feat: HitProxy GPU 拾取 + UE 选中描边 + 编辑器拾取交互
- HitProxy 拾取:RG 管线渲染实体 id → host readback,点击帧 PickEntity 精确命中;拾取按视觉几何(Model 联合包围球射线求交), 与 Collider 解耦(UE/Unity 编辑器语义),命中打印实体名+碰撞体参数 - 选中描边(UE 语义):SelectionMask pass(R8Unorm 完整投影轮廓, 无深度测试透墙可见)→ Outline pass(边缘检测 + alpha 叠加, 必须注册在 Tonemap 后);edgeCut 贴视口边缘;widthPx=6 可调 - shader object 实证修复:VUID-08879 同程序 set layouts 超集一致、 VUID-10065 push block 4×float 平铺、新 pass 析构销毁 VkShaderEXT - RG:SideEffect() 保活"产出无 RG 内消费者"的 pass 链 - Editor:层次面板点击选中、Inspector 姿态编辑、Stats 面板拾取信息 - 相机 Update 改 const(姿态写入 Transform 引用,Camera 本身无状态变更)
This commit is contained in:
@@ -296,6 +296,14 @@ namespace Engine::RG {
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u32 GetBarrierCount() const;
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u32 GetPooledImageCount() const;
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// GPU timestamp:指定槽位上一轮实际写入的查询数(active pass × 2)。
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// 剔除使 active 数 < 总 pass 数——读侧必须按此数取结果,按满额
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// 阻塞读会等永远无人写入的查询(死锁)
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u32 GetWrittenQueries(u32 frameSlot) const
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{
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return frameSlot < 4 ? m_WrittenQueries[frameSlot] : 0;
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}
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private:
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friend struct RenderGraphContext;
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@@ -340,6 +348,7 @@ namespace Engine::RG {
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// GPU timestamp(可选注入)
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vk::QueryPool m_QueryPool{};
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u32 m_QueriesPerFrame = 0;
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u32 m_WrittenQueries[4] = {}; // 每槽位上一轮实际写入数(active×2)
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IGpuProfiler* m_GpuProfiler = nullptr; // 非拥有(Renderer 持有)
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// 物理资源池:key = (format, extent, usage),value = 空闲镜像列表
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@@ -24,7 +24,7 @@ namespace Engine {
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public:
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// 输入驱动:WASD/Space/Shift 移动 + 按住右键鼠标视角。
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// 全部写回传入的 transform,有变更才 Compose。
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void Update(Window& window, ECS::TransformComponent& transform, f32 deltaTime);
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void Update(Window& window, ECS::TransformComponent& transform, f32 deltaTime) const;
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// 相机视图 = 实体世界矩阵的逆(要求 transform 已 Compose)
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glm::mat4 GetView(const ECS::TransformComponent& transform) const;
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@@ -37,7 +37,7 @@ namespace Engine {
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// 鼠标视角总开关(默认开)。交互 = 按住右键自由视角(光标捕获),
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// 松开释放光标;右键落在 ImGui 面板上时归 UI 不触发相机
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void SetMouseLookEnabled(bool enabled) { m_MouseLookEnabled = enabled; }
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void SetMouseLookEnabled(const bool enabled) { m_MouseLookEnabled = enabled; }
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bool IsMouseLookEnabled() const { return m_MouseLookEnabled; }
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private:
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@@ -0,0 +1,74 @@
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//
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// HitProxyPass:UE 式 GPU 拾取(像素级 id pass + 点击 readback)。
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//
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// 两个 RG pass:
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// "HitProxy" —— 拾取请求帧把不透明 + 透明 batch 用 id 管线画进
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// R32Uint 目标(片元值 = 实体位模式)。深度自测自写
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// (重清主深度):遮挡语义 = 可见表面胜出;运行在
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// Forward/ForwardTrans/PhysicsDebug 之后的 WAW 链尾,
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// 主链下游无人再读深度,下帧 Forward 照常重新 Clear
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// "HitProxyCopy" —— 请求像素 1×1 CopyImageToBuffer 进 host-visible
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// 暂存。TransferSrc use 让 RG 自动完成
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// eColorAttachmentOptimal → eTransferSrcOptimal 迁移
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//
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// 无请求帧零绘制零拷贝(barrier 照常插入,GPU 无实际工作)。
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// 结果流:Renderer::TakePickResult(waitIdle 保证提交完成)→ 映射暂存。
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//
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#ifndef HELLOVULKAN_HITPROXYPASS_H
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#define HELLOVULKAN_HITPROXYPASS_H
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#include <Engine/Core/Types.h>
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#include <Engine/Renderer/Passes/RenderPass.h>
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#include <Engine/Renderer/SceneTypes.h>
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#include <Engine/Vulkan/Buffer.h>
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#include <vulkan/vulkan.hpp>
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namespace Engine {
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class Device;
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class ShaderManager;
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class DescriptorManager;
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namespace Passes {
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class SceneGpu;
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class HitProxyPass final : public RenderPass {
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public:
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HitProxyPass(Device& device, MemoryAllocator& allocator,
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ShaderManager& shaders, DescriptorManager& descriptors,
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SceneGpu& gpu, FrameSceneData& frame,
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RG::TextureHandle idTarget, RG::TextureHandle depth);
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~HitProxyPass();
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HitProxyPass(const HitProxyPass&) = delete;
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HitProxyPass& operator=(const HitProxyPass&) = delete;
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void Register(RG::RenderGraph& rg) override;
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// 有待取结果(拷贝已录制进当帧命令缓冲)
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bool HasPendingResult() const { return m_ResultValid; }
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// 取走拷贝结果(一次性)。调用方保证 GPU 已 idle
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//(Renderer::TakePickResult 内 waitIdle)
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bool TakeResult(u32& outBits);
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private:
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Device& m_Device;
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SceneGpu& m_Gpu;
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FrameSceneData& m_Frame;
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RG::TextureHandle m_IdTarget;
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RG::TextureHandle m_Depth;
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vk::PipelineLayout m_Layout; // Set0 = uboSetLayout,无 push
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vk::ShaderEXT m_Vert{}, m_Frag{};
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// 1×1 像素暂存(host visible,持久映射);拷贝录制时置位
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Scope<Buffer> m_Staging;
