GetRespawnPoint() == glm::vec3(1.0f, 2.0f, 3.0f),
"a checkpoint must ignore objects without PlayerRespawn");
checkpoint->OnTriggerEnter(player);
check(respawn->GetRespawnPoint() == glm::vec3(-5.0f, 4.5f, 0.0f),
"touching a checkpoint must move the respawn point");
rigidbody->Teleport(glm::vec3{0.0f, -20.0f, 0.0f});
rigidbody->SetLinearVelocity(glm::vec3{0.0f, -30.0f, 0.0f});
respawn->FixedUpdate(1.0f / 60.0f);
const glm::vec3 position = player->GetTransform().GetWorldPosition();
check(close(position.x, -5.0f) && close(position.y, 4.5f) && close(position.z, 0.0f),
"falling below the kill height must respawn at the checkpoint");
check(glm::length(rigidbody->GetLinearVelocity()) < 0.001f, "respawning must stop the fall");
scene.GetPhysics().FixedUpdate(1.0f / 60.0f);
check(player->GetTransform().GetWorldPosition().y > 4.0f,
"the physics body must have moved with the teleport");
SceneManager::GetInstance().Destroy();
}
}
void RunGameplayTests()
{
testButtonTargetsRoundTrip();
testButtonDropsMissingTargets();
testPrefabRoundTrip();
testPrefabDuplicate();
testPrefabValidation();
testWinGoalButton();
testCheckpointRespawn();
}
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#include <algorithm>
#include <cmath>
#include <filesystem>
#include <string>
#include <vector>
#include <glm/gtc/constants.hpp>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Components/Physics/CapsuleCollider.h>
#include <destrum/Components/Physics/Collider.h>
#include <destrum/Graphics/Resources/PrimitiveMeshes.h>
#include <destrum/Graphics/Managers/Renderer2D.h>
#include <destrum/Graphics/Resources/Font.h>
#include <glm/gtc/matrix_transform.hpp>
#include <destrum/Graphics/Frustum.h>
#include <destrum/Graphics/Material.h>
#include <destrum/Graphics/Managers/LineRenderingManager.h>
#include <destrum/Graphics/DeletionQueue.h>
#include <destrum/Graphics/IndirectDrawList.h>
#include "TestUtils.h"
using namespace test;
namespace {
void testLineRenderingManager()
{
auto& lineManager = LineRenderingManager::GetInstance();
lineManager.ClearLines();
lineManager.SubmitLine(
glm::vec3{0.0f},
glm::vec3{1.0f, 0.0f, 0.0f},
glm::vec4{1.0f, 0.0f, 0.0f, 1.0f});
lineManager.SubmitLine(Line{
.start = glm::vec3{1.0f},
.end = glm::vec3{2.0f},
.color = glm::vec4{0.0f, 1.0f, 0.0f, 1.0f},
});
check(lineManager.GetLines().size() == 2,
"line rendering manager must retain submitted lines");
lineManager.ClearLines();
check(lineManager.GetLines().empty(),
"line rendering manager must clear transient lines");
}
void testFrustumFromViewProj()
{
const auto lookingAlongPositiveZ = [](const glm::vec3& position, float range) {
const glm::mat4 view = glm::lookAt(position, position + glm::vec3{0.0f, 0.0f, 1.0f}, glm::vec3{0.0f, 1.0f, 0.0f});
return glm::perspectiveRH_ZO(glm::radians(60.0f), 1.0f, 0.1f, range) * view;
};
const glm::mat4 viewProj = lookingAlongPositiveZ(glm::vec3{0.0f}, 20.0f);
const Frustum frustum = edge::createFrustumFromViewProj(viewProj);
check(edge::isInFrustum(frustum, Sphere{{0.0f, 0.0f, 10.0f}, 0.5f}), "a sphere in front must be inside");
check(!edge::isInFrustum(frustum, Sphere{{0.0f, 0.0f, -5.0f}, 0.5f}), "a sphere behind must be outside");
check(!edge::isInFrustum(frustum, Sphere{{0.0f, 0.0f, 30.0f}, 0.5f}), "a sphere past the far plane must be outside");
check(!edge::isInFrustum(frustum, Sphere{{15.0f, 0.0f, 10.0f}, 0.5f}), "a sphere to the side must be outside");
const auto corners = edge::calculateFrustumCorners(viewProj);
const bool cornersOnNearAndFar = std::ranges::all_of(corners, [](const glm::vec3& corner) {
return std::abs(corner.z - 0.1f) < 0.001f || std::abs(corner.z - 20.0f) < 0.01f;
});
check(cornersOnNearAndFar, "frustum corners must lie on the near and far planes");
check(edge::frustumsOverlap(frustum, lookingAlongPositiveZ(glm::vec3{0.0f, 0.0f, 5.0f}, 10.0f)),
"a frustum in front of the camera must overlap");
check(!edge::frustumsOverlap(frustum, lookingAlongPositiveZ(glm::vec3{0.0f, 0.0f, -30.0f}, 10.0f)),
"a frustum entirely behind the camera must not overlap");
}
void testRenderer2DShapes()
{
auto& r2d = Renderer2D::GetInstance();
r2d.Clear();
r2d.DrawRect({10.0f, 20.0f}, {30.0f, 40.0f}, glm::vec4{0.5f});
const Shape2D& rect = r2d.GetShapes().back();
check(rect.type == Shape2DType::Rect &&
rect.center == glm::vec2{25.0f, 40.0f} &&
rect.halfSize == glm::vec2{15.0f, 20.0f} &&
rect.textureId == NULL_IMAGE_ID &&
rect.outline == 0.0f,
"rects must be anchored at their top left corner and filled by default");
r2d.DrawEllipseOutline({50.0f, 50.0f}, {20.0f, 10.0f}, 2.0f, glm::vec4{1.0f});
const Shape2D& ellipse = r2d.GetShapes().back();
check(ellipse.type == Shape2DType::Ellipse &&
ellipse.center == glm::vec2{50.0f} &&
ellipse.halfSize == glm::vec2{20.0f, 10.0f} &&
ellipse.outline == 2.0f,
"ellipses must be centered with their radii as half size");
r2d.DrawTriangle({0.0f, 10.0f}, {5.0f, 0.0f}, {10.0f, 10.0f}, glm::vec4{1.0f});
const Shape2D& triangle = r2d.GetShapes().back();
check(triangle.type == Shape2DType::Triangle &&
triangle.center == glm::vec2{5.0f} &&
triangle.halfSize == glm::vec2{5.0f} &&
triangle.p0 == glm::vec2{-5.0f, 5.0f} &&
triangle.p1 == glm::vec2{0.0f, -5.0f} &&
triangle.p2 == glm::vec2{5.0f, 5.0f},
"triangle points must be stored relative to their bounding box center");
r2d.DrawLine({0.0f, 0.0f}, {0.0f, 10.0f}, 4.0f, glm::vec4{1.0f}, LineCap::Round);
const Shape2D& line = r2d.GetShapes().back();
check(line.type == Shape2DType::Rect &&
line.center == glm::vec2{0.0f, 5.0f} &&
close(line.halfSize.x, 7.0f) && close(line.halfSize.y, 2.0f) &&
close(line.rotation, glm::half_pi<float>()) &&
close(line.cornerRadius, 2.0f),
"round capped lines must be rotated rects extended by half their thickness");
check(r2d.GetShapes().size() == 4, "every draw call must submit exactly one shape");
r2d.Clear();
check(r2d.GetShapes().empty(), "clear must drop all submitted shapes");
}
void testFontAtlasAndLayout()
{
const std::filesystem::path fontPath =
std::filesystem::path{DESTRUM_ENGINE_ASSETS_SRC_DIR} / "fonts" / "Roboto-Medium.ttf";
const Font font = Font::LoadFromFile(fontPath, 32.0f);
const FontGlyph* a = font.GetGlyph(U'A');
const FontGlyph* space = font.GetGlyph(U' ');
check(a != nullptr && a->size.x > 0.0f && a->size.y > 0.0f && a->advance > 0.0f &&
a->uvMax.x > a->uvMin.x && a->uvMax.y > a->uvMin.y,
"printable glyphs must be rasterized into the atlas");
