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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@@ -19,6 +19,7 @@
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#include <Engine/Vulkan/UniformBuffer.h>
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#include <Engine/Core/Window.h>
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#include <Engine/Core/Log.h>
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#include <Engine/ImGui/ImGuiLayer.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -208,6 +209,16 @@ namespace Engine
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vkDevice.destroyDescriptorSetLayout(m_ShadowSetLayout);
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}
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vk::Format Renderer::GetSwapchainFormat() const
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{
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return m_Swapchain->GetFormat();
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}
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u32 Renderer::GetSwapchainImageCount() const
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{
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return m_Swapchain->GetImageCount();
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}
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void Renderer::BuildGraph()
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{
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m_RenderGraph = CreateScope<RG::RenderGraph>(
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@@ -455,6 +466,35 @@ namespace Engine
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.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment);
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// ---- ImGui pass:叠加层(loadOp=Load,不清屏)----
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// 框架只负责把 draw data 录进 cmd;UI 内容全部由派生类
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// 在 OnRenderOverlay() 里构建,框架自身不画任何 ImGui 控件。
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// 未启用叠加层时空转(begin/end 一次空 rendering region)。
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m_RenderGraph->AddPass("ImGui",
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[this](RG::RenderGraphContext& ctx) {
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const vk::CommandBuffer cmd = ctx.cmd;
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vk::RenderingAttachmentInfo colorAttachment;
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colorAttachment.setImageView(ctx.View(m_Backbuffer))
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.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eLoad) // 关键:叠加
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.setStoreOp(vk::AttachmentStoreOp::eStore);
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vk::RenderingInfo renderingInfo;
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renderingInfo.setRenderArea({{0, 0}, ctx.extent})
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.setLayerCount(1)
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.setColorAttachments(colorAttachment);
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cmd.beginRendering(renderingInfo);
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if (m_ImGuiLayer) {
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m_ImGuiLayer->RenderDrawData(cmd);
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}
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cmd.endRendering();
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})
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.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment);
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// ---- Present pass:transition 到 ePresentSrcKHR ----
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m_RenderGraph->AddPass("Present",
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[](RG::RenderGraphContext&) {
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