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bool m_ResultValid = false;
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};
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} // namespace Passes
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} // namespace Engine
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#endif //HELLOVULKAN_HITPROXYPASS_H
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@@ -0,0 +1,54 @@
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//
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// OutlinePass:选中描边后处理(UE 编辑器选中轮廓语义)。
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//
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// 对 SelectionMask 做边缘检测,alpha 混合叠加在 Tonemap 之后的
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// PresentTarget 上——描边是恒定 LDR UI 色,不进 bloom/曝光/TAA。
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// 无选中帧跳过绘制(SideEffect 保活,见 HitProxy 教训)。
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//
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#ifndef HELLOVULKAN_OUTLINEPASS_H
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#define HELLOVULKAN_OUTLINEPASS_H
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#include <Engine/Renderer/Passes/RenderPass.h>
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#include <Engine/Renderer/SceneTypes.h>
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#include <Engine/Vulkan/ShaderManager.h>
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#include <vulkan/vulkan.hpp>
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namespace Engine {
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namespace Passes {
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class FullscreenGpu;
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class OutlinePass final : public RenderPass {
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public:
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// color:描边色(LDR);widthPx:描边宽度(物理像素)
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OutlinePass(Device& device, FullscreenGpu& gpu, ShaderManager& shaders,
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FrameSceneData& frame,
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RG::TextureHandle mask, RG::TextureHandle present,
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const glm::vec3& color = glm::vec3(1.0f, 0.62f, 0.05f),
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f32 widthPx = 6.0f);
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~OutlinePass() override;
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OutlinePass(const OutlinePass&) = delete;
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OutlinePass& operator=(const OutlinePass&) = delete;
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void Register(RG::RenderGraph& rg) override;
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void OnTargetsRebuilt(RG::RenderGraph& rg) override;
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private:
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Device& m_Device;
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FullscreenGpu& m_Gpu;
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FrameSceneData& m_Frame;
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RG::TextureHandle m_Mask;
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RG::TextureHandle m_Present;
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glm::vec3 m_Color;
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f32 m_WidthPx;
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ShaderObject m_Frag{};
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std::vector<vk::DescriptorSet> m_Sets; // per-frame slot
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};
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} // namespace Passes
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} // namespace Engine
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#endif //HELLOVULKAN_OUTLINEPASS_H
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@@ -38,7 +38,8 @@ namespace Engine {
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UniformBuffer& ubo, UniformBuffer& objectBuffer,
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UniformBuffer& prevObjectBuffer,
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UniformBuffer& skinOffsetBuffer,
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UniformBuffer& skinPaletteBuffer);
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UniformBuffer& skinPaletteBuffer,
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UniformBuffer& entityIdBuffer);
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~SceneGpu();
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SceneGpu(const SceneGpu&) = delete;
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@@ -54,7 +55,7 @@ namespace Engine {
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// ---- set 布局(shader 契约,改绑定必须同步 shaders/)----
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vk::DescriptorSetLayout uboSetLayout; // Set0 = {UBO, ObjectBuffer, PrevObjectBuffer,
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// SkinOffsets, SkinPalettes}
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// SkinOffsets, SkinPalettes, EntityIds}
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vk::DescriptorSetLayout textureSetLayout; // Set1 = {材质 4 槽 + 参数 UBO}
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vk::DescriptorSetLayout shadowSetLayout; // Set2 = {级联 0/1/2 阴影图, irradiance cube}
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vk::PipelineLayout forwardLayout; // 3 sets,无 push(GPUDriven 经 SSBO)
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@@ -0,0 +1,51 @@
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//
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// SelectionMaskPass:选中描边 mask pass(UE CustomStencil 语义)。
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//
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// 只绘制选中实体(FrameSceneData.selectionDraws,BuildFrame 从实例表
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// 筛出)到 R8Unorm mask:复用 SceneGpu 的 forwardVert(静态/蒙皮同源
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// 变换)+ 恒 1 片元。无深度测试 → mask = 完整投影轮廓(透墙可见,
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// 且前方遮挡物不会在 mask 上挖洞——挖洞会让边缘检测把洞描出来)。
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//
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// 无选中帧只 clear mask 不绘制(SideEffect 保活——拷贝终点在 RG 外
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// 的 pass 会被引用计数剔除,见 HitProxy 教训)。
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//
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#ifndef HELLOVULKAN_SELECTIONMASKPASS_H
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#define HELLOVULKAN_SELECTIONMASKPASS_H
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#include <Engine/Renderer/Passes/RenderPass.h>
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#include <Engine/Renderer/SceneTypes.h>
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#include <Engine/Vulkan/ShaderManager.h>
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#include <vulkan/vulkan.hpp>
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namespace Engine {
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namespace Passes {
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class SceneGpu;
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class SelectionMaskPass final : public RenderPass {
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public:
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SelectionMaskPass(Device& device, ShaderManager& shaders,
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SceneGpu& gpu, FrameSceneData& frame,
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RG::TextureHandle mask);
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~SelectionMaskPass() override;
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SelectionMaskPass(const SelectionMaskPass&) = delete;
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SelectionMaskPass& operator=(const SelectionMaskPass&) = delete;
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void Register(RG::RenderGraph& rg) override;