check(space != nullptr && space->size == glm::vec2{0.0f} && space->advance > 0.0f,
"spaces must only advance the pen");
check(font.GetGlyph(U'中') == font.GetGlyph(U'?'), "missing glyphs must fall back to '?'");
const auto& pixels = font.GetAtlasPixels();
const auto [minIt, maxIt] = std::minmax_element(pixels.begin(), pixels.end());
check(!pixels.empty() && *minIt < 128 && *maxIt > 128,
"the atlas must hold a signed distance field with the edge at 128");
const glm::vec2 one = font.MeasureText("A", 64.0f);
const glm::vec2 two = font.MeasureText("A\nAA", 64.0f);
check(close(one.x, a->advance * 2.0f) && close(one.y, font.GetLineHeight() * 2.0f),
"text must be measured at the requested size");
check(close(two.x, (a->advance * 2.0f + font.GetKerning(U'A', U'A')) * 2.0f) &&
close(two.y, one.y * 2.0f),
"multi line text must measure its widest line and every line");
std::vector<PlacedGlyph> placed;
font.Layout("A b", {100.0f, 50.0f}, 32.0f, [&](const PlacedGlyph& glyph) { placed.push_back(glyph); });
check(placed.size() == 2 && placed[0].glyph == a &&
close(placed[0].topLeft.x, 100.0f + a->offset.x) &&
close(placed[0].topLeft.y, 50.0f + font.GetAscender() + a->offset.y),
"layout must skip spaces and start on the baseline below the top left");
const std::string_view utf8 = "\xC3\xA9\xFF";
std::size_t index = 0;
check(Font::DecodeUtf8(utf8, index) == U'é' && index == 2, "utf8 must decode two byte sequences");
check(Font::DecodeUtf8(utf8, index) == 0xFFFD && index == 3, "invalid utf8 must decode to U+FFFD");
auto& r2d = Renderer2D::GetInstance();
r2d.Clear();
r2d.DrawText(font, "not uploaded", {0.0f, 0.0f}, 16.0f, glm::vec4{1.0f});
check(r2d.GetShapes().empty(), "text must not be drawn before the font atlas is uploaded");
}
void testCapsuleColliderDebugLines()
{
GameObject object{"capsule"};
object.GetTransform().SetWorldPosition({1.0f, 2.0f, 3.0f});
object.GetTransform().SetWorldScale(glm::vec3{5.0f});
auto* capsule = object.AddComponent<CapsuleCollider>(0.4f, 1.8f);
capsule->SetCenterOffset({0.0f, 0.5f, 0.0f});
auto& lines = LineRenderingManager::GetInstance();
lines.ClearLines();
capsule->DrawDebugLines(glm::vec4{1.0f});
const glm::vec3 center{1.0f, 2.5f, 3.0f};
float top = -1000.0f;
float bottom = 1000.0f;
bool inside = true;
for (const Line& line : lines.GetLines()) {
for (const glm::vec3& point : {line.start, line.end}) {
const glm::vec3 local = point - center;
top = std::max(top, local.y);
bottom = std::min(bottom, local.y);
inside = inside && glm::length(glm::vec2{local.x, local.z}) <= 0.4f + 0.001f;
}
}
lines.ClearLines();
check(inside && close(top, 0.9f) && close(bottom, -0.9f),
"capsule debug lines must match the collider shape in world units, ignoring the object scale");
}
void testPrimitiveBoxMesh()
{
const glm::vec3 size{4.0f, 1.0f, 2.0f};
const CPUMesh box = PrimitiveMeshes::MakeBox(size);
check(box.vertices.size() == 24 && box.indices.size() == 36, "a box must have 6 faces of 2 triangles");
check(box.minPos == -size * 0.5f && box.maxPos == size * 0.5f, "a box must be centered on the origin");
float maxU = 0.0f;
bool outward = true;
for (const auto& vertex : box.vertices) {
if (vertex.normal == glm::vec3{0.0f, 0.0f, 1.0f}) {
maxU = std::max(maxU, vertex.uv_x);
}
outward = outward && glm::dot(vertex.position, vertex.normal) > 0.0f;
}
check(close(maxU, size.x), "box uvs must be in meters so textures tile at the same size");
check(outward, "box normals must point away from the center");
bool counterClockwise = true;
for (std::size_t i = 0; i < box.indices.size(); i += 3) {
const auto& a = box.vertices[box.indices[i]];
const auto& b = box.vertices[box.indices[i + 1]];
const auto& c = box.vertices[box.indices[i + 2]];
const glm::vec3 faceNormal = glm::cross(b.position - a.position, c.position - a.position);
counterClockwise = counterClockwise && glm::dot(faceNormal, a.normal) > 0.0f;
}
check(counterClockwise, "box triangles must be counter clockwise seen from outside");
}
void testSimpleColorMaterial()
{
const auto material = Material::SimpleColor(
glm::vec3{0.2f, 0.4f, 0.8f},
"blue material");
check(material.baseColor == glm::vec3{0.2f, 0.4f, 0.8f},
"simple materials must preserve their color");
check(material.metallicFactor == 0.0f &&
material.roughnessFactor == 1.0f &&
material.emissiveColor == glm::vec3{0.0f},
"simple materials must use non-metallic default factors");
check(material.diffuseTexture == NULL_IMAGE_ID,
"simple materials must not require a diffuse image");
check(material.name == "blue material",
"simple materials must preserve their optional name");
}
void testPrimitiveMeshKeys()
{
const glm::vec3 size{0.35f, 0.12f, 3.0f};
const std::string key = PrimitiveMeshes::BoxKey(size);
check(PrimitiveMeshes::IsPrimitiveKey(key), "box keys must be primitive keys");
check(PrimitiveMeshes::MakeBox(size).name == key, "boxes must be named by their key");
const auto rebuilt = PrimitiveMeshes::MakeFromKey(key + "#3");
check(rebuilt.has_value() && rebuilt->maxPos == size * 0.5f,
"a box must rebuild exactly from its key, ignoring the duplicate suffix");
check(PrimitiveMeshes::StripDuplicateSuffix("BulbMaterial#12") == "BulbMaterial" &&
PrimitiveMeshes::StripDuplicateSuffix("game://a.glb#mesh") == "game://a.glb#mesh",
"only numeric duplicate suffixes must be stripped");
check(!PrimitiveMeshes::MakeFromKey("prim://box?size=1,2").has_value() &&
!PrimitiveMeshes::MakeFromKey("prim://box?size=1,-2,3").has_value() &&
!PrimitiveMeshes::MakeFromKey("Box").has_value(),
"invalid primitive keys must not build a mesh");
}
void testIndirectDrawListBatchesByMesh()
{
std::vector<GPUMesh> meshes(2);
meshes[0].numIndices = 36;
meshes[0].firstIndex = 0;
meshes[0].vertexBuffer.address = 0x1000;
meshes[1].numIndices = 6;
meshes[1].firstIndex = 36;
meshes[1].vertexBuffer.address = 0x2000;
SkinnedMesh skinned;
skinned.skinnedVertexBuffer.address = 0x3000;
const auto makeDraw = [](MeshID mesh, MaterialID material, glm::vec3 position) {
MeshDrawCommand dc;
dc.meshId = mesh;
dc.materialId = material;
dc.transformMatrix = glm::translate(glm::mat4{1.0f}, position);
dc.worldBoundingSphere = Sphere{position, 0.5f};
return dc;
};
std::vector<MeshDrawCommand> draws{
makeDraw(0, 1, {0.0f, 0.0f, 5.0f}),
makeDraw(1, 2, {1.0f, 0.0f, 5.0f}),
makeDraw(0, 3, {-1.0f, 0.0f, 5.0f}),
makeDraw(0, 4, {0.0f, 1.0f, 5.0f}),
makeDraw(1, 2, {0.0f, 0.0f, -50.0f}),
};
