# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Overview **SimVulcan** is a minimal **Vulkan 1.3 / C++20** 3D model editor. It renders a 3D editor space — three reference grid planes (XY, XZ, YZ) through the origin plus coloured X/Y/Z axes — viewed through an orbit camera, and loads/displays `.obj` models with selectable display modes (solid, wireframe, solid + wireframe). The C++ side runs no simulation: it is a focused rendering skeleton with an ImGui interface (a Viewport control panel and a Mesh load panel). The repository *also* carries an unrelated Python research prototype under `docs/theory/` — see [Research prototype](#research-prototype-docstheory) below; it is not part of the CMake build. ## Build Prerequisites: **Vulkan SDK 1.3.290+** (provides `glslangValidator` for offline shader compilation), **CMake 3.26+**, **Ninja**, a C++20 compiler (MSVC 19.36+, gcc 11+, clang 14+). On macOS, Vulkan is via MoltenVK (Apple Silicon only). ```sh cmake --preset windows-msvc-release cmake --build --preset windows-msvc-release ``` Presets: `windows-msvc-debug`, `windows-msvc-release`, `linux-gcc-release`, `linux-clang-release`, `macos-arm64-release` (all Ninja, one dir per preset under `build//`). The first configure fetches dependencies via FetchContent (GLFW, GLM, volk, vk-bootstrap, VulkanMemoryAllocator, Dear ImGui, spdlog, tinyobjloader, Catch2) and needs network access. `VK_NO_PROTOTYPES` is set project-wide; Vulkan entry points load through **volk**. Warnings come from `simv_set_warnings` (`/W4 /permissive-`, or `-Wall -Wextra -Wpedantic -Wshadow -Wold-style-cast …`); they are **not** errors. `cmake/Sanitizers.cmake` defines `simv_enable_sanitizers` (Debug-only ASan/UBSan) but no target currently calls it — wire it in manually when chasing memory bugs. ## Running The executable resolves SPIR-V relative to the working directory (`FindSpvPath` probes `spirv/` and `current_path()/spirv/`). The `SimVulcan` POST_BUILD step copies the compiled `spirv/` tree and `assets/` next to the executable, so **run from the executable's own directory** (`build//src/app/`). `main.cpp` also probes several `../` ancestors for `assets/meshes`. Meshes load at runtime through the ImGui Mesh panel. Running writes two files into the CWD: `pipeline_cache.bin` (serialised `VkPipelineCache`, reloaded on the next start) and ImGui's `imgui.ini`. Both are disposable — delete them if pipeline creation or the panel layout misbehaves. `ContextOptions::enableValidation` / `enableDebugUtils` default to **true** in every build config, so the Khronos validation layer is requested even in Release; messages (error + warning severity) go through spdlog. `run.bat` at the repo root is **stale**: it launches `build/vs2022/src/app/Release/SimVulcan.exe`, a path the Ninja presets never produce. Do not point users at it without fixing the path first. ## Tests Catch2 unit tests, pure CPU/math (mesh bounds + welding). No GPU required. ```sh cmake --build --preset windows-msvc-debug --target simv_tests ctest --preset windows-msvc-debug ``` `windows-msvc-debug` is the only preset with a `testPreset` — for the other configs, invoke `ctest` in `build//` directly. Single test / subset — either through CTest (each `TEST_CASE` is registered individually by `catch_discover_tests`): ```sh ctest --preset windows-msvc-debug -R "WeldVertices" -V ``` or by running the binary with a Catch2 name or tag filter: ```sh ./build/windows-msvc-debug/tests/simv_tests.exe "[decimator]" ./build/windows-msvc-debug/tests/simv_tests.exe --list-tests ``` ## Architecture ### Library / target map ``` SimVulcan (exe) → simv_core, simv_vk, simv_mesh, simv_editor simv_core → simv_vk (App owns Window + vk::Renderer; no Vulkan calls) simv_editor → simv_core, simv_mesh (Camera, input, ImGui panels; no Vulkan) simv_mesh → simv_core (CPU mesh only; no Vulkan) simv_vk → third-party (volk, vk-bootstrap, VMA, GLFW, GLM, spdlog, imgui) simv_shaders → glslangValidator (GLSL → SPIR-V) ``` Namespaces follow directories: `simv::core`, `simv::vk`, `simv::mesh`, `simv::editor`. Each library exports `src/` as its include root, so includes are written module-qualified (`#include "mesh/Mesh.h"`, `#include "vk/Renderer.h"`). ### Frame loop `main.cpp` creates `core::App`, which owns the `core::Window` and a `vk::Renderer`, then runs the loop. Each frame `Renderer::DrawFrame` calls the UI callback (between ImGui NewFrame/Render), then records the scene: grid + mesh into one dynamic-rendering pass with a depth attachment, followed by ImGui, then presents (2 frames in flight, sync2 submits). `main.cpp` wires the editor via the UI callback: it draws the panels, applies mouse input to the `editor::Camera`, and pushes the resulting state into the renderer (`SetViewProj`, `SetRenderMode`, `SetGridVisible`). Mesh loads go through `MeshLoadPanel`'s callback → `Renderer::SetMeshCpu`. ### Mesh load path `MeshLoadPanel` lists `*.obj` in the mesh directory and kicks off `mesh::LoadObjAsync` (worker thread, `std::future`). The future is **drained on the main thread** at the top of `MeshLoadPanel::Draw`, so the `OnLoaded` callback — and therefore the GPU upload — always runs on the render thread. Loader exceptions surface as the panel's status string. `main.cpp`'s `OnLoaded` welds the mesh (`WeldVertices`, tolerance `1e-4`), logs the counts, uploads via `SetMeshCpu`, and reframes the camera to the bbox radius. Despite the file name, `mesh/MeshDecimator.h` implements **only** spatial-hash vertex welding (collapse near-duplicates, drop degenerate triangles, recompute bounds) — there is no LOD/decimation. ### Non-obvious invariants (read before editing) - **All Vulkan lives in `src/vk/`.