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void OnTargetsRebuilt(RG::RenderGraph& rg) override {}
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private:
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Device& m_Device;
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SceneGpu& m_Gpu;
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FrameSceneData& m_Frame;
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RG::TextureHandle m_Mask;
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ShaderObject m_Frag{};
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};
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} // namespace Passes
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} // namespace Engine
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#endif //HELLOVULKAN_SELECTIONMASKPASS_H
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@@ -26,6 +26,7 @@
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#include <Engine/RenderGraph/RenderGraph.h>
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#include <vulkan/vulkan.hpp>
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#include <array>
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#include <optional>
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#include <vector>
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namespace Engine {
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@@ -45,10 +46,14 @@ namespace Engine {
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class IblGenerator;
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class ImGuiLayer;
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class TracyGpuProfiler;
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struct PhysicsDebugFrame; // PhysicsDebugTypes.h(物理调试图元契约)
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namespace ECS { class Scene; }
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namespace Assets { class AssetManager; class IAssetUploader; }
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namespace Passes { class RenderPass; class SceneGpu; class FullscreenGpu; class PostProcessParams; }
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namespace Passes {
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class RenderPass; class SceneGpu; class FullscreenGpu;
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class PostProcessParams; class PhysicsDebugPass; class HitProxyPass;
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}
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class Renderer {
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public:
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@@ -78,6 +83,13 @@ namespace Engine {
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if (layer) RefreshSceneTextures(); // 后端就绪:注册场景纹理
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}
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// 物理调试数据源(PhysicsWorld 每帧收集的图元缓冲;不拥有)。
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// Application 装配时注入;nullptr = 无物理调试
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void SetPhysicsDebugSource(const PhysicsDebugFrame* src)
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{
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m_PhysicsDebug = src;
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}
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// ---- 场景显示纹理(tonemap 输出,ImGui::Image 可采样显示)----
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// 按 m_CurrentFrame 取当帧槽位的描述符(UI 构建段与紧随的
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// Render 同槽位)。无 ImGui 层时返回 nullptr
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@@ -129,12 +141,29 @@ namespace Engine {
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// ---- 显示模式(Editor 视口 ↔ 全屏直出;帧首同步生效)----
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int GetDisplayMode() const { return m_DesiredDisplayMode; }
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void SetDisplayMode(int mode); // cpp 内定义(SceneRenderer 前置声明)
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// 当帧场景数据(只读直通)。CPU 消费如视口拾取:反投影矩阵必须
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// 与渲染同一台相机同一投影(含 [0,1] 深度语义),禁止自行重算
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const FrameSceneData& GetFrameSceneData() const; // cpp 内定义
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// Editor 视口的期望渲染尺寸(像素;UI 面板每帧上报,帧首统一生效)
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void SetViewportSize(u32 w, u32 h)
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{
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m_DesiredViewport = vk::Extent2D{w, h};
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}
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// ---- Editor 视口拾取(UE 式 GPU HitProxy:id pass + 点击 readback)----
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// UI 段点击时调用:下一帧 HitProxy 渲染 + 请求像素拷贝(Vulkan
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// NDC,y 向下,与渲染同构)
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void RequestPick(const glm::vec2& ndc);
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// UI 段轮询:拷贝结果就绪则取走(一次性;nullopt = 暂无结果)。
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// 返回 kPickMiss = 未命中(天空/空隙),有效值 = 实体位模式。
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// 内部 waitIdle 保证提交完成(点击低频,单帧 hitch 不可感知)
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std::optional<u32> TakePickResult();
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// ---- Editor 选中描边(UE 编辑器选中轮廓)----
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// UI 段选中变化时调用(bits = 实体位模式,0 = 清选中);
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// 下一帧 SelectionMask 只画该实体,Outline 在其轮廓叠加描边色
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void SetSelectedEntity(u32 entityBits);
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// 垂直同步开关(present mode 切换会重建 swapchain),
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// 只应在帧 UI 构建段调用(Render 之前)
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void SetVSync(bool vsync) { m_DesiredVSync = vsync; } // 帧首同步生效
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@@ -165,8 +194,13 @@ namespace Engine {
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Scope<UniformBuffer> m_PrevObjectBuffer; // 上一帧实例矩阵 ring(TAA velocity)
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Scope<UniformBuffer> m_SkinOffsetBuffer; // 实例→palette 基址 ring(SSBO,与实例序平行)
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Scope<UniformBuffer> m_SkinPaletteBuffer; // 骨骼蒙皮矩阵 palette ring(SSBO,帧首 bump)
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Scope<UniformBuffer> m_EntityIdBuffer; // 实例→实体位模式 ring(SSBO,HitProxy 拾取)
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Scope<Passes::SceneGpu> m_SceneGpu; // 场景类 pass 共享装配
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Scope<Passes::FullscreenGpu> m_FullscreenGpu; // 全屏 pass 共享装配
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// 物理调试图元 ring VB(eVertexBuffer;per-slot fence 语义复用
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// UniformBuffer——PhysicsDebugPass::PrepareFrame 上传,pass 内绑定)
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Scope<UniformBuffer> m_PhysicsLineVB;
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Scope<UniformBuffer> m_PhysicsTriVB;
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// 环境预积分生成端(compute 链),先于 m_Environment/m_Passes 构造
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Scope<IblGenerator> m_Ibl;
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// 中性兜底环境(IBL 四件套):Application 未加载/加载失败时保底;
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@@ -189,6 +223,8 @@ namespace Engine {
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std::array<RG::TextureHandle, kMaxCascades> m_ShadowMaps{}; // CSM 级联
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RG::TextureHandle m_HDRColor{}; // Forward 输出(线性 HDR),TAA 归一
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RG::TextureHandle m_Velocity{}; // Forward 输出(clip 空间运动向量)
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RG::TextureHandle m_HitProxyId{}; // 拾取 id 目标(R32Uint,片元写实体位模式)
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RG::TextureHandle m_SelectionMask{}; // 选中描边 mask(R8Unorm,选中像素=1)
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RG::TextureHandle m_TAAColor{}; // TAA 累积输出(自引用历史),后处理源