draws[2].skinnedMesh = &skinned;
draws[3].castShadow = false;
const std::vector<std::size_t> sorted{0, 2, 3, 1, 4};
const glm::mat4 view = glm::lookAt(glm::vec3{0.0f}, glm::vec3{0.0f, 0.0f, 1.0f}, glm::vec3{0.0f, 1.0f, 0.0f});
const Frustum frustum = edge::createFrustumFromViewProj(
glm::perspectiveRH_ZO(glm::radians(90.0f), 1.0f, 0.1f, 20.0f) * view);
IndirectDrawList list;
list.begin(0);
const auto camera = list.addView(meshes, draws, sorted, frustum, IndirectDrawList::Filter::All);
const auto shadow = list.addView(meshes, draws, sorted, frustum, IndirectDrawList::Filter::ShadowCasters);
const auto& commands = list.getCommands();
const auto& instances = list.getInstances();
check(camera.firstCommand == 0 && camera.commandCount == 2 && camera.instanceCount == 4,
"a view must merge draws of the same mesh into one command and cull the rest");
check(commands[0].indexCount == 36 && commands[0].firstIndex == 0 && commands[0].instanceCount == 3 &&
commands[0].firstInstance == 0,
"the first batch must cover the three visible draws of mesh 0");
check(commands[1].indexCount == 6 && commands[1].firstIndex == 36 && commands[1].instanceCount == 1 &&
commands[1].firstInstance == 3,
"the second batch must start after the first batch's instances");
check(instances[0].materialId == 1 && instances[1].materialId == 3 && instances[2].materialId == 4,
"materials must be per instance so they don't split batches");
check(instances[0].vertexBuffer == 0x1000 && instances[1].vertexBuffer == 0x3000,
"skinned draws must point at their own skinned vertex buffer");
check(shadow.firstCommand == 2 && shadow.commandCount == 2 && shadow.instanceCount == 3,
"the shadow view must skip non-casters and get its own command range");
check(commands[2].instanceCount == 2 && commands[2].firstInstance == 4,
"shadow instances must follow the camera view's instances");
}
void testDeletionQueueWaitsForFrame()
{
DeletionQueue queue;
std::vector<int> deleted;
queue.push(3, [&] { deleted.push_back(1); });
queue.push(3, [&] { deleted.push_back(2); });
queue.push(5, [&] { deleted.push_back(3); });
queue.flush(2);
check(deleted.empty(), "resources retired in frame 3 must survive until frame 3 completes");
queue.flush(3);
check(deleted == std::vector<int>{1, 2}, "deleters must run in retirement order once their frame completes");
check(queue.size() == 1, "later frames must stay queued");
queue.flushAll();
check(deleted.size() == 3 && queue.empty(), "flushAll must run every pending deleter");
}
}
void RunGraphicsTests()
{
testLineRenderingManager();
testFrustumFromViewProj();
testRenderer2DShapes();
testFontAtlasAndLayout();
testCapsuleColliderDebugLines();
testPrimitiveBoxMesh();
testSimpleColorMaterial();
testPrimitiveMeshKeys();
testDeletionQueueWaitsForFrame();
testIndirectDrawListBatchesByMesh();
}
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#include <cstdlib>
#include <cstring>
#include <iostream>
void RunCoreTests();
void RunSerializationTests();
void RunPhysicsTests();
void RunAssetsTests();
void RunGraphicsTests();
void RunUiTests();
void RunGameplayTests();
namespace {
struct Suite {
const char* name;
void (*run)();
};
constexpr Suite suites[] = {
{"core", RunCoreTests},
{"serialization", RunSerializationTests},
{"physics", RunPhysicsTests},
{"assets", RunAssetsTests},
{"graphics", RunGraphicsTests},
{"ui", RunUiTests},
{"gameplay", RunGameplayTests},
};
}
int main(int argc, char* argv[])
{
const char* only = argc > 1 ? argv[1] : nullptr;
bool ranAny = false;
for (const Suite& suite : suites) {
if (only != nullptr && std::strcmp(only, suite.name) != 0) {
continue;
}
suite.run();
ranAny = true;
std::cout << suite.name << " tests passed\n";
}
if (!ranAny) {
std::cerr << "unknown test suite: " << only << '\n';
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
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#include <cmath>
#include <string>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Scene/Scene.h>
#include <destrum/Scene/SceneManager.h>
#include <destrum/Physics/JoltPhysicsWorld.h>
#include <destrum/Components/Physics/SphereCollider.h>
#include <destrum/Components/Physics/BoxCollider.h>
#include <destrum/Components/Physics/CapsuleCollider.h>
#include <destrum/Components/Physics/Collider.h>
#include <destrum/Components/LightComponent.h>
#include <destrum/Components/Physics/Rigidbody.h>
#include "TestUtils.h"
using namespace test;
namespace {
void testPhysicsWorldUnits()
{
JoltPhysicsWorld world{{
.workerThreadCount = 1,
.gravity = glm::vec3{0.0f}
}};
GameObject object{"scaled-physics"};
object.GetTransform().SetLocalScale(glm::vec3{0.5f});
object.AddComponent<SphereCollider>(1.0f);
Rigidbody* rigidbody = object.AddComponent<Rigidbody>();
world.RegisterRigidbody(*rigidbody);
PhysicsRaycastHit hit;
check(world.Raycast({-2.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 5.0f, hit),
"scaled physics bodies must remain raycastable");
check(close(hit.distance, 1.0f),
"physics collider dimensions must remain in world units");
object.GetTransform().SetLocalPosition({10.0f, 0.0f, 0.0f});
world.RefreshRigidbody(*rigidbody);
check(world.Raycast({8.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 5.0f, hit),
"refreshing a physics body must use the current transform position");
check(close(hit.distance, 1.0f),
"refreshed physics bodies must remain aligned with rendered transforms");
}
void testJoltSphereCollisions()
{
JoltPhysicsWorld world{{
.workerThreadCount = 1,
.gravity = {0.0f, -9.81f, 0.0f}
}};
GameObject floor{"floor"};
floor.GetTransform().SetLocalPosition({0.0f, -1.0f, 0.0f});
floor.AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
auto* floorBody = floor.AddComponent<Rigidbody>();
floorBody->SetType(RigidbodyType::Static);
world.RegisterRigidbody(*floorBody);
GameObject first{"first"};
first.AddComponent<SphereCollider>(1.5f);
auto* firstBody = first.AddComponent<Rigidbody>();
world.RegisterRigidbody(*firstBody);
first.GetTransform().SetLocalPosition({0.0f, 100.0f, 0.0f});
first.GetTransform().SetLocalScale(glm::vec3{0.015f});
world.RefreshRigidbody(*firstBody);
GameObject second{"second"};
second.AddComponent<SphereCollider>(1.5f);
auto* secondBody = second.AddComponent<Rigidbody>();
world.RegisterRigidbody(*secondBody);
second.GetTransform().SetLocalPosition({0.0f, 100.0f, 0.0f});
second.GetTransform().SetLocalScale(glm::vec3{0.015f});
