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
This commit is contained in:
2026-09-22 17:09:55 +08:00
parent bc63f76fc1
commit 07792c34d7
10 changed files with 338 additions and 11 deletions
+22 -2
View File
@@ -9,6 +9,7 @@
#include <Engine/Renderer/Renderer.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/ImGui/ImGuiLayer.h>
#include <algorithm>
@@ -50,6 +51,14 @@ namespace Engine {
}
}
void Application::EnableImGui()
{
if (m_ImGuiLayer) return;
m_ImGuiLayer = CreateScope<ImGuiLayer>(GetWindow(), *m_Renderer);
m_Renderer->SetImGuiLayer(m_ImGuiLayer.get());
}
void Application::Run()
{
ENGINE_INFO("Application starting");
@@ -73,10 +82,21 @@ namespace Engine {
// 延迟销毁在渲染前统一 flush,保证渲染遍历时池结构不变
m_Scene->FlushDestroyQueue();
// 主渲染是框架行为(不可覆盖);叠加层钩子在提交前执行
m_Renderer->Render(*m_Scene, *m_Assets);
// ---- UI 构建段:OnRenderOverlay 只"声明"控件,不直接碰 GPU ----
if (m_ImGuiLayer) {
m_ImGuiLayer->NewFrame();
}
OnRenderOverlay();
if (m_ImGuiLayer) {
m_ImGuiLayer->BuildDrawData();
}
// ---- 主渲染(框架行为):RG 顺序 Forward → ImGui(loadOp=Load) →
// Present,draw data 在 ImGui pass 里才真正提交 GPU ----
m_Renderer->Render(*m_Scene, *m_Assets);
++m_FrameCount;
}
+128
View File
@@ -0,0 +1,128 @@
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/ImGui/ImGuiLayer.h>
#include <Engine/Core/Window.h>
#include <Engine/Core/Log.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/Renderer/Renderer.h>
#include <imgui.h>
#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_vulkan.h>
namespace Engine {
namespace {
void CheckVkResult(VkResult err)
{
if (err != VK_SUCCESS) {
ENGINE_ERROR("ImGui Vulkan backend error: VkResult={}", static_cast<int>(err));
}
}
}
ImGuiLayer::ImGuiLayer(Window& window, Renderer& renderer)
: m_Device(renderer.GetDevice())
{
Device& device = renderer.GetDevice();
// 1. 描述符池(ImGui 自用:字体贴图 + 用户贴图)
std::array<vk::DescriptorPoolSize, 11> poolSizes = {{
{ vk::DescriptorType::eSampler, 1000 },
{ vk::DescriptorType::eCombinedImageSampler, 1000 },
{ vk::DescriptorType::eSampledImage, 1000 },
{ vk::DescriptorType::eStorageImage, 1000 },
{ vk::DescriptorType::eUniformTexelBuffer, 1000 },
{ vk::DescriptorType::eStorageTexelBuffer, 1000 },
{ vk::DescriptorType::eUniformBuffer, 1000 },
{ vk::DescriptorType::eStorageBuffer, 1000 },
{ vk::DescriptorType::eUniformBufferDynamic, 1000 },
{ vk::DescriptorType::eStorageBufferDynamic, 1000 },
{ vk::DescriptorType::eInputAttachment, 1000 },
}};
vk::DescriptorPoolCreateInfo poolInfo;
poolInfo.setFlags(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet)
.setMaxSets(1000)
.setPoolSizes(poolSizes);
m_Pool = device.GetDevice().createDescriptorPool(poolInfo);
// 2. ImGui 上下文 + 平台/渲染后端
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // docking 分支
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // 多视口
ImGui_ImplGlfw_InitForVulkan(window.GetHandle(), true);
ImGui_ImplVulkan_InitInfo info = {};
info.ApiVersion = VK_API_VERSION_1_4;
info.Instance = device.GetInstance();
info.PhysicalDevice = device.GetPhysicalDevice();
info.Device = device.GetDevice();
info.QueueFamily = device.GetGraphicsFamily();
info.Queue = device.GetGraphicsQueue();