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RG::TextureHandle m_BloomA{}; // 半分辨率:提取 + 垂直模糊结果
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RG::TextureHandle m_BloomB{}; // 半分辨率:水平模糊中间结果
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@@ -200,6 +236,11 @@ namespace Engine {
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// 可选叠加层(不拥有;Application 持有)
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ImGuiLayer* m_ImGuiLayer = nullptr;
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// 物理调试(非拥有指针:pass 在 m_Passes 内,数据源由 Application 注入)
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Passes::PhysicsDebugPass* m_PhysicsDebugPass = nullptr;
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const PhysicsDebugFrame* m_PhysicsDebug = nullptr;
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// HitProxy 拾取(非拥有指针:pass 在 m_Passes 内)
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Passes::HitProxyPass* m_HitProxyPass = nullptr;
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// GPU timestamp(pass 级耗时,ImGui 可读)
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vk::QueryPool m_QueryPool;
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u32 m_QueriesPerFrame = 0; // 每帧槽位的查询数 = pass 数 × 2
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|
||||
@@ -62,6 +62,13 @@ namespace Engine {
|
||||
void SetLodEnabled(bool b) { m_LodEnabled = b; }
|
||||
void SetDebugView(int v) { m_DebugView = v; }
|
||||
void SetDisplayMode(int m) { m_DisplayMode = m; } // kDisplayDirect / kDisplayViewport
|
||||
// Editor 视口拾取请求(UI 段写入,下一次 BuildFrame 落帧后清除)
|
||||
void SetPickRequest(const glm::vec2& ndc)
|
||||
{
|
||||
m_PendingPick = PickRequest{true, ndc};
|
||||
}
|
||||
// Editor 选中实体(描边):UI 段写入,BuildFrame 落帧并筛出绘制
|
||||
void SetSelectedEntity(u32 entityBits) { m_PendingSelected = entityBits; }
|
||||
|
||||
private:
|
||||
// CSM:把相机视锥按实用分割切 N 段,每段独立拟合光源正交投影
|
||||
@@ -76,6 +83,8 @@ namespace Engine {
|
||||
static void PackIndirect(CullResult& view, bool byMaterial);
|
||||
|
||||
FrameSceneData m_Frame;
|
||||
PickRequest m_PendingPick{}; // 拾取请求缓冲(BuildFrame 落帧后清除)
|
||||
u32 m_PendingSelected = 0; // 选中实体缓冲(描边)
|
||||
|
||||
// ---- 剔除中间量(每帧 clear 复用,拼接进 m_Frame 后保留容量)----
|
||||
struct ViewScratch {
|
||||
@@ -84,6 +93,7 @@ namespace Engine {
|
||||
glm::mat4 cur;
|
||||
glm::mat4 prev;
|
||||
u32 skinBase = 0; // palette 区段基址(0 = identity 槽)
|
||||
u32 entityBits = 0; // 实体位模式(HitProxy id pass 消费)
|
||||
};
|
||||
CullResult result;
|
||||
// 每 batch 自己的实例列表(按 mesh 分组)。GPU 端 batch 语义 =
|
||||
|
||||
@@ -63,6 +63,14 @@ namespace Engine {
|
||||
std::vector<IndirectGroup> indirectGroups;
|
||||
};
|
||||
|
||||
// 选中描边:单实例绘制指令(SelectionMask pass 逐条 draw)。
|
||||
// instance = 该实例在实例矩阵数组中的绝对下标
|
||||
struct SelectionDraw {
|
||||
Mesh* mesh;
|
||||
u32 instance;
|
||||
u32 lod;
|
||||
};
|
||||
|
||||
constexpr u32 kMaxLights = 4;
|
||||
// 实例 SSBO 容量(矩阵数)。四视图(main + 3 级联)共享同一预算:
|
||||
// 需求 = Σ各视图剔除后实例数,大场景斜光时阴影实例可膨胀到主视图
|
||||
@@ -79,6 +87,17 @@ namespace Engine {
|
||||
// 直通它 → 静态模型蒙皮零影响
|
||||
constexpr u32 kIdentityPaletteSlot = 0;
|
||||
|
||||
// ---- Editor 视口拾取(UE 式 GPU HitProxy)----
|
||||
// R32Uint id 目标的清屏色 = 未命中(天空/空隙);恰为 entt::null
|
||||
// 位模式,永不与有效实体冲突
|
||||
inline constexpr u32 kPickMiss = 0xFFFFFFFFu;
|
||||
|
||||
// 点击拾取请求(UI 段写入 → SceneRenderer 落帧 → HitProxy pass 只读)
|
||||
struct PickRequest {
|
||||
bool active = false;
|
||||
glm::vec2 ndc{0.0f}; // 点击点 NDC(Vulkan y 向下,与渲染同构)
|
||||
};
|
||||
|
||||
// 镜像 shader 侧 UBO 布局的灯光项(std140,每灯 64B)。
|
||||
// 字段未用部分置零——shader 按类型分支读取
|
||||
struct LightData {
|
||||
@@ -140,6 +159,20 @@ namespace Engine {
|
||||
// [skinBase .. skinBase+boneCount) = 该实体全部骨骼的蒙皮矩阵
|
||||
std::vector<glm::mat4> skinPalettes;
|
||||
|
||||
// per-instance 实体 id(与 instanceModels 平行对齐;
|
||||
// HitProxy id pass 按 gl_InstanceIndex 取,片元写入 R32Uint 目标)
|
||||
std::vector<u32> instanceEntityIds;
|
||||
|
||||
// 本帧拾取请求(UI 段点击,SceneRenderer 落帧后自动清除;
|
||||
// HitProxy/HitProxyCopy 两 pass 据此决定是否绘制/拷贝)
|
||||
PickRequest pickRequest{};
|
||||
|
||||
// 选中描边(UE 编辑器语义):选中实体的位模式(0 = 无选中)。
|
||||
// BuildFrame 据此从实例表筛出 selectionDraws,SelectionMask pass
|
||||
// 只画选中实体 → Outline pass 在 mask 边缘叠加描边色
|
||||
u32 selectedEntityBits = 0;
|
||||
std::vector<SelectionDraw> selectionDraws;
|
||||
|
||||
CullResult mainView; // 相机视锥 → Forward pass
|
||||
// 每级联独立剔除结果(Shadow pass 按 region 各画各的——
|
||||
// 级联盒沿光方向加了 caster pad,影子不会被剔除裁掉)
|
||||
|
||||
@@ -729,6 +729,7 @@ namespace Engine::RG {
|
||||
// 时间戳(BOTTOM_OF_PIPE),索引按执行序排布
|
||||
u32 tsPos = 0;
|
||||
if (m_QueryPool) {
|
||||
m_WrittenQueries[frame.frameSlot] = 0; // 上轮残留清零
|
||||
frame.cmd.resetQueryPool(m_QueryPool,
|
||||
frame.frameSlot * m_QueriesPerFrame,
|
||||
m_QueriesPerFrame);
|
||||
@@ -820,6 +821,12 @@ namespace Engine::RG {
|
||||
++tsPos;
|
||||
}
|
||||
|
||||
// 记录本槽位实际写入的查询数:读侧(Renderer::ReadGpuTimes)按此
|
||||
// 数取结果——被剔除 pass 的时间戳永远不写,按满额阻塞读会死锁
|
||||
if (m_QueryPool) {
|
||||
m_WrittenQueries[frame.frameSlot] = tsPos * 2;
|
||||
}
|
||||
|
||||
// 帧尾收集:profiler 在当帧 cmd 内解析查询并上报(提交前录制)
|
||||
if (m_GpuProfiler) {
|
||||
m_GpuProfiler->EndFrame(frame.cmd);
|
||||
|
||||
@@ -12,8 +12,7 @@
|
||||
|
||||
namespace Engine {
|
||||
|
||||
void Camera::Update(Window& window, ECS::TransformComponent& t, f32 deltaTime)
|
||||
{
|
||||
void Camera::Update(Window& window, ECS::TransformComponent& transform, const f32 deltaTime) const {
|
||||
// 鼠标视角(编辑器习惯):按住右键捕获光标进入自由视角,
|
||||
// 松开释放光标(ImGui 面板可正常交互)。m_MouseLookEnabled 总开关
|
||||
const bool wantLook = m_MouseLookEnabled &&
|
||||
@@ -30,14 +29,14 @@ namespace Engine {
|
||||
|
||||
if (mouseDX != 0 || mouseDY != 0)
|
||||
{
|
||||
glm::vec3 rot = t.GetRotation();
|
||||
glm::vec3 rot = transform.GetRotation();
|
||||
// 右手系绕 Y 正角度 = 向左转,鼠标右移(DX>0)应看向右
|
||||
// → yaw 取负。pitch 正角度 = 抬头,鼠标下移(DY>0)低头
|
||||
// → rot.x 直接用负号,两者符号已核对一致
|
||||
rot.y -= mouseDX * m_MouseSensitivity;
|
||||
rot.x = glm::clamp(
|
||||
rot.x - mouseDY * m_MouseSensitivity, -89.0f, 89.0f);
|
||||
t.SetRotation(rot);
|
||||
transform.SetRotation(rot);
|
||||
}
|
||||
}
|
||||
else if (window.IsCursorCaptured())
|
||||
@@ -47,7 +46,7 @@ namespace Engine {
|
||||
|
||||
// 基向量由实体旋转决定(本地 -Z 为视线方向;应用顺序 Y→X,
|
||||
// 与 TransformComponent::Compose 一致;roll 不参与 FPS 相机)
|
||||
const glm::vec3& rot = t.GetRotation();
|
||||
const glm::vec3& rot = transform.GetRotation();
|
||||
const glm::mat3 r = static_cast<glm::mat3>(
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(rot.y),
|
||||
glm::vec3(0, 1, 0)) *
|
||||
@@ -56,13 +55,13 @@ namespace Engine {
|
||||
const glm::vec3 forward = r * glm::vec3(0, 0, -1);
|
||||
const glm::vec3 right = r * glm::vec3(1, 0, 0);
|
||||
|
||||
f32 speed = m_MoveSpeed * deltaTime;
|
||||
if (window.IsKeyPressed(GLFW_KEY_W)) { t.SetPosition(t.GetPosition() + forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_S)) { t.SetPosition(t.GetPosition() - forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_A)) { t.SetPosition(t.GetPosition() - right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_D)) { t.SetPosition(t.GetPosition() + right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_SPACE)) { t.SetPosition(t.GetPosition() + glm::vec3(0, speed, 0)); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT)) { t.SetPosition(t.GetPosition() - glm::vec3(0, speed, 0)); }
|
||||
const f32 speed = m_MoveSpeed * deltaTime;
|
||||
if (window.IsKeyPressed(GLFW_KEY_W)) { transform.SetPosition(transform.GetPosition() + forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_S)) { transform.SetPosition(transform.GetPosition() - forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_A)) { transform.SetPosition(transform.GetPosition() - right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_D)) { transform.SetPosition(transform.GetPosition() + right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_SPACE)) { transform.SetPosition(transform.GetPosition() + glm::vec3(0, speed, 0)); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT)) { transform.SetPosition(transform.GetPosition() - glm::vec3(0, speed, 0)); }
|
||||
}
|
||||
|
||||
glm::mat4 Camera::GetView(const ECS::TransformComponent& t) const
|
||||
@@ -71,7 +70,7 @@ namespace Engine {
|
||||
return glm::inverse(t.World());
|
||||
}
|
||||
|
||||
