From e3ef115804b46e8bfc594987b04b1059aed5e002 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 1 Feb 2026 18:56:47 +0100 Subject: feat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assets - Fixed test_sequence by restoring MainSequence::init_test for mocking. - Corrected CMakeLists.txt dependencies and source groupings to prevent duplicate symbols. - standardizing Effect constructor signature for seq_compiler compatibility. - Implemented Hybrid3DEffect using bumpy Renderer3D and procedural NOISE_TEX. - Updated MainSequence to support depth buffer for 3D elements. - Formatted all source files with clang-format. --- src/3d/renderer.cc | 52 ++++++----------------- src/3d/renderer.h | 23 +++++----- src/gpu/demo_effects.h | 7 ++-- src/gpu/effect.cc | 16 +++++-- src/gpu/effect.h | 3 +- src/gpu/effects/hybrid_3d_effect.cc | 83 ++++++++++++++++++++----------------- src/gpu/effects/hybrid_3d_effect.h | 10 +++-- src/gpu/texture_manager.cc | 12 +++--- src/gpu/texture_manager.h | 5 ++- src/tests/test_assets.cc | 16 ++++--- src/tests/test_sequence.cc | 4 +- src/util/asset_manager.cc | 68 +++++++++++++++++------------- src/util/asset_manager.h | 18 ++++---- 13 files changed, 166 insertions(+), 151 deletions(-) (limited to 'src') diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc index 0a2ae9a..db9d73d 100644 --- a/src/3d/renderer.cc +++ b/src/3d/renderer.cc @@ -3,8 +3,8 @@ #include "3d/renderer.h" #include -#include #include +#include #include static const char* kShaderCode = R"( @@ -429,17 +429,14 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, } } -void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, const Camera& camera, float time) { - +void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, + const Camera& camera, float time) { update_uniforms(scene, camera, time); - - // Lazy Bind Group creation - if (bind_group_) wgpuBindGroupRelease(bind_group_); - - + if (bind_group_) + wgpuBindGroupRelease(bind_group_); WGPUBindGroupEntry bg_entries[4] = {}; @@ -463,8 +460,6 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, const Came bg_entries[3].sampler = default_sampler_; - - WGPUBindGroupDescriptor bg_desc = {}; bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0); @@ -477,35 +472,26 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, const Came wgpuBindGroupLayoutRelease(bg_desc.layout); - - wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); - - - uint32_t instance_count = (uint32_t)std::min((size_t)kMaxObjects, scene.objects.size()); + uint32_t instance_count = + (uint32_t)std::min((size_t)kMaxObjects, scene.objects.size()); if (instance_count > 0) { - wgpuRenderPassEncoderDraw(pass, 36, instance_count, 0, 0); - } - } - - void Renderer3D::render(const Scene& scene, const Camera& camera, float time, - WGPUTextureView target_view, WGPUTextureView depth_view_opt) { - + WGPUTextureView target_view, + WGPUTextureView depth_view_opt) { WGPUTextureView depth_view = depth_view_opt ? depth_view_opt : depth_view_; - if (!depth_view) return; - - + if (!depth_view) + return; WGPURenderPassColorAttachment color_attachment = {}; @@ -513,8 +499,6 @@ void Renderer3D::render(const Scene& scene, const Camera& camera, float time, color_attachment.clearValue = {0.05, 0.05, 0.1, 1.0}; - - WGPURenderPassDepthStencilAttachment depth_attachment = {}; depth_attachment.view = depth_view; @@ -525,8 +509,6 @@ void Renderer3D::render(const Scene& scene, const Camera& camera, float time, depth_attachment.depthClearValue = 1.0f; - - WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; @@ -535,30 +517,22 @@ void Renderer3D::render(const Scene& scene, const Camera& camera, float