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
+285 -2
View File
@@ -14,6 +14,7 @@
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <algorithm>
#include <numeric>
@@ -46,6 +47,121 @@ namespace Engine
}
return r;
}
// ---- 骨骼动画采样(BuildFrame 第 2.5 节专用)----
// 静止 local TRS 分解(列主序 SRT 矩阵;假设无负缩放/剪切)。
// 被动画轨道触碰的节点用关键帧重建,未触碰的保持原矩阵——
// FBX PreRotation 折在 localTransform 里,拆 TRS 重建会丢
void DecomposeTRS(const glm::mat4& m, glm::vec3& pos, glm::quat& rot,
glm::vec3& scl)
{
pos = glm::vec3(m[3]);
scl = {glm::length(glm::vec3(m[0])),
glm::length(glm::vec3(m[1])),
glm::length(glm::vec3(m[2]))};
const glm::mat3 r(glm::vec3(m[0]) / scl.x,
glm::vec3(m[1]) / scl.y,
glm::vec3(m[2]) / scl.z);
rot = glm::quat_cast(r);
}
// 关键帧采样:前后键插值(位置/缩放 lerp,旋转 slerp)。
// key 数通常几十个,线性扫描对 cache 更友好
glm::vec3 SampleKeys(const std::vector<PosKey>& keys, f32 t,
const glm::vec3& rest)
{
if (keys.empty()) return rest;
if (t <= keys.front().time) return keys.front().value;
for (size_t i = 0; i + 1 < keys.size(); ++i) {
if (t < keys[i + 1].time) {
const f32 a = keys[i].time, b = keys[i + 1].time;
return glm::mix(keys[i].value, keys[i + 1].value,
b > a ? (t - a) / (b - a) : 0.0f);
}
}
return keys.back().value;
}
glm::vec3 SampleKeys(const std::vector<SclKey>& keys, f32 t,
const glm::vec3& rest)
{
if (keys.empty()) return rest;
if (t <= keys.front().time) return keys.front().value;
for (size_t i = 0; i + 1 < keys.size(); ++i) {
if (t < keys[i + 1].time) {
const f32 a = keys[i].time, b = keys[i + 1].time;
return glm::mix(keys[i].value, keys[i + 1].value,
b > a ? (t - a) / (b - a) : 0.0f);
}
}
return keys.back().value;
}
glm::quat SampleKeys(const std::vector<RotKey>& keys, f32 t,
const glm::quat& rest)
{
if (keys.empty()) return rest;
if (t <= keys.front().time) return keys.front().value;
for (size_t i = 0; i + 1 < keys.size(); ++i) {
if (t < keys[i + 1].time) {
const f32 a = keys[i].time, b = keys[i + 1].time;
return glm::slerp(keys[i].value, keys[i + 1].value,
b > a ? (t - a) / (b - a) : 0.0f);
}
}
return keys.back().value;
}
// 单 clip 在 time 的全节点局部 TRS(无轨道分量 = 静止分解值)。
// touched = 被任意轨道触碰的节点标记(ComposeGlobals 决定重建或原样)
void SampleLocalPose(const Model& model, const AnimationClip& clip,
f32 time, std::vector<glm::vec3>& pos,
std::vector<glm::quat>& rot,
std::vector<glm::vec3>& scl,
std::vector<u8>& touched)
{
const auto& nodes = model.GetNodes();
pos.resize(nodes.size());
rot.resize(nodes.size());
scl.resize(nodes.size());
touched.assign(nodes.size(), 0);
for (u32 i = 0; i < nodes.size(); ++i) {
DecomposeTRS(nodes[i].localTransform, pos[i], rot[i], scl[i]);
}
if (clip.duration <= 0.0f) return;
const f32 t = glm::mod(time, clip.duration);
for (const auto& ch : clip.channels) {
if (ch.nodeIdx >= nodes.size()) continue;