world.RefreshRigidbody(*secondBody);
for (int step = 0; step < 240; ++step) {
world.Step(1.0f / 60.0f);
world.SyncDynamicBodiesToTransforms();
}
check(first.GetTransform().GetWorldPosition().y > 0.8f &&
second.GetTransform().GetWorldPosition().y > 0.8f,
"Jolt spheres must collide with the ground plane");
check(glm::distance(first.GetTransform().GetWorldPosition(),
second.GetTransform().GetWorldPosition()) > 2.5f,
"Jolt spheres must collide with one another instead of occupying the same point");
}
void testSceneJoltSphereCollisions()
{
Scene& scene = SceneManager::GetInstance().CreateScene("scene-physics");
GameObject* floor = scene.CreateGameObject("floor");
floor->GetTransform().SetLocalPosition({0.0f, -1.0f, 0.0f});
floor->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
auto* floorBody = floor->AddComponent<Rigidbody>();
floorBody->SetType(RigidbodyType::Static);
GameObject* first = scene.CreateGameObject("first");
first->AddComponent<SphereCollider>(1.5f);
first->AddComponent<Rigidbody>();
first->GetTransform().SetWorldPosition({0.0f, 100.0f, 0.0f});
first->GetTransform().SetWorldScale(glm::vec3{0.015f});
GameObject* second = scene.CreateGameObject("second");
second->AddComponent<SphereCollider>(1.5f);
second->AddComponent<Rigidbody>();
second->GetTransform().SetWorldPosition({0.0f, 100.0f, 0.0f});
second->GetTransform().SetWorldScale(glm::vec3{0.015f});
scene.CommitPendingAdditions();
scene.GetPhysics().RefreshGameObject(*first);
scene.GetPhysics().RefreshGameObject(*second);
for (int step = 0; step < 240; ++step) {
scene.FixedUpdate(1.0f / 60.0f);
}
check(first->GetTransform().GetWorldPosition().y > 0.8f &&
second->GetTransform().GetWorldPosition().y > 0.8f,
"scene physics spheres must collide with the ground plane");
check(glm::distance(first->GetTransform().GetWorldPosition(),
second->GetTransform().GetWorldPosition()) > 2.5f,
"scene physics spheres must not overlap after settling");
SceneManager::GetInstance().Destroy();
}
class TriggerCounter final : public Component {
public:
explicit TriggerCounter(GameObject& parent)
: Component(parent, "TriggerCounter") {}
std::string GetTypeName() const override { return "TriggerCounter"; }
void OnTriggerEnter(GameObject*) override { ++enters; }
void OnTriggerExit(GameObject*) override { ++exits; }
int enters{0};
int exits{0};
};
void testNonPhysicsChangesKeepBodies()
{
Scene& scene = SceneManager::GetInstance().CreateScene("physics-refresh");
GameObject* trigger = scene.CreateGameObject("trigger");
trigger->AddComponent<BoxCollider>(glm::vec3{3.0f})->SetTrigger(true);
trigger->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
auto* counter = trigger->AddComponent<TriggerCounter>();
GameObject* crate = scene.CreateGameObject("crate");
crate->AddComponent<BoxCollider>(glm::vec3{0.5f});
auto* crateBody = crate->AddComponent<Rigidbody>();
crateBody->SetUseGravity(false);
crateBody->SetAllowSleep(false);
GameObject* lamp = scene.CreateGameObject("lamp");
auto* light = lamp->AddComponent<LightComponent>();
scene.CommitPendingAdditions();
scene.GetPhysics().RefreshGameObject(*trigger);
scene.GetPhysics().RefreshGameObject(*crate);
const auto step = [&scene] {
for (int i = 0; i < 10; ++i) {
scene.FixedUpdate(1.0f / 60.0f);
}
};
step();
check(counter->enters == 1 && counter->exits == 0, "a body inside a trigger must enter it once");
light->SetEnabled(false);
light->SetEnabled(true);
crate->AddComponent<LightComponent>()->SetEnabled(false);
step();
check(counter->enters == 1 && counter->exits == 0,
"non physics components must not rebuild physics bodies");
crateBody->SetMass(5.0f);
step();
check(counter->enters == 2 && counter->exits == 1,
"rebuilding a body inside a trigger must exit the old body and enter the new one");
SceneManager::GetInstance().Destroy();
}
void testKinematicBodiesMoveWithVelocity()
{
constexpr float fixedDt = 1.0f / 60.0f;
Scene& scene = SceneManager::GetInstance().CreateScene("kinematic-velocity");
GameObject* platform = scene.CreateGameObject("platform");
platform->AddComponent<BoxCollider>(glm::vec3{2.0f, 0.25f, 2.0f});
auto* platformBody = platform->AddComponent<Rigidbody>();
platformBody->SetType(RigidbodyType::Kinematic);
GameObject* crate = scene.CreateGameObject("crate");
crate->GetTransform().SetWorldPosition({0.0f, 0.76f, 0.0f});
crate->AddComponent<BoxCollider>(glm::vec3{0.5f});
auto* crateBody = crate->AddComponent<Rigidbody>();
crateBody->SetFriction(1.0f);
crateBody->SetAllowSleep(false);
scene.CommitPendingAdditions();
scene.GetPhysics().RefreshGameObject(*platform);
scene.GetPhysics().RefreshGameObject(*crate);
for (int step = 0; step < 30; ++step) {
scene.FixedUpdate(fixedDt);
}
check(glm::length(platformBody->GetLinearVelocity()) < 0.001f,
"a kinematic body that is not moved must have no velocity");
constexpr float platformSpeed = 2.0f;
for (int step = 0; step < 60; ++step) {
platform->GetTransform().SetWorldPosition(
platform->GetTransform().GetWorldPosition() + glm::vec3{platformSpeed * fixedDt, 0.0f, 0.0f});
scene.FixedUpdate(fixedDt);
}
check(close(platformBody->GetLinearVelocity().x, platformSpeed),
"a kinematic body moved through its transform must get the matching velocity");
check(crate->GetTransform().GetWorldPosition().x > 1.5f,
"a dynamic body resting on a moving kinematic platform must be carried along");
SceneManager::GetInstance().Destroy();
}
void testColliderCenterOffset()
{
Scene& scene = SceneManager::GetInstance().CreateScene("collider-offset");
GameObject* box = scene.CreateGameObject("offset box");
box->AddComponent<BoxCollider>(glm::vec3{0.5f})->SetCenterOffset({0.0f, 5.0f, 0.0f});
box->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
scene.CommitPendingAdditions();
scene.GetPhysics().RefreshGameObject(*box);
PhysicsRaycastHit hit{};
const bool found = box->GetComponent<Rigidbody>()->GetPhysicsWorld()->Raycast(
{0.0f, 10.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, 20.0f, hit);
check(found && std::abs(hit.distance - 4.5f) < 0.01f,
"a collider center offset must move the shape, not just the center of mass");
SceneManager::GetInstance().Destroy();
}
void testFrozenRotationCapsule()
{
Scene& scene = SceneManager::GetInstance().CreateScene("frozen-capsule");
GameObject* floor = scene.CreateGameObject("floor");
floor->GetTransform().SetLocalPosition({0.0f, -1.0f, 0.0f});
floor->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