time, pass_desc.depthStencilAttachment = &depth_attachment; - - WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device_, nullptr); - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); - - + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); draw(pass, scene, camera, time); - - wgpuRenderPassEncoderEnd(pass); WGPUCommandBuffer commands = wgpuCommandEncoderFinish(encoder, nullptr); wgpuQueueSubmit(queue_, 1, &commands); - - wgpuRenderPassEncoderRelease(pass); wgpuCommandBufferRelease(commands); wgpuCommandEncoderRelease(encoder); - } \ No newline at end of file diff --git a/src/3d/renderer.h b/src/3d/renderer.h index e87d47a..8cb379b 100644 --- a/src/3d/renderer.h +++ b/src/3d/renderer.h @@ -28,25 +28,24 @@ class Renderer3D { void init(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format); void shutdown(); - // Renders the scene to the given texture view (Convenience: creates a pass) + // Renders the scene to the given texture view (Convenience: creates a pass) - void render(const Scene& scene, const Camera& camera, float time, + void render(const Scene& scene, const Camera& camera, float time, - WGPUTextureView target_view, WGPUTextureView depth_view_opt = nullptr); + WGPUTextureView target_view, + WGPUTextureView depth_view_opt = nullptr); - + // Records draw commands to an existing pass. - // Records draw commands to an existing pass. + // Assumes the pass has a compatible pipeline (or we set it here). - // Assumes the pass has a compatible pipeline (or we set it here). + // Note: Caller must ensure depth/color attachments are set up correctly in + // the pass. - // Note: Caller must ensure depth/color attachments are set up correctly in the pass. + void draw(WGPURenderPassEncoder pass, const Scene& scene, + const Camera& camera, float time); - void draw(WGPURenderPassEncoder pass, const Scene& scene, const Camera& camera, float time); - - - - void set_noise_texture(WGPUTextureView noise_view); + void set_noise_texture(WGPUTextureView noise_view); // Resize handler (if needed for internal buffers) void resize(int width, int height); diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h index 0ff75b9..1f3c526 100644 --- a/src/gpu/demo_effects.h +++ b/src/gpu/demo_effects.h @@ -2,13 +2,13 @@ // It declares the concrete effects used in the demo. #pragma once +#include "3d/camera.h" +#include "3d/renderer.h" +#include "3d/scene.h" #include "effect.h" #include "gpu/effects/post_process_helper.h" #include "gpu/effects/shaders.h" #include "gpu/gpu.h" -#include "3d/renderer.h" -#include "3d/scene.h" -#include "3d/camera.h" #include "gpu/texture_manager.h" #include @@ -118,6 +118,7 @@ class Hybrid3DEffect : public Effect { void init(MainSequence* demo) override; void render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) override; + private: Renderer3D renderer_; TextureManager texture_manager_; diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc index fdc604c..b2e0c4e 100644 --- a/src/gpu/effect.cc +++ b/src/gpu/effect.cc @@ -131,6 +131,14 @@ void MainSequence::create_framebuffers(int width, int height) { depth_view_ = wgpuTextureCreateView(depth_texture_, &depth_view_desc); } +void MainSequence::init_test(WGPUDevice d, WGPUQueue q, WGPUTextureFormat f) { + device = d; + queue = q; + format = f; + // No framebuffers or passthrough effect created in test mode. + // Test effects should not rely on these being real. +} + void MainSequence::init(WGPUDevice d, WGPUQueue q, WGPUTextureFormat f, int width, int height) { device = d; @@ -197,7 +205,7 @@ void MainSequence::render_frame(float global_time, float beat, float peak, #if !defined(DEMO_CROSS_COMPILE_WIN32) scene_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; #endif /* !defined(DEMO_CROSS_COMPILE_WIN32) */ - + WGPURenderPassDepthStencilAttachment depth_attachment = {}; depth_attachment.view = depth_view_; depth_attachment.depthLoadOp = WGPULoadOp_Clear; @@ -206,7 +214,8 @@ void MainSequence::render_frame(float global_time, float beat, float peak, WGPURenderPassDescriptor scene_desc = {.colorAttachmentCount = 1, .colorAttachments = &scene_attachment, - .depthStencilAttachment = &depth_attachment}; + .depthStencilAttachment = + &depth_attachment}; WGPURenderPassEncoder scene_pass = wgpuCommandEncoderBeginRenderPass(encoder, &scene_desc); for (const SequenceItem* item : scene_effects) { @@ -224,7 +233,8 @@ void MainSequence::render_frame(float global_time, float beat, float peak, final_view = wgpuTextureCreateView(st.texture, nullptr); // Safely cast to PostProcessEffect to call update_bind_group - PostProcessEffect* pp_effect = (PostProcessEffect*)passthrough_effect_.get(); + PostProcessEffect* pp_effect = + (PostProcessEffect*)passthrough_effect_.get(); pp_effect->update_bind_group(framebuffer_view_a_); WGPURenderPassColorAttachment final_attachment = {}; diff --git a/src/gpu/effect.h b/src/gpu/effect.h index 5d6b666..29f8e85 100644 --- a/src/gpu/effect.h +++ b/src/gpu/effect.h @@ -100,6 +100,7 @@ class MainSequence { void init(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format, int width, int height); + void init_test(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format); void add_sequence(std::shared_ptr seq, float start_time, int priority = 0); void render_frame(float global_time, float beat, float peak, @@ -122,7 +123,7 @@ class MainSequence { WGPUTextureView framebuffer_view_a_ = nullptr; WGPUTexture framebuffer_b_ = nullptr; WGPUTextureView framebuffer_view_b_ = nullptr; - + WGPUTexture depth_texture_ = nullptr; WGPUTextureView depth_view_ = nullptr; diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc index 41ede0b..6af2bd4 100644 --- a/src/gpu/effects/hybrid_3d_effect.cc +++ b/src/gpu/effects/hybrid_3d_effect.cc @@ -2,34 +2,38 @@ // It implements the Hybrid3DEffect. #include "gpu/effects/hybrid_3d_effect.h" -#include "util/asset_manager.h" #include "generated/assets.h" -#include +#include "util/asset_manager.h" #include +#include #include -Hybrid3DEffect::Hybrid3DEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : Effect(device, queue), width_(1280), height_(720) { +Hybrid3DEffect::Hybrid3DEffect(WGPUDevice device, WGPUQueue queue, + WGPUTextureFormat format) + : Effect(device, queue), width_(1280), height_(720) { (void)format; // Passed to base, not directly used here. } void Hybrid3DEffect::init(MainSequence* demo) { - (void)demo; - WGPUTextureFormat format = demo->format; // Get current format from MainSequence (might be different than constructor if resized) - + (void)demo; + WGPUTextureFormat format = + demo->format; // Get current format from MainSequence (might be different + // than constructor if resized) + renderer_.init(device_, queue_, format); renderer_.resize(width_, height_); // Texture Manager texture_manager_.init(device_, queue_); - + // Load Noise Asset size_t size = 0; const uint8_t* noise_data = GetAsset(AssetId::ASSET_NOISE_TEX, &size); if (noise_data && size == 256 * 256 * 4) { - texture_manager_.create_texture("noise", 256, 256, noise_data); - renderer_.set_noise_texture(texture_manager_.get_texture_view("noise")); + texture_manager_.create_texture("noise", 256, 256, noise_data); + renderer_.set_noise_texture(texture_manager_.get_texture_view("noise")); } else { - std::cerr << "Failed to load NOISE_TEX asset." << std::endl; + std::cerr << "Failed to load