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:
2026-10-02 20:09:05 +08:00
parent 1c4b6f37ff
commit 1449bea86d
29 changed files with 1360 additions and 43 deletions
+7
View File
@@ -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 -13
View File
@@ -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
+246
View File
@@ -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
+142
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@@ -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
+8 -1
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@@ -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
+120 -6
View File
@@ -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 {
+34 -2
View File
@@ -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();