floor->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
GameObject* character = scene.CreateGameObject("character");
character->AddComponent<CapsuleCollider>(0.4f, 1.8f);
auto* body = character->AddComponent<Rigidbody>();
body->SetFriction(1.0f);
body->SetFreezeRotation(true);
character->GetTransform().SetWorldPosition({0.0f, 1.0f, 0.0f});
GameObject* trigger = scene.CreateGameObject("trigger");
trigger->GetTransform().SetWorldPosition({2.0f, 0.0f, 0.0f});
trigger->AddComponent<BoxCollider>(glm::vec3{2.0f})->SetTrigger(true);
trigger->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
scene.CommitPendingAdditions();
scene.GetPhysics().RefreshGameObject(*floor);
scene.GetPhysics().RefreshGameObject(*character);
scene.GetPhysics().RefreshGameObject(*trigger);
// Sliding with friction would tip a free capsule over
body->SetLinearVelocity({4.0f, 0.0f, 0.0f});
for (int step = 0; step < 180; ++step) {
scene.FixedUpdate(1.0f / 60.0f);
}
const glm::vec3 position = character->GetTransform().GetWorldPosition();
const glm::quat rotation = character->GetTransform().GetWorldRotation();
check(std::abs(rotation.w) > 0.999f, "a capsule with frozen rotation must stay upright");
check(std::abs(position.y - (-0.5f + 0.9f)) < 0.05f, "a capsule must rest on top of the floor");
// Cast from inside the capsule (and the trigger it is standing in), like a ground check does
PhysicsRaycastHit hit{};
const bool hitGround = body->GetPhysicsWorld()->Raycast(
position - glm::vec3{0.0f, 0.7f, 0.0f}, glm::vec3{0.0f, -1.0f, 0.0f}, 0.3f, hit, body->GetBody());
check(hitGround && hit.object == floor && hit.normal.y > 0.9f,
"a ground ray must skip the caster and triggers and hit the floor");
PhysicsRaycastHit selfHit{};
check(body->GetPhysicsWorld()->Raycast(
position - glm::vec3{0.0f, 0.7f, 0.0f}, glm::vec3{0.0f, -1.0f, 0.0f}, 0.3f, selfHit) &&
selfHit.object == character,
"a ray that doesn't ignore the caster must hit it");
SceneManager::GetInstance().Destroy();
}
class TriggerTracker final : public Component {
public:
explicit TriggerTracker(GameObject& owner)
: Component(owner, "TriggerTracker") {}
void Update(float) override {}
std::string GetTypeName() const override { return "TriggerTracker"; }
void OnTriggerEnter(GameObject* other) override {
++enterCount;
lastOther = other;
enterObjectName = other ? other->GetName() : "null";
}
void OnTriggerExit(GameObject*) override {
++exitCount;
}
int enterCount{0};
int exitCount{0};
GameObject* lastOther{nullptr};
std::string enterObjectName;
};
void testTriggerZone()
{
Scene& scene = SceneManager::GetInstance().CreateScene("trigger-test");
// Trigger box at origin (Static rigidbody + BoxCollider as trigger).
GameObject* triggerObj = scene.CreateGameObject("TriggerZone");
triggerObj->AddComponent<BoxCollider>(glm::vec3{3.0f, 3.0f, 3.0f});
triggerObj->GetComponent<BoxCollider>()->SetTrigger(true);
auto* triggerRb = triggerObj->AddComponent<Rigidbody>();
triggerRb->SetType(RigidbodyType::Static);
auto* tracker = triggerObj->AddComponent<TriggerTracker>();
// Falling sphere above the trigger.
GameObject* sphere = scene.CreateGameObject("FallingSphere");
sphere->AddComponent<SphereCollider>(0.5f);
sphere->AddComponent<Rigidbody>();
sphere->GetTransform().SetWorldPosition({0.0f, 8.0f, 0.0f});
scene.CommitPendingAdditions();
// Run physics for enough steps that the sphere falls into the trigger.
for (int step = 0; step < 120; ++step) {
scene.FixedUpdate(1.0f / 60.0f);
}
check(tracker->enterCount >= 1,
"falling sphere must trigger OnTriggerEnter at least once");
check(tracker->exitCount >= 1,
"falling sphere passing through trigger must exit");
check(tracker->enterObjectName == "FallingSphere",
"OnTriggerEnter must report the correct entering object");
SceneManager::GetInstance().Destroy();
}
}
void RunPhysicsTests()
{
testPhysicsWorldUnits();
testJoltSphereCollisions();
testSceneJoltSphereCollisions();
testNonPhysicsChangesKeepBodies();
testKinematicBodiesMoveWithVelocity();
testColliderCenterOffset();
testFrozenRotationCapsule();
testTriggerZone();
}
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#include <cmath>
#include <filesystem>
#include <fstream>
#include <string>
#include <unordered_set>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Scene/Scene.h>
#include <destrum/Scene/SceneManager.h>
#include <destrum/Serialization/GlmJson.h>
#include <destrum/Serialization/SceneSerializer.h>
#include <destrum/Components/CameraComponent.h>
#include <destrum/Components/LightComponent.h>
#include <destrum/Components/Physics/Rigidbody.h>
#include "TestUtils.h"
using namespace test;
namespace {
void testSceneRoundTrip()
{
Scene& scene = SceneManager::GetInstance().CreateScene("round-trip");
GameObject* parent = scene.CreateGameObject("parent");
GameObject* child = scene.CreateGameObject("child");
child->GetTransform().SetLocalPosition({1.f, 2.f, 3.f});
child->GetTransform().SetParent(&parent->GetTransform(), false);
scene.CommitPendingAdditions();
SceneEnvironment& environment = scene.GetEnvironment();
environment.ambientColor = {0.2f, 0.3f, 0.4f};
environment.ambientIntensity = 2.0f;
environment.fogColor = {0.6f, 0.7f, 0.8f};
environment.fogDensity = 0.05f;
environment.skyboxRotationSpeed = 0.5f;
environment.skyboxRotation = 1.0f;
scene.Update(1.0f);
check(close(environment.skyboxRotation, 1.5f), "scene updates must spin the skybox");
const auto path = std::filesystem::temp_directory_path() / "destrum_scene_test.json";
check(SceneSerializer::Save(scene, path), "scene save must succeed");
check(SceneSerializer::Load(scene, path), "scene load must succeed");
std::filesystem::remove(path);
check(scene.GetObjects().size() == 2, "scene round-trip must preserve objects");
const auto* loadedChild = scene.GetObjects().at(1).get();
check(loadedChild->GetTransform().GetParent() != nullptr,
"scene round-trip must preserve hierarchy");
check(close(loadedChild->GetTransform().GetLocalPosition().x, 1.f),
"scene round-trip must preserve local transforms");
const SceneEnvironment& loadedEnvironment = scene.GetEnvironment();
check(loadedEnvironment.ambientColor == glm::vec3{0.2f, 0.3f, 0.4f} &&
close(loadedEnvironment.ambientIntensity, 2.0f) &&
loadedEnvironment.fogColor == glm::vec3{0.6f, 0.7f, 0.8f} &&
close(loadedEnvironment.fogDensity, 0.05f) &&
close(loadedEnvironment.skyboxRotationSpeed, 0.5f) &&
close(loadedEnvironment.skyboxRotation, 1.5f),