NOISE_TEX asset." << std::endl; } // Setup Scene @@ -41,40 +45,45 @@ void Hybrid3DEffect::init(MainSequence* demo) { for (int i = 0; i < 8; ++i) { ObjectType type = ObjectType::SPHERE; - if (i % 3 == 1) type = ObjectType::TORUS; - if (i % 3 == 2) type = ObjectType::BOX; - + if (i % 3 == 1) + type = ObjectType::TORUS; + if (i % 3 == 2) + type = ObjectType::BOX; + Object3D obj(type); float angle = (i / 8.0f) * 6.28318f; obj.position = vec3(std::cos(angle) * 4.0f, 0, std::sin(angle) * 4.0f); obj.scale = vec3(0.5f, 0.5f, 0.5f); - - if (type == ObjectType::SPHERE) obj.color = vec4(0, 1, 0, 1); - else if (type == ObjectType::TORUS) obj.color = vec4(0, 0.5, 1, 1); - else obj.color = vec4(1, 1, 0, 1); - + + if (type == ObjectType::SPHERE) + obj.color = vec4(0, 1, 0, 1); + else if (type == ObjectType::TORUS) + obj.color = vec4(0, 0.5, 1, 1); + else + obj.color = vec4(1, 1, 0, 1); + scene_.add_object(obj); } } -void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) { - // Animate Objects - for (size_t i = 1; i < scene_.objects.size(); ++i) { - scene_.objects[i].rotation = quat::from_axis(vec3(0, 1, 0), time * 2.0f + i); - scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f; - } - - // Animate Camera - float cam_radius = 10.0f + std::sin(time * 0.3f) * 4.0f; - float cam_height = 5.0f + std::cos(time * 0.4f) * 3.0f; - camera_.set_look_at( - vec3(std::sin(time * 0.5f) * cam_radius, cam_height, std::cos(time * 0.5f) * cam_radius), - vec3(0, 0, 0), - vec3(0, 1, 0) - ); - - camera_.aspect_ratio = aspect_ratio; +void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat, + float intensity, float aspect_ratio) { + // Animate Objects + for (size_t i = 1; i < scene_.objects.size(); ++i) { + scene_.objects[i].rotation = + quat::from_axis(vec3(0, 1, 0), time * 2.0f + i); + scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f; + } + + // Animate Camera + float cam_radius = 10.0f + std::sin(time * 0.3f) * 4.0f; + float cam_height = 5.0f + std::cos(time * 0.4f) * 3.0f; + camera_.set_look_at(vec3(std::sin(time * 0.5f) * cam_radius, cam_height, + std::cos(time * 0.5f) * cam_radius), + vec3(0, 0, 0), vec3(0, 1, 0)); + + camera_.aspect_ratio = aspect_ratio; - // Draw - renderer_.draw(pass, scene_, camera_, time); + // Draw + renderer_.draw(pass, scene_, camera_, time); } diff --git a/src/gpu/effects/hybrid_3d_effect.h b/src/gpu/effects/hybrid_3d_effect.h index 1b0eab7..ef62883 100644 --- a/src/gpu/effects/hybrid_3d_effect.h +++ b/src/gpu/effects/hybrid_3d_effect.h @@ -1,12 +1,13 @@ // This file is part of the 64k demo project. -// It defines the Hybrid3DEffect, integrating the 3D renderer into the demo timeline. +// It defines the Hybrid3DEffect, integrating the 3D renderer into the demo +// timeline. #pragma once -#include "gpu/effect.h" +#include "3d/camera.h" #include "3d/renderer.h" #include "3d/scene.h" -#include "3d/camera.h" +#include "gpu/effect.h" #include "gpu/texture_manager.h" class Hybrid3DEffect : public Effect { @@ -15,7 +16,8 @@ class Hybrid3DEffect : public Effect { virtual ~Hybrid3DEffect() override = default; void init(MainSequence* demo) override; - void render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) override; + void render(WGPURenderPassEncoder pass, float time, float beat, + float intensity, float aspect_ratio) override; private: Renderer3D renderer_; diff --git a/src/gpu/texture_manager.cc b/src/gpu/texture_manager.cc index f2d93ad..5da82c0 100644 --- a/src/gpu/texture_manager.cc +++ b/src/gpu/texture_manager.cc @@ -44,13 +44,13 @@ void TextureManager::create_procedural_texture( #endif } -void TextureManager::create_texture(const std::string& name, int width, int height, const uint8_t* data) { +void TextureManager::create_texture(const std::string& name, int width, + int height, const uint8_t* data) { WGPUExtent3D tex_size = {(uint32_t)width, (uint32_t)height, 1}; // 2. Create GPU Texture WGPUTextureDescriptor tex_desc = {}; - tex_desc.usage = - WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst; + tex_desc.