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)
This commit is contained in:
2026-09-30 00:24:53 +08:00
parent b25fa29fe5
commit 20f0035baa
57 changed files with 3067 additions and 622 deletions
+18 -3
View File
@@ -14,21 +14,36 @@ namespace Engine {
void Camera::Update(Window& window, ECS::TransformComponent& t, f32 deltaTime)
{
// 鼠标旋转:直接写实体旋转(yaw → rotation.y,pitch → rotation.x)
if (m_MouseLookEnabled)
// 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 &&
window.IsMouseButtonPressed(GLFW_MOUSE_BUTTON_RIGHT);
if (wantLook)
{
if (!window.IsCursorCaptured())
{
window.SetCursorCaptured(true);
}
f32 mouseDX = 0, mouseDY = 0;
window.GetMouseDelta(mouseDX, mouseDY);
if (mouseDX != 0 || mouseDY != 0)
{
glm::vec3 rot = t.GetRotation();
rot.y += mouseDX * m_MouseSensitivity;
// 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);
}
}
else if (window.IsCursorCaptured())
{
window.SetCursorCaptured(false);
}
// 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)