feat: ImGui 叠加层接入 RenderGraph(docking 分支,dynamic rendering)
框架与 UI 的职责边界: - ImGuiLayer(Engine/ImGui):只做管线桥接——上下文初始化、 NewFrame/BuildDrawData、draw data 录入 cmd;框架自身永不绘制 任何 ImGui 控件,UI 内容全部由派生类在 OnRenderOverlay() 定义 - 每帧顺序:NewFrame → OnRenderOverlay(声明控件)→ BuildDrawData → Renderer.Render(RG: Forward → ImGui(loadOp=Load 叠加) → Present) - ImGui pass 常驻 RG,未启用叠加层时空转,无图结构开销 - 后端共存:VK_EXT_shader_object 引擎无 vk::Pipeline,ImGui 用 UseDynamicRendering + PipelineInfoMain.PipelineRenderingCreateInfo (swapchain 格式),不需要 RenderPass - 析构序:ImGuiLayer 在 Application 成员序中后声明(先于 Renderer 析构),析构内 waitIdle 保证后端资源安全销毁 App 示例(证明职责边界):Scene Debug 面板实时拖动阴影光方向, ` 键反折叠加层
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@@ -13,3 +13,7 @@
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[submodule "Lib/entt"]
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path = Lib/entt
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url = https://github.com/skypjack/entt.git
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[submodule "Lib/imgui"]
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path = Lib/imgui
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url = https://github.com/ocornut/imgui.git
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branch = docking
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