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst; tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.size = tex_size; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; @@ -76,8 +76,8 @@ void TextureManager::create_texture(const std::string& name, int width, int heig source_layout.bytesPerRow = width * 4; source_layout.rowsPerImage = height; - wgpuQueueWriteTexture(queue_, &destination, data, - width * height * 4, &source_layout, &tex_size); + wgpuQueueWriteTexture(queue_, &destination, data, width * height * 4, + &source_layout, &tex_size); // 4. Create View WGPUTextureViewDescriptor view_desc = {}; @@ -97,7 +97,7 @@ void TextureManager::create_texture(const std::string& name, int width, int heig gpu_tex.view = view; gpu_tex.width = width; gpu_tex.height = height; - + textures_[name] = gpu_tex; } diff --git a/src/gpu/texture_manager.h b/src/gpu/texture_manager.h index 54dcfeb..b97e6a8 100644 --- a/src/gpu/texture_manager.h +++ b/src/gpu/texture_manager.h @@ -37,9 +37,10 @@ class TextureManager { // Registers and generates a texture immediately void create_procedural_texture(const std::string& name, const ProceduralTextureDef& def); - + // Creates a texture from existing data (RGBA8) - void create_texture(const std::string& name, int width, int height, const uint8_t* data); + void create_texture(const std::string& name, int width, int height, + const uint8_t* data); // Retrieves a texture view by name (returns nullptr if not found) WGPUTextureView get_texture_view(const std::string& name); diff --git a/src/tests/test_assets.cc b/src/tests/test_assets.cc index dd77b73..c7d41e5 100644 --- a/src/tests/test_assets.cc +++ b/src/tests/test_assets.cc @@ -51,11 +51,13 @@ int main() { // Test procedural asset printf("\nRunning Procedural Asset test...\n"); size_t proc_size = 0; - const uint8_t* proc_data_1 = GetAsset(AssetId::ASSET_PROC_NOISE_256, &proc_size); + const uint8_t* proc_data_1 = + GetAsset(AssetId::ASSET_PROC_NOISE_256, &proc_size); assert(proc_data_1 != nullptr); assert(proc_size == 256 * 256 * 4); // 256x256 RGBA8 - - // Verify first few bytes are not all zero (noise should produce non-zero data) + + // Verify first few bytes are not all zero (noise should produce non-zero + // data) bool non_zero_data = false; for (size_t i = 0; i < 16; ++i) { // Check first 16 bytes if (proc_data_1[i] != 0) { @@ -69,10 +71,12 @@ int main() { // Test DropAsset for procedural asset and re-generation DropAsset(AssetId::ASSET_PROC_NOISE_256, proc_data_1); // After dropping, GetAsset should generate new data - const uint8_t* proc_data_2 = GetAsset(AssetId::ASSET_PROC_NOISE_256, &proc_size); + const uint8_t* proc_data_2 = + GetAsset(AssetId::ASSET_PROC_NOISE_256, &proc_size); assert(proc_data_2 != nullptr); - // assert(proc_data_1 != proc_data_2); // Removed: Allocator might reuse the same address - + // assert(proc_data_1 != proc_data_2); // Removed: Allocator might reuse the + // same address + // Verify content again to ensure it was re-generated correctly non_zero_data = false; for (size_t i = 0; i < 16; ++i) { diff --git a/src/tests/test_sequence.cc b/src/tests/test_sequence.cc index a48c733..788e0b1 100644 --- a/src/tests/test_sequence.cc +++ b/src/tests/test_sequence.cc @@ -99,7 +99,7 @@ class DummyPostProcessEffect : public PostProcessEffect { void test_effect_lifecycle() { printf(" test_effect_lifecycle...