glm::mat4 Camera::GetProjection(f32 aspect, f32 nearZ, f32 farZ) const
|
||||
glm::mat4 Camera::GetProjection(const f32 aspect, const f32 nearZ, const f32 farZ) const
|
||||
{
|
||||
auto proj = glm::perspective(glm::radians(45.0f), aspect, nearZ, farZ);
|
||||
proj[1][1] *= -1.0f; // Vulkan Y 翻转
|
||||
|
||||
@@ -0,0 +1,246 @@
|
||||
//
|
||||
// HitProxyPass.cpp:pass 装配(shader object + 暂存 buffer)与录制。
|
||||
//
|
||||
// 拾取管线与 Forward 同构(Set0 描述符、顶点输入、MDI batch 结构全部
|
||||
// 复用),差异只有:R32Uint 目标、无光照 id 片元、深度重清自写。
|
||||
//
|
||||
|
||||
#include <Engine/Renderer/Passes/HitProxyPass.h>
|
||||
#include <Engine/Renderer/Passes/SceneGpu.h>
|
||||
#include <Engine/Renderer/Vertex.h>
|
||||
#include <Engine/Renderer/Mesh.h> // batch.mesh->Draw(完整类型)
|
||||
#include <Engine/Vulkan/Device.h>
|
||||
#include <Engine/Vulkan/DescriptorManager.h>
|
||||
#include <Engine/Vulkan/ShaderManager.h>
|
||||
#include <Engine/Core/Log.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <tracy/Tracy.hpp>
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cstring>
|
||||
|
||||
namespace Engine::Passes
|
||||
{
|
||||
namespace
|
||||
{
|
||||
// 直写方程:(ONE, ZERO) → dst = src,数学上等价于无混合
|
||||
vk::ColorBlendEquationEXT MakeDirectEquation()
|
||||
{
|
||||
vk::ColorBlendEquationEXT eq;
|
||||
eq.setSrcColorBlendFactor(vk::BlendFactor::eOne)
|
||||
.setDstColorBlendFactor(vk::BlendFactor::eZero)
|
||||
.setColorBlendOp(vk::BlendOp::eAdd)
|
||||
.setSrcAlphaBlendFactor(vk::BlendFactor::eOne)
|
||||
.setDstAlphaBlendFactor(vk::BlendFactor::eZero)
|
||||
.setAlphaBlendOp(vk::BlendOp::eAdd);
|
||||
return eq;
|
||||
}
|
||||
|
||||
constexpr vk::ColorComponentFlags kColorWriteMask =
|
||||
vk::ColorComponentFlagBits::eR |
|
||||
vk::ColorComponentFlagBits::eG |
|
||||
vk::ColorComponentFlagBits::eB |
|
||||
vk::ColorComponentFlagBits::eA;
|
||||
} // namespace
|
||||
|
||||
HitProxyPass::HitProxyPass(Device& device, MemoryAllocator& allocator,
|
||||
ShaderManager& shaders,
|
||||
DescriptorManager& descriptors,
|
||||
SceneGpu& gpu, FrameSceneData& frame,
|
||||
RG::TextureHandle idTarget,
|
||||
RG::TextureHandle depth)
|
||||
: m_Device(device), m_Gpu(gpu), m_Frame(frame),
|
||||
m_IdTarget(idTarget), m_Depth(depth)
|
||||
{
|
||||
// Set0 = uboSetLayout(UBO + 实例矩阵 + 蒙皮 + 实体 id),无 push
|
||||
m_Layout = descriptors.CreatePipelineLayout(
|
||||
std::vector<vk::DescriptorSetLayout>{gpu.uboSetLayout}, 0);
|
||||
|
||||
const std::string shaderDir = "shaders/";
|
||||
auto vert = shaders.CreateFromFile(
|
||||
shaderDir + "hitproxy.vert.spv",
|
||||
vk::ShaderStageFlagBits::eVertex,
|
||||
std::vector<vk::DescriptorSetLayout>{gpu.uboSetLayout}, 0);
|
||||
auto frag = shaders.CreateFromFile(
|
||||
shaderDir + "hitproxy.frag.spv",
|
||||
vk::ShaderStageFlagBits::eFragment,
|
||||
std::vector<vk::DescriptorSetLayout>{gpu.uboSetLayout}, 0);
|
||||
|
||||
m_Vert = vert.Handle;
|
||||
m_Frag = frag.Handle;
|
||||
if (!m_Vert || !m_Frag) {
|
||||
ENGINE_FATAL("HitProxyPass: failed to create shader objects");
|
||||
}
|
||||
|
||||
// 1×1 像素暂存(256B 对齐 minMemoryMapAlignment 余量),持久映射
|
||||
m_Staging = CreateScope<Buffer>(
|
||||
device, allocator, 256,
|
||||
vk::BufferUsageFlagBits::eTransferDst,
|
||||
vk::MemoryPropertyFlagBits::eHostVisible |
|
||||
vk::MemoryPropertyFlagBits::eHostCoherent);
|
||||
}
|
||||
|
||||
HitProxyPass::~HitProxyPass()
|
||||
{
|
||||
const auto& vkDevice = m_Device.GetDevice();
|
||||
|
||||
if (m_Vert) vkDevice.destroyShaderEXT(m_Vert);
|
||||
if (m_Frag) vkDevice.destroyShaderEXT(m_Frag);
|
||||
vkDevice.destroyPipelineLayout(m_Layout);
|
||||
}
|
||||
|
||||
bool HitProxyPass::TakeResult(u32& outBits)
|
||||
{
|
||||
if (!m_ResultValid || !m_Staging || !m_Staging->MappedPtr()) {
|
||||
return false;
|
||||
}
|
||||
m_ResultValid = false;
|
||||
std::memcpy(&outBits, m_Staging->MappedPtr(), sizeof(u32));
|
||||
return true;
|
||||
}
|
||||
|
||||
void HitProxyPass::Register(RG::RenderGraph& rg)
|
||||
{
|
||||
// ---- id 渲染:拾取请求帧才绘制(无请求帧零 GPU 开销)----
|
||||
rg.AddPass("HitProxy", [this](RG::RenderGraphContext& ctx) {
|
||||
if (!m_Frame.pickRequest.active) return;
|
||||
|
||||
ZoneScopedN("HitProxy");
|
||||
const vk::CommandBuffer cmd = ctx.cmd;
|
||||
|
||||
// id 目标清 kPickMiss(天空/空隙 = 未命中;0xFFFFFFFF 永不
|
||||
// 与有效实体冲突)
|
||||
vk::ClearValue idClear;
|
||||
idClear.color = vk::ClearColorValue(
|
||||
std::array<u32, 4>{kPickMiss, kPickMiss, kPickMiss, kPickMiss});
|
||||
|
||||
vk::RenderingAttachmentInfo color;
|
||||
color.setImageView(ctx.View(m_IdTarget))
|
||||
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
|
||||
.setLoadOp(vk::AttachmentLoadOp::eClear)
|
||||
.setStoreOp(vk::AttachmentStoreOp::eStore)
|
||||
.setClearValue(idClear);
|
||||
|
||||
// 主深度重清自写:拾取遮挡 = 本 pass 内深度解算,最近表面
|
||||
// 胜出。本 pass 是深度 WAW 链尾,主链下游无人再读深度
|
||||
vk::RenderingAttachmentInfo depth;
|
||||
depth.setImageView(ctx.View(m_Depth))
|
||||
.setImageLayout(vk::ImageLayout::eDepthAttachmentOptimal)
|
||||
.setLoadOp(vk::AttachmentLoadOp::eClear)
|
||||
.setStoreOp(vk::AttachmentStoreOp::eDontCare)
|
||||
.setClearValue(
|
||||
vk::ClearValue(vk::ClearDepthStencilValue(1.0f, 0)));
|
||||
|
||||
vk::RenderingInfo renderingInfo;
|
||||
renderingInfo.setRenderArea({{0, 0}, ctx.extent})
|
||||
.setLayerCount(1)
|
||||
.setColorAttachments(color)
|
||||
.setPDepthAttachment(&depth);
|
||||
|
||||
cmd.beginRendering(renderingInfo);
|
||||
|
||||
const std::array<vk::ShaderStageFlagBits, 2> stages = {
|
||||
vk::ShaderStageFlagBits::eVertex,
|
||||
vk::ShaderStageFlagBits::eFragment};
|
||||
const std::array<vk::ShaderEXT, 2> shaders = {m_Vert, m_Frag};
|
||||
cmd.bindShadersEXT(stages, shaders);
|
||||
|
||||
// Set0 = uboSets(UBO + 实例矩阵 + 蒙皮 + 实体 id)
|
||||
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
|
||||
m_Layout, 0,
|
||||
m_Gpu.uboSets[ctx.frame.frameSlot], {});
|
||||
|
||||
// ---- 动态状态(shader object 无管线对象,全量显式设置)----
|
||||
cmd.setRasterizerDiscardEnable(VK_FALSE);
|
||||
|
||||
cmd.setDepthTestEnable(VK_TRUE);
|
||||
cmd.setDepthCompareOp(vk::CompareOp::eLess);
|
||||
cmd.setDepthWriteEnable(VK_TRUE);
|
||||
cmd.setDepthBoundsTestEnable(VK_FALSE);
|
||||
cmd.setStencilTestEnable(VK_FALSE);
|
||||
cmd.setDepthBiasEnable(VK_FALSE);
|
||||
|
||||
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
|
||||
cmd.setCullMode(vk::CullModeFlagBits::eNone);
|
||||
cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
|
||||
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
|
||||
cmd.setPrimitiveRestartEnable(VK_FALSE);
|
||||
|
||||
const auto binding = Vertex::GetBindingDescription();
|
||||
const auto attributes = Vertex::GetAttributeDescriptions();
|
||||
cmd.setVertexInputEXT(binding, attributes);
|
||||
|
||||
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
|
||||
constexpr vk::SampleMask sampleMask = 0xFFFFFFFF;
|
||||
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
|
||||
cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
|
||||
cmd.setAlphaToOneEnableEXT(VK_FALSE);
|
||||
|
||||
const vk::Viewport viewport(
|
||||
0.0f, 0.0f, static_cast<f32>(ctx.extent.width),
|
||||
static_cast<f32>(ctx.extent.height), 0.0f, 1.0f);
|
||||
cmd.setViewportWithCount(viewport);
|
||||
cmd.setScissorWithCount(vk::Rect2D({0, 0}, ctx.extent));
|
||||
|
||||
// 无混合直写(id 是整数载荷,混合无意义)
|
||||
constexpr vk::Bool32 blendEnable = VK_FALSE;
|
||||
const vk::ColorBlendEquationEXT direct = MakeDirectEquation();
|
||||
cmd.setColorBlendEnableEXT(0, blendEnable);
|
||||
cmd.setColorBlendEquationEXT(0, direct);
|
||||
cmd.setColorWriteMaskEXT(0, kColorWriteMask);
|
||||
|
||||
// 不透明 + 透明 batch 全画:id 语义下透明按不透明处理
|
||||
//(玻璃可拾取且遮挡其后图元,与 UE HitProxy 一致)
|
||||
for (const auto& batch : m_Frame.mainView.batches) {
|
||||
batch.mesh->Draw(cmd, batch.count, batch.first, batch.lod);
|
||||
}
|
||||
for (const auto& batch : m_Frame.translucentView.batches) {
|
||||
batch.mesh->Draw(cmd, batch.count, batch.first, batch.lod);
|
||||
}
|
||||
|
||||
cmd.endRendering();
|
||||
})
|
||||
.Write(m_IdTarget, RG::ResourceUse::ColorAttachment)
|
||||
.Write(m_Depth, RG::ResourceUse::DepthAttachment)
|
||||
// 拷贝终点是 RG 外的 host 暂存 buffer:从数据流视角 idTarget
|
||||
// 无 RG 内消费者,两 pass 会被引用计数剔除——显式保活
|
||||
.SideEffect();
|
||||
|
||||
// ---- 像素拷贝:请求像素 1×1 → host 暂存。TransferSrc use 让
|
||||
// RG 自动做 eColorAttachmentOptimal → eTransferSrcOptimal 迁移
|
||||
//(RAW 边保证排在本 pass 的 id 写入之后)----
|
||||
