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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@@ -12,14 +12,28 @@ namespace Engine::Passes
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rg.AddPass("ImGui", [this](RG::RenderGraphContext& ctx) {
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const vk::CommandBuffer cmd = ctx.cmd;
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// loadOp 按显示模式分支:Direct = blit 已铺满场景(Load 叠加);
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// Viewport = 本 pass 是唯一写入者(Clear 为"桌面底色")
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const bool direct = (m_Frame.displayMode == kDisplayDirect);
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vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue(
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std::array<float, 4>{0.04f, 0.045f, 0.06f, 1.0f});
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vk::RenderingAttachmentInfo colorAttachment;
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colorAttachment.setImageView(ctx.View(m_Backbuffer))
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.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eLoad) // 关键:叠加
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.setStoreOp(vk::AttachmentStoreOp::eStore);
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.setLoadOp(direct ? vk::AttachmentLoadOp::eLoad
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: vk::AttachmentLoadOp::eClear)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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.setClearValue(clearValue);
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vk::RenderingInfo renderingInfo;
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renderingInfo.setRenderArea({{0, 0}, ctx.extent})
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// 渲染区域 = backbuffer 物理尺寸(窗口大小),不是 ctx.extent
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//(= RG 目标尺寸 = 场景渲染分辨率)。Editor 视口模式下场景链
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// 按面板尺寸渲染,而 backbuffer 是全窗口——若跟随目标尺寸,
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// 整个 ImGui 会被裁剪到面板大小
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renderingInfo.setRenderArea({{0, 0}, ctx.Extent(m_Backbuffer)})
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.setLayerCount(1)
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.setColorAttachments(colorAttachment);
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@@ -30,7 +44,11 @@ namespace Engine::Passes
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}
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cmd.endRendering();
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}).Write(m_Backbuffer, RG::ResourceUse::ColorAttachment);
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}).Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
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// 场景纹理在本 pass 内被 ImGui::Image 的描述符采样:声明读让 RG
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// 补 ColorAttachment→ShaderRead barrier,并推导 eSampled usage
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.Read(m_PresentTarget, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment);
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}
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} // namespace Engine::Passes
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