\n"); MainSequence main_seq; - main_seq.init(dummy_device, dummy_queue, dummy_format, 320, 200); + main_seq.init_test(dummy_device, dummy_queue, dummy_format); auto effect1 = std::make_shared(dummy_device, dummy_queue); auto seq1 = std::make_shared(); @@ -145,7 +145,7 @@ void test_simulate_until() { #if !defined(STRIP_ALL) printf(" test_simulate_until...\n"); MainSequence main_seq; - main_seq.init(dummy_device, dummy_queue, dummy_format, 320, 240); + main_seq.init_test(dummy_device, dummy_queue, dummy_format); auto effect1 = std::make_shared(dummy_device, dummy_queue); auto seq1 = std::make_shared(); diff --git a/src/util/asset_manager.cc b/src/util/asset_manager.cc index 2ad8ef9..845934b 100644 --- a/src/util/asset_manager.cc +++ b/src/util/asset_manager.cc @@ -8,12 +8,12 @@ #include "generated/assets.h" #endif /* defined(USE_TEST_ASSETS) */ -#include // For potential dynamic allocation for procedural assets -#include // For placement new -#include // For free -#include // For std::cerr -#include // For kAssetManagerProcGenFuncMap -#include // For std::string in map +#include // For free +#include // For std::cerr +#include // For kAssetManagerProcGenFuncMap +#include // For placement new +#include // For std::string in map +#include // For potential dynamic allocation for procedural assets #include "procedural/generator.h" // For ProcGenFunc and procedural functions @@ -41,17 +41,17 @@ const uint8_t* GetAsset(AssetId asset_id, size_t* out_size) { uint16_t index = (uint16_t)asset_id; // Assert that ASSET_LAST_ID is not used for retrieval. - // This ensures the size of the cache is correctly used and not accessed out of bounds. - // If this assert fails, it means assets.txt has an ID larger than expected - // or ASSET_LAST_ID is not correctly generated/updated. - // This is a design decision: ASSET_LAST_ID is purely for sizing and range checking, - // not for a valid asset retrieval itself. + // This ensures the size of the cache is correctly used and not accessed out + // of bounds. If this assert fails, it means assets.txt has an ID larger than + // expected or ASSET_LAST_ID is not correctly generated/updated. This is a + // design decision: ASSET_LAST_ID is purely for sizing and range checking, not + // for a valid asset retrieval itself. if (index >= (uint16_t)AssetId::ASSET_LAST_ID) { if (out_size) *out_size = 0; return nullptr; // Invalid asset_id } - + // Check cache first if (g_asset_cache[index].data != nullptr) { if (out_size) @@ -59,7 +59,8 @@ const uint8_t* GetAsset(AssetId asset_id, size_t* out_size) { return g_asset_cache[index].data; } - // Not in cache, retrieve from static data (packed in binary) or generate procedurally + // Not in cache, retrieve from static data (packed in binary) or generate + // procedurally if (index >= g_assets_count) { if (out_size) *out_size = 0; @@ -71,36 +72,44 @@ const uint8_t* GetAsset(AssetId asset_id, size_t* out_size) { if (source_record.is_procedural) { // Dynamically generate the asset - auto it = kAssetManagerProcGenFuncMap.find(source_record.proc_func_name_str); + auto it = + kAssetManagerProcGenFuncMap.find(source_record.proc_func_name_str); if (it == kAssetManagerProcGenFuncMap.end()) { - std::cerr << "Error: Unknown procedural function at runtime: " << source_record.proc_func_name_str << std::endl; - if (out_size) *out_size = 0; - return nullptr; // Procedural asset without a generation function. + std::cerr << "Error: Unknown procedural function at runtime: " + << source_record.proc_func_name_str << std::endl; + if (out_size) + *out_size = 0; + return nullptr; // Procedural asset