feat: ImGui docking Editor + 显示链/帧同步/输入语义重构
- App/editor: Hierarchy/Inspector/Viewport/Stats 四面板 + DockBuilder 默认布局,main.cpp 瘦身为场景搭建与生命周期 - 显示链: Tonemap→PresentTarget 经 ImGui::Image 呈现(零色偏),backbuffer 仅承载 ImGui;Direct/Viewport 双显示模式 + 面板分辨率上报 - 帧首同步 BeginFrameSync: resize/vsync/尺寸/模式意图统一帧首落定(修描述符悬垂);修复 vsync 意图未落 swapchain 导致的每帧重建交换链 - 输入: Editor 每帧判定键盘/鼠标归属(打字让位、Viewport hover/focus 放行、Fullscreen 全放行) - 材质: roughness 独立槽位 + 非 glTF 金属/粗糙贴图映射;透明队列 depthWrite=FALSE + translucent 独立 shader + scratch 清帧 - FBX: 非蒙皮网格烘焙节点链全局变换(Z-up 旋转/单位换算落顶点) - Hierarchy 行 ImGui ID 以 UUID 作用域(重名不冲突、改名不丢选中)
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@@ -61,7 +61,10 @@ namespace Engine {
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void Application::EnableImGui()
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{
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if (m_ImGuiLayer) return;
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if (m_ImGuiLayer) {
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ENGINE_WARN("ImGui layer already enabled, do not enable twice!");
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return;
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}
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m_ImGuiLayer = CreateScope<ImGuiLayer>(GetWindow(), *m_Renderer);
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m_Renderer->SetImGuiLayer(m_ImGuiLayer.get());
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@@ -108,24 +111,31 @@ namespace Engine {
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m_Scene->FlushDestroyQueue();
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m_Scene->UpdateTransforms(); // UE transform-update 阶段:渲染前保证 world 新鲜
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// 帧首同步:窗口 resize / 渲染尺寸(面板跟随)/ 显示模式 / vsync
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// 统一在 UI 构建"之前"落定——此处可能重建 swapchain 与 RG 目标
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// 并重注册 ImGui 场景纹理;若挪到 UI 构建之后,本帧 draw data
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// 会引用刚被销毁的描述符(validation: Invalid VkDescriptorSet)
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m_Renderer->BeginFrameSync();
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// ---- UI 构建段:OnRenderOverlay 只"声明"控件,不直接碰 GPU ----
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if (m_ImGuiLayer && m_ImGuiLayer->IsEnabled())
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{
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const auto uiStart = std::chrono::steady_clock::now();
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m_ImGuiLayer->NewFrame();
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OnRenderOverlay();
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OnImGuiRender();
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m_ImGuiLayer->BuildDrawData();
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const auto uiEnd = std::chrono::steady_clock::now();
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}
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// ---- 主渲染(框架行为):RG 顺序 Forward → ImGui(loadOp=Load) →
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// Present,draw data 在 ImGui pass 里才真正提交 GPU ----
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m_Renderer->Render(*m_Scene, *m_Assets);
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m_Renderer->Render(*m_Scene, *m_Assets, m_DeltaTime);
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// ---- 帧率控制:vsync 开启时 present 自带节奏;否则按目标限帧 ----
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// 策略:先 sleep 到剩 ~2ms,再自旋——精度高且不烧 CPU
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if (!m_VSync) {
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// TargetFps <= 0 表示不限帧(跳过 sleep,避免 1e6/0 除零 UB)
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if (!m_VSync && m_TargetFps > 0) {
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const auto deadline = frameStart +
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std::chrono::microseconds(static_cast<long long>(
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1e6 / m_TargetFps));
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