"scene round-trip must preserve the environment settings");
SceneManager::GetInstance().Destroy();
}
void testLegacySceneLoad()
{
Scene& scene = SceneManager::GetInstance().CreateScene("legacy");
const auto path = std::filesystem::temp_directory_path() / "destrum_legacy_scene.json";
std::ofstream{path}
<< R"({"version":1,"name":"legacy","objects":[{"id":9001,"name":"object","active":true,"transform":{},"parent":0,"components":[]}]})";
check(SceneSerializer::Load(scene, path),
"version 1 placeholder transforms must remain loadable");
check(scene.GetObjects().size() == 1,
"legacy scene load must create its object");
std::filesystem::remove(path);
SceneManager::GetInstance().Destroy();
}
void testSceneLoadRollback()
{
Scene& scene = SceneManager::GetInstance().CreateScene("rollback");
scene.CreateGameObject("original");
scene.CommitPendingAdditions();
const auto path = std::filesystem::temp_directory_path() / "destrum_bad_scene.json";
std::ofstream{path}
<< R"({"version":2,"name":"bad","objects":[{"id":9101,"name":"bad","transform":{"position":[0,0,0],"rotation":[0,0,0,1],"scale":[1,1,1]},"parent":0,"components":[{"type":"Rigidbody","enabled":true,"data":{}}]}]})";
check(!SceneSerializer::Load(scene, path),
"scene loading must reject a rigidbody without a collider");
check(scene.GetObjects().size() == 1 && scene.GetObjects().at(0)->GetName() == "original",
"failed scene loading must preserve the live scene");
std::filesystem::remove(path);
SceneManager::GetInstance().Destroy();
}
void testLightComponentRoundTrip()
{
GameObject object{"light"};
auto* light = object.AddComponent<LightComponent>(LightType::Spot);
light->SetColor(glm::vec3{1.0f, 0.5f, 0.25f});
light->SetIntensity(4.0f);
light->SetRange(7.5f);
light->SetConeAngles(0.2f, 0.4f);
light->SetCastShadows(true);
const auto data = light->Serialize();
GameObject loadedObject{"loaded light"};
auto* loaded = loadedObject.AddComponent<LightComponent>();
loaded->Deserialize(data);
check(loaded->GetType() == LightType::Spot,
"LightComponent must round-trip its type");
check(loaded->GetColor() == glm::vec3{1.0f, 0.5f, 0.25f},
"LightComponent must round-trip its color");
check(loaded->GetIntensity() == 4.0f && loaded->GetRange() == 7.5f,
"LightComponent must round-trip intensity and range");
check(loaded->GetInnerConeAngle() == 0.2f && loaded->GetOuterConeAngle() == 0.4f,
"LightComponent must round-trip its cone angles");
check(loaded->GetCastShadows(),
"LightComponent must round-trip its cast shadows flag");
loaded->SetConeAngles(0.5f, 0.1f);
check(loaded->GetOuterConeAngle() >= loaded->GetInnerConeAngle(),
"LightComponent outer cone must never be smaller than the inner cone");
loaded->SetRange(0.0f);
check(loaded->GetRange() > 0.0f,
"LightComponent range must stay positive");
}
void testSceneSaveRejectsNonFinite()
{
Scene& scene = SceneManager::GetInstance().CreateScene("non-finite");
GameObject* object = scene.CreateGameObject("object");
scene.CommitPendingAdditions();
const auto path = std::filesystem::temp_directory_path() / "destrum_non_finite_scene.json";
check(SceneSerializer::Save(scene, path), "a finite scene must save");
const std::string goodContents = readFile(path);
object->GetTransform().SetLocalPosition({std::nanf(""), 0.0f, 0.0f});
check(!SceneSerializer::Save(scene, path), "a scene with NaN values must not save");
check(readFile(path) == goodContents, "a failed save must leave the previous file untouched");
check(!std::filesystem::exists(std::filesystem::path{path} += ".tmp"),
"a failed save must not leave its temp file behind");
std::filesystem::remove(path);
SceneManager::GetInstance().Destroy();
}
void testSceneValidationErrors()
{
const auto path = std::filesystem::temp_directory_path() / "destrum_invalid_scene.json";
std::ofstream{path}
<< R"({"version":2,"name":"bad","objects":[{"id":7,"name":"Lamp","transform":{"position":[0,0,0],"rotation":[0,0,0,1],"scale":[1,1,1]},"parent":0,"components":[{"type":"NotAComponent","enabled":true,"data":{}}]}]})";
const auto result = SceneSerializer::LoadSceneFile(path);
check(!result.success, "a scene with an unknown component must not load");
check(result.errorMessage.find("\"Lamp\"") != std::string::npos &&
result.errorMessage.find("NotAComponent") != std::string::npos &&
result.errorMessage.find("unknown component type") != std::string::npos,
"scene validation errors must name the object, component and problem");
std::ofstream{path}
<< R"({"version":2,"objects":[{"id":7,"name":"Lamp","components":[{"type":"Spinner","data":["message","hi"]}]}]})";
const auto arrayData = SceneSerializer::LoadSceneFile(path);
check(!arrayData.success && arrayData.errorMessage.find("must be an object") != std::string::npos,
"component data that is not an object must be rejected with a reason");
std::filesystem::remove(path);
}
void testSceneLoadRestoresBindings()
{
Scene& scene = SceneManager::GetInstance().CreateScene("bindings");
int registered = 0;
int unregistered = 0;
scene.SetRegisterBindings([&registered] { ++registered; });
scene.SetUnregisterBindings([&unregistered] { ++unregistered; });
scene.Load();
const int registeredBefore = registered;
const int unregisteredBefore = unregistered;
scene.CreateGameObject("object");
scene.CommitPendingAdditions();
const auto path = std::filesystem::temp_directory_path() / "destrum_bindings_scene.json";
check(SceneSerializer::Save(scene, path), "the bindings scene must save");
check(SceneSerializer::Load(scene, path), "the bindings scene must load");
std::filesystem::remove(path);
check(registered - registeredBefore == 1 && unregistered - unregisteredBefore == 1, "loading a scene in place must register its bindings again");
scene.SetRegisterBindings(nullptr);
scene.SetUnregisterBindings(nullptr);
SceneManager::GetInstance().Destroy();
}
void testSceneLoadDropsMissingCamera()
{
Scene& scene = SceneManager::GetInstance().CreateScene("missing camera");
const auto path = std::filesystem::temp_directory_path() / "destrum_missing_camera_scene.json";
std::ofstream{path}
<< R"({"version":2,"currentCamera":4242,"objects":[{"id":11,"name":"object"}]})";
check(SceneSerializer::Load(scene, path), "a scene with a dangling camera id must still load");
check(scene.GetCurrentCamera() == nullptr, "a dangling current camera id must be ignored");
std::filesystem::remove(path);
SceneManager::GetInstance().Destroy();