without a generation function. } ProcGenFunc proc_gen_func_ptr = it->second; - // For this demo, assuming procedural textures are RGBA8 256x256 (for simplicity and bump mapping). - // A more generic solution would pass dimensions in proc_params. + // For this demo, assuming procedural textures are RGBA8 256x256 (for + // simplicity and bump mapping). A more generic solution would pass + // dimensions in proc_params. int width = 256, height = 256; size_t data_size = width * height * 4; // RGBA8 uint8_t* generated_data = new (std::nothrow) uint8_t[data_size]; if (!generated_data) { - std::cerr << "Error: Failed to allocate memory for procedural asset." << std::endl; - if (out_size) *out_size = 0; - return nullptr; + std::cerr << "Error: Failed to allocate memory for procedural asset." + << std::endl; + if (out_size) + *out_size = 0; + return nullptr; } - proc_gen_func_ptr(generated_data, width, height, source_record.proc_params, source_record.num_proc_params); - + proc_gen_func_ptr(generated_data, width, height, source_record.proc_params, + source_record.num_proc_params); + cached_record.data = generated_data; cached_record.size = data_size; cached_record.is_procedural = true; - // proc_gen_func, proc_params, num_proc_params already copied from source_record + // proc_gen_func, proc_params, num_proc_params already copied from + // source_record } else { // Static asset (copy from g_assets) cached_record.is_procedural = false; } - + // Store in cache for future use g_asset_cache[index] = cached_record; @@ -115,9 +124,10 @@ void DropAsset(AssetId asset_id, const uint8_t* asset) { return; // Invalid asset_id } - // Check if the asset is in cache and is procedural, and if the pointer matches. - // This prevents accidentally freeing static data or freeing twice. - if (g_asset_cache[index].data == asset && g_asset_cache[index].is_procedural) { + // Check if the asset is in cache and is procedural, and if the pointer + // matches. This prevents accidentally freeing static data or freeing twice. + if (g_asset_cache[index].data == asset && + g_asset_cache[index].is_procedural) { delete[] g_asset_cache[index].data; g_asset_cache[index] = {}; // Zero out the struct to force re-generation } diff --git a/src/util/asset_manager.h b/src/util/asset_manager.h index 00aafc0..b9cd778 100644 --- a/src/util/asset_manager.h +++ b/src/util/asset_manager.h @@ -8,16 +8,20 @@ enum class AssetId : uint16_t; // Forward declaration -// Type for procedural generation functions: (buffer, width, height, params, num_params) +// Type for procedural generation functions: (buffer, width, height, params, +// num_params) typedef void (*ProcGenFunc)(uint8_t*, int, int, const float*, int); struct AssetRecord { - const uint8_t* data; // Pointer to asset data (static or dynamic) - size_t size; // Size of the asset data - bool is_procedural; // True if data was dynamically allocated by a procedural generator - const char* proc_func_name_str; // Name of procedural generation function (string literal) - const float* proc_params; // Parameters for procedural generation (static, from assets.txt) - int num_proc_params; // Number of procedural parameters + const uint8_t* data; // Pointer to asset data (static or dynamic) + size_t size; // Size of the asset data + bool is_procedural; // True if data was dynamically allocated by a procedural + // generator + const char* proc_func_name_str; // Name of procedural generation function + // (string literal) + const float* proc_params; // Parameters for procedural generation (static, + // from assets.txt) + int num_proc_params; // Number of procedural parameters }; // Generic interface -- cgit v1.2.3