info.DescriptorPool = m_Pool;
info.MinImageCount = 2; // kMaxFramesInFlight
info.ImageCount = renderer.GetSwapchainImageCount();
info.CheckVkResultFn = CheckVkResult;
// 与引擎共存的关键:不用 RenderPass,走 dynamic rendering,
// 颜色格式 = swapchain 格式(引擎无 vk::Pipeline,全动态状态)
info.UseDynamicRendering = true;
const vk::Format colorFormat = renderer.GetSwapchainFormat();
VkPipelineRenderingCreateInfoKHR pri{};
pri.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
pri.colorAttachmentCount = 1;
pri.pColorAttachmentFormats =
reinterpret_cast<const VkFormat*>(&colorFormat);
info.PipelineInfoMain.PipelineRenderingCreateInfo = pri;
// 多视口子窗口同格式
info.PipelineInfoForViewports.PipelineRenderingCreateInfo = pri;
ImGui_ImplVulkan_Init(&info);
ENGINE_INFO("ImGuiLayer initialized (docking + viewports, dynamic rendering)");
}
ImGuiLayer::~ImGuiLayer()
{
// 后端销毁自己的管线/字体资源前先等 GPU 空闲(层先于 Renderer 析构)
m_Device.GetDevice().waitIdle();
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
m_Device.GetDevice().destroyDescriptorPool(m_Pool);
ENGINE_INFO("ImGuiLayer shut down");
}
void ImGuiLayer::NewFrame()
{
ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void ImGuiLayer::BuildDrawData()
{
ImGui::Render();
}
void ImGuiLayer::RenderDrawData(vk::CommandBuffer cmd)
{
if (!m_Enabled) return;
ImDrawData* drawData = ImGui::GetDrawData();
if (drawData && drawData->CmdListsCount > 0) {
ImGui_ImplVulkan_RenderDrawData(drawData, cmd);
}
}
} // namespace Engine
+40
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@@ -19,6 +19,7 @@
#include <Engine/Vulkan/UniformBuffer.h>
#include <Engine/Core/Window.h>
#include <Engine/Core/Log.h>
#include <Engine/ImGui/ImGuiLayer.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
@@ -208,6 +209,16 @@ namespace Engine
vkDevice.destroyDescriptorSetLayout(m_ShadowSetLayout);
}
vk::Format Renderer::GetSwapchainFormat() const
{
return m_Swapchain->GetFormat();
}
u32 Renderer::GetSwapchainImageCount() const
{
return m_Swapchain->GetImageCount();
}
void Renderer::BuildGraph()
{
m_RenderGraph = CreateScope<RG::RenderGraph>(
@@ -455,6 +466,35 @@ namespace Engine
.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment);
// ---- ImGui pass:叠加层(loadOp=Load,不清屏)----
// 框架只负责把 draw data 录进 cmd;UI 内容全部由派生类
// 在 OnRenderOverlay() 里构建,框架自身不画任何 ImGui 控件。
// 未启用叠加层时空转(begin/end 一次空 rendering region)。
m_RenderGraph->AddPass("ImGui",
[this](RG::RenderGraphContext& ctx) {
const vk::CommandBuffer cmd = ctx.cmd;
vk::RenderingAttachmentInfo colorAttachment;
colorAttachment.setImageView(ctx.View(m_Backbuffer))
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eLoad) // 关键:叠加
.setStoreOp(vk::AttachmentStoreOp::eStore);
vk::RenderingInfo renderingInfo;
renderingInfo.setRenderArea({{0, 0}, ctx.extent})
.setLayerCount(1)
.setColorAttachments(colorAttachment);
cmd.beginRendering(renderingInfo);
if (m_ImGuiLayer) {
m_ImGuiLayer->RenderDrawData(cmd);
}
cmd.endRendering();
})
.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment);
// ---- Present pass:transition 到 ePresentSrcKHR ----
m_RenderGraph->AddPass("Present",
[](RG::RenderGraphContext&) {