rg.AddPass("HitProxyCopy", [this](RG::RenderGraphContext& ctx) {
|
||||
if (!m_Frame.pickRequest.active) return;
|
||||
|
||||
const vk::CommandBuffer cmd = ctx.cmd;
|
||||
|
||||
// NDC → 请求像素(钳到目标内,防面板边缘点击越界)
|
||||
const vk::Extent2D ext = ctx.Extent(m_IdTarget);
|
||||
const i32 px = std::clamp(
|
||||
static_cast<i32>((m_Frame.pickRequest.ndc.x * 0.5f + 0.5f) *
|
||||
static_cast<f32>(ext.width)),
|
||||
0, static_cast<i32>(ext.width) - 1);
|
||||
const i32 py = std::clamp(
|
||||
static_cast<i32>((m_Frame.pickRequest.ndc.y * 0.5f + 0.5f) *
|
||||
static_cast<f32>(ext.height)),
|
||||
0, static_cast<i32>(ext.height) - 1);
|
||||
|
||||
vk::BufferImageCopy region;
|
||||
region.setImageSubresource(vk::ImageSubresourceLayers(
|
||||
vk::ImageAspectFlagBits::eColor,
|
||||
0, 0, 1))
|
||||
.setImageOffset(vk::Offset3D(px, py, 0))
|
||||
.setImageExtent(vk::Extent3D(1, 1, 1));
|
||||
|
||||
cmd.copyImageToBuffer(
|
||||
ctx.Image(m_IdTarget), vk::ImageLayout::eTransferSrcOptimal,
|
||||
m_Staging->Get(), region);
|
||||
|
||||
m_ResultValid = true; // 拷贝已录制:结果可待取
|
||||
})
|
||||
.Read(m_IdTarget, RG::ResourceUse::TransferSrc)
|
||||
.SideEffect();
|
||||
}
|
||||
|
||||
} // namespace Engine::Passes
|
||||
@@ -0,0 +1,142 @@
|
||||
//
|
||||
// OutlinePass.cpp:pass 装配与录制(见头文件注释)。
|
||||
//
|
||||
// 录制段复制 FullscreenGpu::RecordFullscreen 的动态状态骨架,仅两处
|
||||
// 不同:颜色混合改为 alpha 叠加(其余像素 alpha=0 不改画面)、
|
||||
// PresentTarget 附件 loadOp=eLoad(保留 Tonemap 输出)。
|
||||
//
|
||||
|
||||
#include <Engine/Renderer/Passes/OutlinePass.h>
|
||||
#include <Engine/Renderer/Passes/FullscreenGpu.h>
|
||||
#include <Engine/Vulkan/ShaderManager.h>
|
||||
#include <Engine/Vulkan/Device.h>
|
||||
#include <Engine/Core/FrameContext.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <array>
|
||||
|
||||
namespace Engine::Passes
|
||||
{
|
||||
OutlinePass::OutlinePass(Device& device, FullscreenGpu& gpu, ShaderManager& shaders,
|
||||
FrameSceneData& frame,
|
||||
RG::TextureHandle mask, RG::TextureHandle present,
|
||||
const glm::vec3& color, f32 widthPx)
|
||||
: m_Device(device), m_Gpu(gpu), m_Frame(frame), m_Mask(mask), m_Present(present),
|
||||
m_Color(color), m_WidthPx(widthPx) {
|
||||
m_Frag = shaders.CreateFromFile(
|
||||
"shaders/outline.frag.spv",
|
||||
vk::ShaderStageFlagBits::eFragment,
|
||||
std::vector<vk::DescriptorSetLayout>{gpu.setLayout},
|
||||
sizeof(FullscreenPush));
|
||||
|
||||
m_Sets.resize(kMaxFramesInFlight);
|
||||
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
|
||||
m_Sets[slot] = m_Gpu.AllocateSet();
|
||||
}
|
||||
}
|
||||
|
||||
OutlinePass::~OutlinePass()
|
||||
{
|
||||
// VkShaderEXT 是 Device 子对象,必须在 vkDestroyDevice 前销毁
|
||||
if (m_Frag.Handle) m_Device.GetDevice().destroyShaderEXT(m_Frag.Handle);
|
||||
}
|
||||
|
||||
void OutlinePass::Register(RG::RenderGraph& rg)
|
||||
{
|
||||
rg.AddPass("Outline", [this](RG::RenderGraphContext& ctx) {
|
||||
// 无选中零 GPU(mask 已由 SelectionMask pass 清 0,无描边)
|
||||
if (m_Frame.selectedEntityBits == 0) return;
|
||||
|
||||
const vk::CommandBuffer cmd = ctx.cmd;
|
||||
|
||||
// PresentTarget:eLoad 保留 Tonemap 输出,只叠加描边
|
||||
vk::RenderingAttachmentInfo colorAttachment;
|
||||
colorAttachment.setImageView(ctx.View(m_Present))
|
||||
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
|
||||
.setLoadOp(vk::AttachmentLoadOp::eLoad)
|
||||
.setStoreOp(vk::AttachmentStoreOp::eStore);
|
||||
|
||||
vk::RenderingInfo renderingInfo;
|
||||
renderingInfo.setRenderArea({{0, 0}, ctx.extent})
|
||||
.setLayerCount(1)
|
||||
.setColorAttachments(colorAttachment);
|
||||
cmd.beginRendering(renderingInfo);
|
||||
|
||||
std::array<vk::ShaderStageFlagBits, 2> stages = {
|
||||
vk::ShaderStageFlagBits::eVertex,
|
||||
vk::ShaderStageFlagBits::eFragment};
|
||||
std::array<vk::ShaderEXT, 2> shaders = {m_Gpu.vert, m_Frag.Handle};
|
||||
cmd.bindShadersEXT(stages, shaders);
|
||||
|
||||
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
|
||||
m_Gpu.layout, 0,
|
||||
m_Sets[ctx.frame.frameSlot], {});
|
||||
|
||||
cmd.setRasterizerDiscardEnable(VK_FALSE);
|
||||
cmd.setDepthTestEnable(VK_FALSE);
|
||||
cmd.setDepthWriteEnable(VK_FALSE);
|
||||
cmd.setDepthBoundsTestEnable(VK_FALSE);
|
||||
cmd.setStencilTestEnable(VK_FALSE);
|
||||
cmd.setDepthBiasEnable(VK_FALSE);
|
||||
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
|
||||
cmd.setCullMode(vk::CullModeFlagBits::eNone);
|
||||
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
|
||||
cmd.setPrimitiveRestartEnable(VK_FALSE);
|
||||
|
||||
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
|
||||
vk::SampleMask sampleMask = 0xFFFFFFFF;
|
||||
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
|
||||
|
||||
vk::Viewport viewport(0.0f, 0.0f,
|
||||
static_cast<float>(ctx.extent.width),
|
||||
static_cast<float>(ctx.extent.height),
|
||||
0.0f, 1.0f);
|
||||
cmd.setViewportWithCount(viewport);
|
||||
cmd.setScissorWithCount(vk::Rect2D({0, 0}, ctx.extent));
|
||||
|
||||
// alpha 叠加:描边像素 src 上色,其余(alpha=0)不改画面。
|
||||
// alpha 通道必须保持 dst(Zero,One)——PresentTarget 的
|
||||
// alpha 归 Tonemap/ImGui 链所有:ImGui 后端按 (SRC_ALPHA,
|
||||
// ONE_MINUS_SRC_ALPHA) 混合,若把 alpha 覆写成 0,视口图
|
||||
// 整体被乘 0 = 黑屏(只有描边像素 alpha=1 可见)
|
||||
cmd.setColorBlendEnableEXT(0, VK_TRUE);
|
||||
vk::ColorBlendEquationEXT blend;
|
||||
blend.setSrcColorBlendFactor(vk::BlendFactor::eSrcAlpha)
|
||||
.setDstColorBlendFactor(vk::BlendFactor::eOneMinusSrcAlpha)
|
||||
.setColorBlendOp(vk::BlendOp::eAdd)
|
||||
.setSrcAlphaBlendFactor(vk::BlendFactor::eZero)
|
||||
.setDstAlphaBlendFactor(vk::BlendFactor::eOne)
|
||||
.setAlphaBlendOp(vk::BlendOp::eAdd);
|
||||
cmd.setColorBlendEquationEXT(0, blend);
|
||||
cmd.setColorWriteMaskEXT(0,
|
||||
vk::ColorComponentFlagBits::eR |
|
||||
vk::ColorComponentFlagBits::eG |
|
||||
vk::ColorComponentFlagBits::eB |
|
||||
vk::ColorComponentFlagBits::eA);
|
||||
|
||||
// 复用全屏 push(16B):exposure 槽位=宽度,param0-2=描边色
|
||||
const FullscreenPush push{m_WidthPx, m_Color.r, m_Color.g, m_Color.b};
|
||||
cmd.pushConstants(m_Gpu.layout,
|
||||
vk::ShaderStageFlagBits::eVertex |
|
||||
vk::ShaderStageFlagBits::eFragment,
|
||||
0, sizeof(FullscreenPush), &push);
|
||||
|
||||
cmd.draw(3, 1, 0, 0);
|
||||
cmd.endRendering();
|
||||
})
|
||||
.Write(m_Present, RG::ResourceUse::ColorAttachment)
|
||||
.Read(m_Mask, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment)
|
||||
// 无选中帧跳过绘制:显式保活(HitProxy 教训)
|
||||
.SideEffect();
|
||||
}
|
||||
|
||||
void OutlinePass::OnTargetsRebuilt(RG::RenderGraph& rg)
|
||||
{
|
||||
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
|
||||
m_Gpu.UpdateSetInput(m_Sets[slot], 0, rg, m_Mask, slot);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Engine::Passes
|
||||
@@ -23,12 +23,14 @@ namespace Engine::Passes
|
||||
UniformBuffer& ubo, UniformBuffer& objectBuffer,
|
||||
UniformBuffer& prevObjectBuffer,
|
||||
UniformBuffer& skinOffsetBuffer,
|
||||
UniformBuffer& skinPaletteBuffer)
|
||||
UniformBuffer& skinPaletteBuffer,
|
||||
UniformBuffer& entityIdBuffer)
|
||||
: m_Device(device), m_Allocator(allocator), m_Descriptors(descriptors)
|
||||
{
|
||||
// Set 0: UBO + GPUDriven 实例数据(SSBO,vertex 读取)
|
||||
// + 上一帧实例矩阵(TAA velocity,vertex 读取)
|
||||
// + 骨骼蒙皮:SkinOffsets(实例→palette 基址)+ SkinPalettes(骨骼矩阵)
|
||||
// + EntityIds(实例→实体位模式,HitProxy 拾取)
|
||||
std::vector<DescriptorBinding> uboBindings = {
|
||||
{0, vk::DescriptorType::eUniformBuffer,
|
||||
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
|
||||
@@ -40,6 +42,8 @@ namespace Engine::Passes
|
||||
vk::ShaderStageFlagBits::eVertex},
|
||||
{4, vk::DescriptorType::eStorageBuffer,
|
||||
vk::ShaderStageFlagBits::eVertex},
|
||||
{5, vk::DescriptorType::eStorageBuffer,
|
||||
vk::ShaderStageFlagBits::eVertex},
|
||||
};
|
||||
uboSetLayout = descriptors.CreateLayout(uboBindings);
|
||||
|
||||
@@ -155,6 +159,9 @@ namespace Engine::Passes
|
||||
descriptors.UpdateStorageBuffer(
|
||||
uboSets[slot], 4, skinPaletteBuffer.Get(slot),
|
||||
skinPaletteBuffer.GetSize());
|
||||
descriptors.UpdateStorageBuffer(
|
||||
uboSets[slot], 5, entityIdBuffer.Get(slot),
|
||||
entityIdBuffer.GetSize());
|
||||
|
||||
shadowSets[slot] = descriptors.AllocateDescriptorSet(shadowSetLayout);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,138 @@
|
||||
//
|
||||
// SelectionMaskPass.cpp:pass 装配与录制(见头文件注释)。
|
||||
//
|
||||
|
||||