** `core/`, `mesh/`, `editor/` and `app/` make no Vulkan API calls. `vk::Renderer`'s public header is deliberately Vulkan-free (pImpl + glm/`RenderMode` only) so `App` can own it without pulling in volk. Keep it that way — do not leak `Vk*` types into the public interfaces of those modules. - **Single render pass with depth.** Scene (grid + mesh) and ImGui draw into one `vkCmdBeginRendering` pass that has both a colour and a `D32_SFLOAT` depth attachment. The ImGui backend is initialised with `depthAttachmentFormat` set so its pipeline matches the pass; the depth buffer is recreated with the swapchain. - **Wireframe needs `fillModeNonSolid`.** `MeshRenderer` builds a fill pipeline and a `VK_POLYGON_MODE_LINE` pipeline; the line pipeline uses a small depth bias so the overlay sits on top of the fill. The device feature is requested in `Context`. Culling is off (`VK_CULL_MODE_NONE`) — loaded models may have mixed winding. - **Camera is fixed on the origin.** `editor::Camera` orbits (yaw/pitch/distance) the world origin; loaded models are recentred there via a translate-only model matrix. Projection uses Vulkan clip space (`GLM_FORCE_DEPTH_ZERO_TO_ONE` + Y flip, isolated to `Camera.cpp`). - **Buffers.** `vk::GpuMesh` owns the model's vertex/index buffers (staged upload on the transfer queue). `GridRenderer` builds a static host-visible line buffer once. Both scene renderers use only a push constant — no descriptor sets. - **Push-constant layout is a cross-file contract.** `MeshRenderer.cpp`'s anonymous `MeshPC { mat4 mvp; vec4 color; }` must stay byte-identical to the `push_constant` block in `mesh.vert`/`mesh.frag`; `color.a` is a *flag*, not alpha (1 = flat-shaded, 0 = constant colour for wireframe). `GridRenderer` pushes a bare `mat4` (vertex stage only). Change either side and you must change both. - **Swapchain recreation rebuilds sync objects.** `RecreateSwapDependent` recreates the per-frame `imageAvailable` semaphores (a failed acquire can leave one signalled) *and* the per-swapchain-image `renderFinished` semaphores (the image count may change), then re-ensures both pipelines. Keep that ordering if you touch resize handling. - **Mesh upload stalls the device.** `SetMeshCpu`/`ClearMesh` call `WaitIdle` before touching `GpuMesh` — acceptable because loads are rare; do not copy that pattern into per-frame paths. ### Shaders GLSL under `shaders/editor/` (`mesh.{vert,frag}`, `grid.{vert,frag}`). `simv_shaders` compiles each to `build//spirv/editor/.spv` targeting `vulkan1.3`, with `shaders/` as the `-I` root (so `#include "common/foo.glsl"` would resolve). Adding a shader under that globbed dir is picked up automatically (`CONFIGURE_DEPENDS`). `mesh.frag` reconstructs a flat normal from screen-space derivatives, so the vertex stream carries only positions (tight `float3`, one binding, one attribute). ## Logging `simv::core::Logger` (spdlog-backed, singleton) with category-based throttling. Log via `LogFmt(LogCategory, LogLevel, fmt, args...)`. Categories: `Core`, `Vulkan`, `MeshIO`, `UI`, `Test`. Per-category level, throttle interval and on/off are settable at runtime (`SetMinLevel` / `SetThrottle` / `SetEnabled`). Some low-level Vulkan code still calls `spdlog::` directly. ## Research prototype (`docs/theory/`) Separate from the C++ application and from the CMake build: a Python **Lattice Boltzmann (D2Q9, KBC-N1)** research codebase — cylinder flow with a ×2 nested AMR patch and SDF+Bouzidi boundaries. **GPU/CuPy only, no CPU fallback.** Its documentation and the running experiment log are in Russian. - `docs/theory/solver_2x_sdf/` — the component-split solver (`run.py`, `run_blockage.py`, `run_factors.py`); its `README.md` is the authoritative status/experiment log and maps every file to the physics it owns. - `docs/theory/demos_gpu/` — demo runs that produce the notebook's figures/GIFs; they import physics from `solver_2x_sdf`, never duplicate it. - `docs/theory/kbc_lbm.ipynb` — the write-up; it embeds pre-rendered artefacts and does not execute the simulations. - `docs/origins/` — source PDFs behind the theory. Do not fold this into the CMake build, and do not treat it as dead code — it is active research with a documented experiment history.