}
void testGlmJson()
{
const nlohmann::json vec = glm::vec3{1.0f, 2.5f, -3.0f};
check(vec == nlohmann::json::array({1.0f, 2.5f, -3.0f}), "vec3 must serialize as a 3 number array");
check(vec.get<glm::vec3>() == glm::vec3{1.0f, 2.5f, -3.0f}, "vec3 must round-trip through json");
const glm::quat rotation = glm::angleAxis(0.5f, glm::vec3{0.0f, 1.0f, 0.0f});
const nlohmann::json quat = rotation;
check(quat.size() == 4 && close(quat.at(3).get<float>(), rotation.w),
"quaternions must serialize as [x, y, z, w]");
check(quat.get<glm::quat>() == rotation, "quaternions must round-trip through json");
bool rejected = false;
try {
(void)nlohmann::json::array({1.0f, 2.0f}).get<glm::vec3>();
} catch (const std::exception&) {
rejected = true;
}
check(rejected, "a vec3 must reject arrays of the wrong size");
const nlohmann::json data = {{"axis", nlohmann::json::array({0, 1, 0})}};
check(data.value("axis", glm::vec3{0.0f}) == glm::vec3{0.0f, 1.0f, 0.0f} &&
data.value("missing", glm::vec3{7.0f}) == glm::vec3{7.0f},
"json value() must work with glm defaults");
}
void testSceneFileIdsAreLocal()
{
const auto path = std::filesystem::temp_directory_path() / "destrum_local_ids_scene.json";
std::ofstream{path}
<< R"({"version":2,"currentCamera":2,"objects":[)"
R"({"id":1,"name":"root"},)"
R"({"id":2,"name":"child","parent":1,"components":[{"type":"CameraComponent"}]}]})";
Scene& first = SceneManager::GetInstance().CreateScene("local ids a");
Scene& second = SceneManager::GetInstance().CreateScene("local ids b");
check(SceneSerializer::Load(first, path), "the first copy of the scene must load");
check(SceneSerializer::Load(second, path), "the second copy of the scene must load");
std::filesystem::remove(path);
first.CommitPendingAdditions();
second.CommitPendingAdditions();
std::unordered_set<ObjectId> ids;
std::size_t count = 0;
for (const Scene* scene : {&first, &second}) {
for (const auto& object : scene->GetObjects()) {
ids.insert(object->GetId());
++count;
}
}
check(count == 4 && ids.size() == 4, "loading one file into two scenes must not duplicate ids");
for (const Scene* scene : {&first, &second}) {
const CameraComponent* camera = scene->GetCurrentCamera();
check(camera != nullptr && camera->GetGameObject()->GetName() == "child" &&
camera->GetGameObject()->GetScene() == scene,
"the current camera must be remapped to the object in its own scene");
const Transform* parent = camera->GetGameObject()->GetTransform().GetParent();
check(parent != nullptr && parent->GetOwner()->GetName() == "root" &&
parent->GetOwner()->GetScene() == scene,
"parents must be remapped within each loaded scene");
}
const GameObject* fresh = first.CreateGameObject("fresh");
check(!ids.contains(fresh->GetId()), "objects created after a load must get unused ids");
SceneManager::GetInstance().Destroy();
}
}
void RunSerializationTests()
{
testSceneRoundTrip();
testLegacySceneLoad();
testSceneLoadRollback();
testLightComponentRoundTrip();
testSceneSaveRejectsNonFinite();
testSceneValidationErrors();
testSceneLoadRestoresBindings();
testSceneLoadDropsMissingCamera();
testGlmJson();
testSceneFileIdsAreLocal();
}
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#include <filesystem>
#include <string>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Scene/Scene.h>
#include <destrum/Scene/SceneManager.h>
#include <destrum/Serialization/ComponentFactory.h>
#include <destrum/Serialization/ComponentRegistry.h>
#include <destrum/Serialization/GlmJson.h>
#include <destrum/Serialization/SceneSerializer.h>
#include <destrum/Components/UI/Canvas.h>
#include <destrum/Components/UI/RectTransform.h>
#include <destrum/Components/UI/UIImage.h>
#include <destrum/Components/UI/UIText.h>
#include <destrum/Graphics/Managers/Renderer2D.h>
#include <destrum/Graphics/Resources/Font.h>
#include <components/CrosshairUI.h>
#include <components/FirstPersonController.h>
#include <components/WinGoal.h>
#include <components/WinScreenUI.h>
#include "TestUtils.h"
using namespace test;
namespace {
void testCanvasLayout()
{
Scene& scene = SceneManager::GetInstance().CreateScene("canvas");
GameObject* hud = scene.CreateGameObject("hud");
auto* canvas = hud->AddComponent<Canvas>();
const auto addChild = [&](const std::string& name, GameObject& parent) {
GameObject* child = scene.CreateGameObject(name);
child->GetTransform().SetParent(&parent.GetTransform(), false);
return child;
};
GameObject* panel = addChild("panel", *hud);
auto* panelRect = panel->AddComponent<RectTransform>();
panelRect->SetSize({100.0f, 50.0f});
panelRect->SetPosition({10.0f, 0.0f});
panel->AddComponent<UIImage>(glm::vec4{1.0f, 0.0f, 0.0f, 1.0f});
GameObject* fill = addChild("fill", *panel);
fill->AddComponent<UIImage>(glm::vec4{0.0f, 1.0f, 0.0f, 1.0f})->SetShape(UIImageShape::Ellipse);
GameObject* corner = addChild("corner", *hud);
auto* cornerRect = corner->AddComponent<RectTransform>();
cornerRect->SetAnchor({1.0f, 1.0f});
cornerRect->SetPivot({1.0f, 1.0f});
cornerRect->SetPosition({-20.0f, -20.0f});
cornerRect->SetSize({40.0f, 40.0f});
corner->AddComponent<UIImage>();
GameObject* hidden = addChild("hidden", *hud);
auto* hiddenRect = hidden->AddComponent<RectTransform>();
hiddenRect->SetSize({20.0f, 20.0f});
hidden->AddComponent<UIImage>();
hidden->SetActive(false);
GameObject* nested = addChild("nested", *hud);
nested->AddComponent<Canvas>();
nested->AddComponent<UIImage>();
scene.CommitPendingAdditions();
auto& r2d = Renderer2D::GetInstance();
r2d.Clear();
canvas->Draw({1920.0f, 1080.0f});
const auto& shapes = r2d.GetShapes();
check(shapes.size() == 3, "a canvas must draw its active children and skip inactive ones and nested canvases");
check(shapes[0].type == Shape2DType::Rect && shapes[0].center == glm::vec2{970.0f, 540.0f} &&
shapes[0].halfSize == glm::vec2{50.0f, 25.0f},
"a centered rect must be placed around its anchor, offset by its position");
check(shapes[1].type == Shape2DType::Ellipse && shapes[1].center == shapes[0].center &&
shapes[1].halfSize == shapes[0].halfSize,
"an object without a RectTransform must fill its parent and draw after it");
check(shapes[2].center == glm::vec2{1880.0f, 1040.0f},
"anchors and pivot must place a rect relative to the screen corner");
check(panelRect->GetScreenRect().min == glm::vec2{920.0f, 515.0f},
"the canvas must store where it drew each rect");
check(hiddenRect->GetScreenRect().size == glm::vec2{20.0f, 20.0f},