#include <Engine/Renderer/Passes/SelectionMaskPass.h>
|
||||
#include <Engine/Renderer/Passes/SceneGpu.h>
|
||||
#include <Engine/Vulkan/ShaderManager.h>
|
||||
#include <Engine/Vulkan/Device.h>
|
||||
#include <Engine/Renderer/Vertex.h>
|
||||
#include <Engine/Renderer/Mesh.h>
|
||||
|
||||
#include <array>
|
||||
|
||||
namespace Engine::Passes
|
||||
{
|
||||
SelectionMaskPass::SelectionMaskPass(Device& device, ShaderManager& shaders,
|
||||
SceneGpu& gpu, FrameSceneData& frame,
|
||||
RG::TextureHandle mask)
|
||||
: m_Device(device), m_Gpu(gpu), m_Frame(frame), m_Mask(mask)
|
||||
{
|
||||
// 恒 1 片元;布局数组必须与 forwardVert 完全一致(shader object
|
||||
// 要求同程序各 shader 的 set layouts 逐项相同,VUID-08879),
|
||||
// 本 shader 只用 Set0,多声明是合法超集
|
||||
m_Frag = shaders.CreateFromFile(
|
||||
"shaders/sel_mask.frag.spv",
|
||||
vk::ShaderStageFlagBits::eFragment,
|
||||
std::vector<vk::DescriptorSetLayout>{
|
||||
gpu.uboSetLayout, gpu.textureSetLayout, gpu.shadowSetLayout},
|
||||
0);
|
||||
}
|
||||
|
||||
SelectionMaskPass::~SelectionMaskPass()
|
||||
{
|
||||
// VkShaderEXT 是 Device 子对象,必须在 vkDestroyDevice 前销毁
|
||||
if (m_Frag.Handle) m_Device.GetDevice().destroyShaderEXT(m_Frag.Handle);
|
||||
}
|
||||
|
||||
void SelectionMaskPass::Register(RG::RenderGraph& rg)
|
||||
{
|
||||
rg.AddPass("SelectionMask", [this](RG::RenderGraphContext& ctx) {
|
||||
const vk::CommandBuffer cmd = ctx.cmd;
|
||||
const bool hasDraws = !m_Frame.selectionDraws.empty();
|
||||
|
||||
// mask 附件:每帧清 0(无选中帧残留自动消失)
|
||||
vk::ClearValue maskClear;
|
||||
maskClear.color = vk::ClearColorValue(std::array<float, 4>{0.f, 0.f, 0.f, 0.f});
|
||||
vk::RenderingAttachmentInfo colorAttachment;
|
||||
colorAttachment.setImageView(ctx.View(m_Mask))
|
||||
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
|
||||
.setLoadOp(vk::AttachmentLoadOp::eClear)
|
||||
.setStoreOp(vk::AttachmentStoreOp::eStore)
|
||||
.setClearValue(maskClear);
|
||||
|
||||
// 无深度附件——mask = 选中实体完整投影轮廓(不做遮挡判定,
|
||||
// UE 编辑器选中轮廓透墙可见同语义)。若做深度测试,前方
|
||||
// 遮挡物会在 mask 上挖洞,边缘检测会把洞的轮廓也描出来
|
||||
// (表现为"选地面却给枪描了边")。
|
||||
vk::RenderingInfo renderingInfo;
|
||||
renderingInfo.setRenderArea({{0, 0}, ctx.extent})
|
||||
.setLayerCount(1)
|
||||
.setColorAttachments(colorAttachment);
|
||||
cmd.beginRendering(renderingInfo);
|
||||
|
||||
if (hasDraws) {
|
||||
// 复用 Forward 顶点着色(静态/蒙皮同源变换)+ 恒 1 片元
|
||||
std::array<vk::ShaderStageFlagBits, 2> stages = {
|
||||
vk::ShaderStageFlagBits::eVertex,
|
||||
vk::ShaderStageFlagBits::eFragment};
|
||||
std::array<vk::ShaderEXT, 2> shaders = {m_Gpu.forwardVert,
|
||||
m_Frag.Handle};
|
||||
cmd.bindShadersEXT(stages, shaders);
|
||||
|
||||
// Set0:本帧槽位 UBO + 实例/蒙皮 SSBO(Set1 材质、Set2
|
||||
// 阴影不采样不绑,合法)
|
||||
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
|
||||
m_Gpu.forwardLayout, 0,
|
||||
m_Gpu.uboSets[ctx.frame.frameSlot], {});
|
||||
|
||||
// ---- 动态状态(与 Forward 对齐,无深度测试)----
|
||||
cmd.setRasterizerDiscardEnable(VK_FALSE);
|
||||
cmd.setDepthTestEnable(VK_FALSE);
|
||||
cmd.setDepthWriteEnable(VK_FALSE);
|
||||
cmd.setDepthBoundsTestEnable(VK_FALSE);
|
||||
cmd.setStencilTestEnable(VK_FALSE);
|
||||
cmd.setDepthBiasEnable(VK_FALSE);
|
||||
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
|
||||
cmd.setCullMode(vk::CullModeFlagBits::eNone);
|
||||
cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
|
||||
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
|
||||
cmd.setPrimitiveRestartEnable(VK_FALSE);
|
||||
|
||||
cmd.setVertexInputEXT(Vertex::GetBindingDescription(),
|
||||
Vertex::GetAttributeDescriptions());
|
||||
|
||||
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
|
||||
vk::SampleMask sampleMask = 0xFFFFFFFF;
|
||||
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
|
||||
cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
|
||||
cmd.setAlphaToOneEnableEXT(VK_FALSE);
|
||||
|
||||
vk::Viewport viewport(0.0f, 0.0f,
|
||||
static_cast<float>(ctx.extent.width),
|
||||
static_cast<float>(ctx.extent.height),
|
||||
0.0f, 1.0f);
|
||||
cmd.setViewportWithCount(viewport);
|
||||
cmd.setScissorWithCount(vk::Rect2D({0, 0}, ctx.extent));
|
||||
|
||||
// 无混合直写(mask 任何非零 = 选中)
|
||||
cmd.setColorBlendEnableEXT(0, VK_FALSE);
|
||||
vk::ColorBlendEquationEXT direct;
|
||||
direct.setSrcColorBlendFactor(vk::BlendFactor::eOne)
|
||||
.setDstColorBlendFactor(vk::BlendFactor::eZero)
|
||||
.setColorBlendOp(vk::BlendOp::eAdd)
|
||||
.setSrcAlphaBlendFactor(vk::BlendFactor::eOne)
|
||||
.setDstAlphaBlendFactor(vk::BlendFactor::eZero)
|
||||
.setAlphaBlendOp(vk::BlendOp::eAdd);
|
||||
cmd.setColorBlendEquationEXT(0, direct);
|
||||
cmd.setColorWriteMaskEXT(0,
|
||||
vk::ColorComponentFlagBits::eR |
|
||||
vk::ColorComponentFlagBits::eG |
|
||||
vk::ColorComponentFlagBits::eB |
|
||||
vk::ColorComponentFlagBits::eA);
|
||||
|
||||
// 逐选中实例绘制(一次一实例,选中开销可忽略)
|
||||
for (const auto& d : m_Frame.selectionDraws) {
|
||||
d.mesh->Draw(cmd, 1, d.instance, d.lod);
|
||||
}
|
||||
}
|
||||
|
||||
cmd.endRendering();
|
||||
})
|
||||
.Write(m_Mask, RG::ResourceUse::ColorAttachment)
|
||||
// 无选中帧只 clear 不绘制:显式保活,否则整条描边链被
|
||||
// 引用计数剔除(HitProxy 教训)
|
||||
.SideEffect();
|
||||
}
|
||||
|
||||
} // namespace Engine::Passes
|
||||
@@ -15,6 +15,11 @@
|
||||
#include <Engine/Renderer/Passes/SkyboxPass.h>
|
||||
#include <Engine/Renderer/Passes/ShadowPass.h>
|
||||
#include <Engine/Renderer/Passes/ForwardPass.h>
|
||||
#include <Engine/Renderer/Passes/PhysicsDebugPass.h>
|
||||
#include <Engine/Renderer/Passes/HitProxyPass.h>
|
||||
#include <Engine/Renderer/Passes/SelectionMaskPass.h>
|
||||
#include <Engine/Renderer/Passes/OutlinePass.h>
|
||||
#include <Engine/Physics/PhysicsDebugTypes.h>
|
||||
#include <Engine/Renderer/Cubemap.h>
|
||||
#include <Engine/Renderer/IblGenerator.h>
|
||||
#include <Engine/Renderer/TracyGpuProfiler.h>
|
||||
@@ -80,15 +85,32 @@ namespace Engine
|
||||
*m_Device, *m_Allocator,
|
||||
sizeof(glm::mat4) * kMaxSkinMatrices, kMaxFramesInFlight,
|
||||
vk::BufferUsageFlagBits::eStorageBuffer);
|
||||
m_EntityIdBuffer = CreateScope<UniformBuffer>(
|
||||
*m_Device, *m_Allocator,
|
||||
sizeof(u32) * kMaxInstances, kMaxFramesInFlight,
|
||||
vk::BufferUsageFlagBits::eStorageBuffer);
|
||||
|
||||
// 3. pass 装配体:布局/shader/采样器/per-slot 描述符
|
||||
m_SceneGpu = CreateScope<Passes::SceneGpu>(
|
||||
*m_Device, *m_Allocator, *m_DescriptorManager, *m_ShaderManager,
|
||||
*m_UniformBuffer, *m_ObjectBuffer, *m_PrevObjectBuffer,
|
||||
*m_SkinOffsetBuffer, *m_SkinPaletteBuffer);
|
||||
*m_SkinOffsetBuffer, *m_SkinPaletteBuffer, *m_EntityIdBuffer);
|
||||
m_FullscreenGpu = CreateScope<Passes::FullscreenGpu>(
|
||||
*m_Device, *m_DescriptorManager, *m_ShaderManager);
|
||||
|
||||
// 3.2 物理调试图元 ring VB:eVertexBuffer 用法,复用 UniformBuffer
|
||||
// 的 per-slot fence 语义(PrepareFrame 在 WaitFence 后上传)
|
||||
m_PhysicsLineVB = CreateScope<UniformBuffer>(
|
||||
*m_Device, *m_Allocator,
|
||||
u64(Passes::PhysicsDebugPass::kMaxLineVerts) *
|
||||
sizeof(PhysicsDebugVertex),
|
||||
kMaxFramesInFlight, vk::BufferUsageFlagBits::eVertexBuffer);
|
||||
m_PhysicsTriVB = CreateScope<UniformBuffer>(
|
||||
*m_Device, *m_Allocator,
|
||||
u64(Passes::PhysicsDebugPass::kMaxTriVerts) *
|
||||
sizeof(PhysicsDebugVertex),
|
||||
kMaxFramesInFlight, vk::BufferUsageFlagBits::eVertexBuffer);
|
||||
|
||||
// 3.5 环境预积分生成端(compute 链)+ 中性兜底四件套。
|
||||
// 真实环境由 Application 经 AssetManager 加载后 SetEnvironment
|
||||
// (资产路径归资产层,Renderer 不感知具体文件)
|
||||
@@ -211,6 +233,41 @@ namespace Engine
|
||||
m_SceneRenderer->SetDisplayMode(mode);
|
||||
}
|
||||
|
||||
const FrameSceneData &Renderer::GetFrameSceneData() const
|
||||
{
|
||||
return m_SceneRenderer->Frame();
|
||||
}
|
||||
|
||||
// ---- Editor 视口拾取(UE 式 GPU HitProxy)----
|
||||
|
||||
void Renderer::RequestPick(const glm::vec2& ndc)
|
||||
{
|
||||
m_SceneRenderer->SetPickRequest(ndc);
|
||||
}
|
||||
|
||||
void Renderer::SetSelectedEntity(u32 entityBits)
|
||||
{
|
||||
m_SceneRenderer->SetSelectedEntity(entityBits);
|
||||
}
|
||||
|
||||
std::optional<u32> Renderer::TakePickResult()
|
||||
{
|
||||
// 无待取结果直接返回(绝大多数帧的路径,零开销)
|
||||
if (!m_HitProxyPass || !m_HitProxyPass->HasPendingResult()) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// 拷贝记录在上一帧的命令缓冲里:waitIdle 保证提交完成、
|
||||
// 暂存可见(点击低频路径,单帧 hitch 不可感知)
|
||||
m_Device->GetDevice().waitIdle();
|
||||
|
||||
u32 bits = 0;
|
||||
if (!m_HitProxyPass->TakeResult(bits)) {
|
||||
return std::nullopt;
|
||||
}
|
||||
return bits;
|
||||
}
|
||||
|
||||
void Renderer::SetEnvironment(const Cubemap* env)
|
||||
{
|
||||
if (!env) env = m_Environment.get();
|
||||
@@ -305,6 +362,18 @@ namespace Engine
|
||||
"Velocity",
|
||||
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat});
|
||||
|
||||
// HitProxy 拾取 id 目标:R32Uint,片元写实体位模式(UE 式 GPU
|
||||
// 拾取;请求帧才绘制,见 HitProxyPass)
|
||||
m_HitProxyId = m_RenderGraph->CreateTexture(
|
||||
"HitProxyId",
|
||||
RG::TextureDesc{vk::Format::eR32Uint});
|
||||
|
||||
// 选中描边 mask:R8Unorm,选中实体像素 = 1(SelectionMask pass
|
||||
// 写,Outline pass 读;UE CustomStencil 语义)
|
||||
m_SelectionMask = m_RenderGraph->CreateTexture(
|
||||
"SelectionMask",
|
||||
RG::TextureDesc{vk::Format::eR8Unorm});
|
||||
|
||||
// TAA 累积输出:既是 resolve 结果也是下一帧的历史(自引用)
|
||||
m_TAAColor = m_RenderGraph->CreateTexture(
|
||||
"TAAColor",
|
||||
@@ -335,6 +404,26 @@ namespace Engine
|
||||
m_HDRColor, m_Environment.get()));
|
||||
m_Passes.push_back(CreateScope<Passes::ForwardPass>(
|
||||
*m_SceneGpu, frame, m_HDRColor, m_Velocity, m_Depth, m_ShadowMaps));
|
||||
// 物理调试叠加:写 HDRColor(WAW 链排 Forward 之后,RAW 链在
|
||||
// TAA 之前)——调试图元进 TAA/Bloom/Tonemap 主链路
|
||||
m_Passes.push_back(CreateScope<Passes::PhysicsDebugPass>(
|
||||
*m_Device, *m_Allocator, *m_ShaderManager, *m_DescriptorManager,
|
||||
frame, m_HDRColor, m_Depth, *m_PhysicsLineVB, *m_PhysicsTriVB));
|
||||
m_PhysicsDebugPass =
|
||||
static_cast<Passes::PhysicsDebugPass*>(m_Passes.back().get());
|
||||
// UE 式 GPU 拾取:请求帧把 id 画进 R32Uint + 拷贝请求像素进
|
||||
// host 暂存(深度 WAW 链尾,排在 Forward/ForwardTrans/PhysicsDebug
|
||||
// 之后;App 层经 RequestPick/TakePickResult 消费)
|
||||
m_Passes.push_back(CreateScope<Passes::HitProxyPass>(
|
||||
*m_Device, *m_Allocator, *m_ShaderManager, *m_DescriptorManager,
|
||||
*m_SceneGpu, frame, m_HitProxyId, m_Depth));
|
||||
m_HitProxyPass =
|
||||
static_cast<Passes::HitProxyPass*>(m_Passes.back().get());
|
||||
// 选中描边链:mask(只画选中实体,无深度测试=完整投影轮廓,
|
||||
// UE 透墙可见语义)→ Outline(叠加在 Tonemap 后的 PresentTarget
|
||||
// 上,恒定 LDR 描边色)
|
||||
m_Passes.push_back(CreateScope<Passes::SelectionMaskPass>(
|
||||
*m_Device, *m_ShaderManager, *m_SceneGpu, frame, m_SelectionMask));
|
||||
m_Passes.push_back(CreateScope<Passes::TAAPass>(
|
||||
*m_FullscreenGpu, frame, /*historyAlpha*/ 0.9f, m_HDRColor,
|
||||
m_Velocity, m_TAAColor));
|
||||
@@ -347,6 +436,12 @@ namespace Engine
|
||||
*m_FullscreenGpu, *m_DescriptorManager, *m_PostParams, frame,
|
||||
m_TAAColor, m_BloomA, m_TemporalDiff, m_PresentTarget, m_HDRColor,
|
||||
m_Velocity, m_ShadowMaps[0], m_ShadowMaps[1], m_ShadowMaps[2]));
|
||||
// Outline 必须在 Tonemap 之后:PresentTarget 上的 alpha 叠加若
|
||||
// 排在 Tonemap 前,会被 Tonemap 整帧覆盖(WAW 序 = 注册序)。
|
||||
// Blit/ImGui 之前——它们把 PresentTarget 送去 backbuffer/UI。
|
||||
m_Passes.push_back(CreateScope<Passes::OutlinePass>(
|
||||
*m_Device, *m_FullscreenGpu, *m_ShaderManager, frame,
|
||||
m_SelectionMask, m_PresentTarget));
|
||||
// Direct 模式适配器:PresentTarget → backbuffer(Viewport 模式空转)。
|
||||
// 必须注册在 ImGui 之前:两者都写 backbuffer,WAW 边按声明序
|
||||
// 连接(前 writer → 后 writer),反序会让 blit 盖掉 UI
|
||||
@@ -419,6 +514,9 @@ namespace Engine
|
||||
for (auto& pass : m_Passes) {
|
||||
pass->OnTargetsRebuilt(*m_RenderGraph);
|
||||
}
|
||||
// active pass 数可能随重编译变化 → 旧写入数对不上新读取数,
|
||||
// 每槽位重新走一次 primed 跳读
|
||||
m_TimesPrimed[0] = m_TimesPrimed[1] = false;
|
||||
RefreshSceneTextures();
|
||||
}
|
||||
|
||||
@@ -457,18 +555,23 @@ namespace Engine
|
||||
return;
|
||||
}
|
||||
|
||||
const u32 passCount = m_QueriesPerFrame / 2;
|
||||
std::vector<u64> ticks(m_QueriesPerFrame, 0);
|
||||
// 只读上一轮该槽位实际写入的查询数:被剔除 pass 的时间戳永远
|
||||
// 不会写入,按满额 eWait 阻塞读会等一个永不可用的查询(死锁)
|
||||
const u32 written = m_RenderGraph->GetWrittenQueries(frameSlot);
|
||||
if (written == 0) return;
|
||||
|
||||
// fence 已等待本槽位上一轮完成,结果必然可用(阻塞式 + 64bit)
|
||||
std::vector<u64> ticks(written, 0);
|
||||
|
||||
// fence 已等待本槽位上一轮完成,written 范围内结果必然可用
|
||||
const vk::Result r = m_Device->GetDevice().getQueryPoolResults(
|
||||
m_QueryPool,
|
||||
frameSlot * m_QueriesPerFrame, m_QueriesPerFrame,
|
||||
sizeof(u64) * m_QueriesPerFrame,
|
||||
frameSlot * m_QueriesPerFrame, written,
|
||||
sizeof(u64) * written,
|
||||
ticks.data(), sizeof(u64),
|
||||
vk::QueryResultFlagBits::e64 | vk::QueryResultFlagBits::eWait);
|
||||
if (r != vk::Result::eSuccess) return;
|
||||
|
||||
const u32 passCount = written / 2;
|
||||
for (u32 i = 0; i < passCount; ++i) {
|
||||
const u64 start = ticks[i * 2];
|
||||
const u64 end = ticks[i * 2 + 1];
|
||||
@@ -511,6 +614,12 @@ namespace Engine
|
||||
m_SkinOffsetBuffer->Update(frameSlot, frame.skinOffsets.data(),
|
||||
frame.skinOffsets.size() * sizeof(u32));
|
||||
}
|
||||
// 实体 id 与实例矩阵同序(HitProxy id pass 按 gl_InstanceIndex 取)
|
||||
if (!frame.instanceEntityIds.empty()) {
|
||||
m_EntityIdBuffer->Update(frameSlot, frame.instanceEntityIds.data(),
|
||||
frame.instanceEntityIds.size() *
|
||||
sizeof(u32));
|
||||
}
|
||||
if (!frame.skinPalettes.empty()) {
|
||||
m_SkinPaletteBuffer->Update(frameSlot, frame.skinPalettes.data(),
|
||||
frame.skinPalettes.size() *
|
||||
@@ -519,6 +628,11 @@ namespace Engine
|
||||
// MDI 命令/count 同窗口落槽位 ring(fence 已等,写-读竞争关闭)
|
||||
m_SceneGpu->UploadIndirect(frameSlot, frame);
|
||||
|
||||
// 物理调试图元同窗口上传(fence 已等);空帧计数归零,pass 零开销
|
||||
if (m_PhysicsDebug && m_PhysicsDebugPass) {
|
||||
m_PhysicsDebugPass->PrepareFrame(frameSlot, *m_PhysicsDebug);
|
||||
}
|
||||
|
||||
// 3. acquire swapchain image
|
||||
u32 imageIndex = 0;
|
||||
try {
|
||||
|
||||
@@ -263,10 +263,17 @@ namespace Engine
|
||||
auto* cameraComp = scene.GetPrimaryCamera(&camTransform);
|
||||
if (!cameraComp || !camTransform) {
|
||||
// 无相机:本帧跳过(正常场景必有相机,安全网)
|
||||
return false;
|
||||
return false; // 拾取请求未消费,留待下一帧重试
|
||||
}
|
||||
const Camera& camera = cameraComp->camera;
|
||||
|
||||
// 拾取请求落帧(一次性消费:本帧 HitProxy 渲染 + 像素拷贝)。
|
||||
// 放在相机校验之后:跳帧时请求保留,不丢点击
|
||||
m_Frame.pickRequest = m_PendingPick;
|
||||
m_PendingPick.active = false;
|
||||
// 选中实体落帧(持续状态,不做一次性清除)
|
||||
m_Frame.selectedEntityBits = m_PendingSelected;
|
||||
|
||||
const f32 aspect = static_cast<f32>(targetExtent.width) /
|
||||
static_cast<f32>(targetExtent.height);
|
||||
ubo.view = camera.GetView(*camTransform);
|
||||
@@ -481,6 +488,7 @@ namespace Engine
|
||||
m_Frame.instanceModels.clear();
|
||||
m_Frame.prevInstanceModels.clear();
|
||||
m_Frame.skinOffsets.clear();
|
||||
m_Frame.instanceEntityIds.clear();
|
||||
m_MainScratch.Clear();
|
||||
for (auto& s : m_CascScratch) s.Clear();
|
||||
m_TranslucentScratch.Clear(); // 透明队列每帧重排批次,必须整帧重建
|
||||
@@ -586,7 +594,8 @@ namespace Engine
|
||||
// 实例在扁平化后连续——firstInstance 语义的前提
|
||||
const u32 bi = batchIdx - 1;
|
||||
s.result.batches[bi].count++;
|
||||
s.batchMats[bi].push_back({t.World(), prevWorld, skinBase});
|
||||
s.batchMats[bi].push_back(
|
||||
{t.World(), prevWorld, skinBase, entKey});
|
||||
s.batchDistSum[bi] += dist; // 透明排序用
|
||||
s.result.instanceCount++;
|
||||
++totalInstances;
|
||||
@@ -627,6 +636,8 @@ namespace Engine
|
||||
m_Frame.prevInstanceModels.push_back(m.prev);
|
||||
// 与实例序平行对齐(shader 按 gl_InstanceIndex 取)
|
||||
m_Frame.skinOffsets.push_back(m.skinBase);
|
||||
// 实体位模式同序对齐(HitProxy id pass 消费)
|
||||
m_Frame.instanceEntityIds.push_back(m.entityBits);
|
||||
}
|
||||
}
|
||||
dst.instanceCount = s.result.instanceCount;
|
||||
@@ -680,6 +691,27 @@ namespace Engine
|
||||
}
|
||||
appendView(m_Frame.translucentView, m_TranslucentScratch);
|
||||
|
||||
// ---- 5.5 选中描边:从扁平实例表筛出选中实体的单实例绘制 ----
|
||||
//(不透明 + 透明队列都查——选中玻璃也要有描边)。
|
||||
// 无选中时保持空表,SelectionMask pass 只 clear 不绘制
|
||||
m_Frame.selectionDraws.clear();
|
||||
if (m_Frame.selectedEntityBits != 0) {
|
||||
auto collect = [&](const CullResult& view) {
|
||||
for (const auto& b : view.batches) {
|
||||
for (u32 i = 0; i < b.count; ++i) {
|
||||
const u32 idx = b.first + i;
|
||||
if (m_Frame.instanceEntityIds[idx] ==
|
||||
m_Frame.selectedEntityBits) {
|
||||
m_Frame.selectionDraws.push_back(
|
||||
SelectionDraw{b.mesh, idx, b.lod});
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
collect(m_Frame.mainView);
|
||||
collect(m_Frame.translucentView);
|
||||
}
|
||||
|
||||
// 帧末滚动时域状态:cur → prev(每帧重建,销毁的实体自动清出)
|
||||
m_PrevWorlds.swap(m_CurWorlds);
|
||||
m_CurWorlds.clear();
|
||||
|
||||
Reference in New Issue
Block a user