"hidden objects must still be laid out so the editor can show them");
r2d.Clear();
canvas->Draw({3840.0f, 2160.0f});
check(r2d.GetShapes().size() == 3 && r2d.GetShapes()[0].halfSize == glm::vec2{100.0f, 50.0f} &&
r2d.GetShapes()[0].center == glm::vec2{1940.0f, 1080.0f},
"sizes and offsets must scale with the screen height");
canvas->SetScaleMode(CanvasScaleMode::ConstantPixelSize);
r2d.Clear();
canvas->Draw({3840.0f, 2160.0f});
check(r2d.GetShapes()[0].halfSize == glm::vec2{50.0f, 25.0f}, "a constant pixel size canvas must not scale");
check(Canvas::FindFor(*fill) == canvas && Canvas::FindFor(*nested) == nested->GetComponent<Canvas>(),
"FindFor must return the closest canvas on the object or its parents");
check(cornerRect->GetParentRect().size == glm::vec2{3840.0f, 2160.0f},
"the canvas must store the parent rect each rect was laid out in");
cornerRect->ApplyAnchorPreset({0.0f, -1.0f});
check(cornerRect->GetAnchorMin() == glm::vec2{0.0f, 0.0f} && cornerRect->GetAnchorMax() == glm::vec2{0.0f, 1.0f} &&
cornerRect->GetPivot() == glm::vec2{0.0f, 0.5f} && cornerRect->GetPosition() == glm::vec2{0.0f} &&
cornerRect->GetSize() == glm::vec2{40.0f, 0.0f},
"an anchor preset must pin or stretch each axis and keep the size on pinned axes");
panelRect->Stretch();
check(panelRect->ComputeRect(UIRect{.min = {10.0f, 20.0f}, .size = {30.0f, 40.0f}}, 2.0f).size == glm::vec2{30.0f, 40.0f},
"a stretched rect must fill its parent");
r2d.Clear();
SceneManager::GetInstance().Destroy();
}
void testUITextPlacement()
{
Scene& scene = SceneManager::GetInstance().CreateScene("ui text");
auto* text = scene.CreateGameObject("text")->AddComponent<UIText>("hi", 20.0f);
const UIRect rect{.min = {100.0f, 100.0f}, .size = {200.0f, 100.0f}};
check(text->PlaceText(rect, {50.0f, 20.0f}) == glm::vec2{175.0f, 140.0f}, "text must be centered by default");
text->SetAlignment(UITextAlign::End, UITextAlign::Start);
check(text->PlaceText(rect, {50.0f, 20.0f}) == glm::vec2{250.0f, 100.0f}, "text must follow its alignment");
SceneManager::GetInstance().Destroy();
}
void testHudRoundTrip()
{
RegisterEngineComponents();
ComponentFactory::Register<CrosshairUI>("CrosshairUI");
ComponentFactory::Register<WinScreenUI>("WinScreenUI");
ComponentFactory::Register<WinGoal>("WinGoal");
ComponentFactory::Register<FirstPersonController>("FirstPersonController");
Scene& scene = SceneManager::GetInstance().CreateScene("hud");
GameObject* player = scene.CreateGameObject("player");
player->AddComponent<FirstPersonController>();
GameObject* goal = scene.CreateGameObject("goal");
auto* winGoal = goal->AddComponent<WinGoal>();
GameObject* hud = scene.CreateGameObject("hud");
hud->AddComponent<Canvas>()->SetReferenceHeight(720.0f);
GameObject* crosshair = scene.CreateGameObject("crosshair");
crosshair->GetTransform().SetParent(&hud->GetTransform(), false);
auto* crosshairRect = crosshair->AddComponent<RectTransform>();
crosshairRect->SetAnchors({0.25f, 0.5f}, {0.75f, 0.5f});
crosshair->AddComponent<UIImage>()->SetOutline(3.0f);
GameObject* screen = scene.CreateGameObject("screen");
screen->GetTransform().SetParent(&hud->GetTransform(), false);
auto* label = screen->AddComponent<UIText>("YOU WIN", 64.0f);
label->SetAlignment(UITextAlign::Start, UITextAlign::End);
auto* crosshairUi = hud->AddComponent<CrosshairUI>();
crosshairUi->SetPlayer(*player);
crosshairUi->SetCrosshair(*crosshair);
auto* winScreenUi = hud->AddComponent<WinScreenUI>();
winScreenUi->SetGoal(*goal);
winScreenUi->SetScreen(*screen);
scene.CommitPendingAdditions();
crosshairUi->LateUpdate(0.0f);
winScreenUi->LateUpdate(0.0f);
check(!crosshair->IsActive(), "the crosshair must hide while the player isn't possessed");
check(!screen->IsActive(), "the win screen must hide until the goal is reached");
winGoal->Activate(*player);
winScreenUi->LateUpdate(0.0f);
check(screen->IsActive(), "the win screen must show once the goal is reached");
const auto path = std::filesystem::temp_directory_path() / "destrum_hud_scene.json";
check(SceneSerializer::Save(scene, path), "the hud scene must save");
Scene& copy = SceneManager::GetInstance().CreateScene("hud copy");
check(SceneSerializer::Load(copy, path), "the hud scene must load");
std::filesystem::remove(path);
copy.CommitPendingAdditions();
GameObject* loadedHud = findByName(copy, "hud");
GameObject* loadedCrosshair = findByName(copy, "crosshair");
GameObject* loadedScreen = findByName(copy, "screen");
check(loadedHud != nullptr && loadedCrosshair != nullptr && loadedScreen != nullptr,
"the hud objects must survive a round-trip");
check(loadedCrosshair->GetTransform().GetParent() == &loadedHud->GetTransform(),
"ui objects must stay parented to their canvas");
const auto* loadedCanvas = loadedHud->GetComponent<Canvas>();
check(loadedCanvas != nullptr && loadedCanvas->GetReferenceHeight() == 720.0f, "canvas settings must round-trip");
const auto* loadedRect = loadedCrosshair->GetComponent<RectTransform>();
check(loadedRect != nullptr && loadedRect->GetAnchorMin() == glm::vec2{0.25f, 0.5f} &&
loadedRect->GetAnchorMax() == glm::vec2{0.75f, 0.5f},
"rect transforms must round-trip");
const auto* loadedImage = loadedCrosshair->GetComponent<UIImage>();
check(loadedImage != nullptr && loadedImage->GetOutline() == 3.0f, "ui images must round-trip");
const auto* loadedLabel = loadedScreen->GetComponent<UIText>();
check(loadedLabel != nullptr && loadedLabel->GetText() == "YOU WIN" && loadedLabel->GetFontSize() == 64.0f &&
loadedLabel->GetHorizontalAlign() == UITextAlign::Start &&
loadedLabel->GetVerticalAlign() == UITextAlign::End,
"ui text must round-trip");
const auto* loadedCrosshairUi = loadedHud->GetComponent<CrosshairUI>();
const auto* loadedWinScreenUi = loadedHud->GetComponent<WinScreenUI>();
check(loadedCrosshairUi != nullptr && loadedCrosshairUi->GetPlayer().Get(copy) == findByName(copy, "player") &&
loadedCrosshairUi->GetCrosshair().Get(copy) == loadedCrosshair,
"crosshair references must point at the loaded objects");
check(loadedWinScreenUi != nullptr && loadedWinScreenUi->GetGoal().Get(copy) == findByName(copy, "goal") &&
loadedWinScreenUi->GetScreen().Get(copy) == loadedScreen,
"win screen references must point at the loaded objects");
SceneManager::GetInstance().Destroy();
}
}
void RunUiTests()
{
testCanvasLayout();
testUITextPlacement();
testHudRoundTrip();
}