touched[ch.nodeIdx] = 1;
if (!ch.positions.empty())
pos[ch.nodeIdx] = SampleKeys(ch.positions, t, pos[ch.nodeIdx]);
if (!ch.rotations.empty())
rot[ch.nodeIdx] = SampleKeys(ch.rotations, t, rot[ch.nodeIdx]);
if (!ch.scales.empty())
scl[ch.nodeIdx] = SampleKeys(ch.scales, t, scl[ch.nodeIdx]);
}
}
// 局部 TRS → 全节点 global 矩阵(层级累乘;父序 DFS 保证父先算)
void ComposeGlobals(const Model& model, const std::vector<glm::vec3>& pos,
const std::vector<glm::quat>& rot,
const std::vector<glm::vec3>& scl,
const std::vector<u8>& touched,
std::vector<glm::mat4>& globals)
{
const auto& nodes = model.GetNodes();
globals.resize(nodes.size());
for (u32 i = 0; i < nodes.size(); ++i) {
const glm::mat4 local = touched[i]
? glm::translate(glm::mat4(1.0f), pos[i]) *
glm::mat4_cast(rot[i]) * glm::scale(glm::mat4(1.0f), scl[i])
: nodes[i].localTransform;
globals[i] = nodes[i].parent >= 0
? globals[static_cast<u32>(nodes[i].parent)] * local
: local;
}
}
}
void SceneRenderer::ComputeCascades(const glm::vec3& shadowDir)
@@ -132,7 +248,7 @@ namespace Engine
}
bool SceneRenderer::BuildFrame(ECS::Scene& scene, Assets::AssetManager& assets,
vk::Extent2D targetExtent)
vk::Extent2D targetExtent, f32 dt)
{
ZoneScopedN("BuildFrame");
const auto collectStart = std::chrono::steady_clock::now();
@@ -179,6 +295,7 @@ namespace Engine
m_Frame.bloomEnabled = m_BloomEnabled;
m_Frame.lodEnabled = m_LodEnabled;
m_Frame.debugView = m_DebugView;
m_Frame.displayMode = m_DisplayMode;
ubo.cascadeSplits.w = m_ShadowsEnabled ? 1.0f : 0.0f;
// 天空盒:视图去平移(只留旋转)× 投影 → 逆矩阵,push 给 Skybox pass;
@@ -250,6 +367,107 @@ namespace Engine
ComputeCascades(shadowDir);
ubo.cameraPos = glm::vec4(camTransform->GetPosition(), 1.0f);
// ---- 2.5 骨骼动画推进 + 姿态采样(与可见性无关:播放头恒走,
// 否则被剔除的实体回屏时动画跳变)----
// palette 槽 0 固定 identity:静态模型/无动画实例的蒙皮直通
m_Frame.skinPalettes.clear();
m_Frame.skinPalettes.push_back(glm::mat4(1.0f));
m_Frame.skinOffsets.clear();
m_Frame.skinPaletteTruncated = false;
m_EntitySkinBase.clear();
scene.Each<MeshRendererComponent, AnimationComponent>(
[&](Entity entity, MeshRendererComponent& mr, AnimationComponent& anim) {
const Model* model = assets.GetModel(mr.model);
if (!model || !model->HasAnimations()) return;
const auto& clips = model->GetClips();
// clip 下标合法性(模型资产可能已换)
if (anim.clipIndex < 0 ||
anim.clipIndex >= static_cast<int>(clips.size())) {
anim.clipIndex = 0;
anim.fadeFrom = -1;
if (clips.empty()) return;
}
if (anim.fadeFrom >= static_cast<int>(clips.size())) {
anim.fadeFrom = -1;
}
// ---- 播放头推进(wrap/clamp)----
if (anim.playing && anim.speed != 0.0f) {
const f32 d = dt * anim.speed;
anim.time += d;
if (anim.fadeFrom >= 0) anim.fadeFromTime += d;
}
const auto wrapTime = [&](f32 t, const AnimationClip& c) {
if (c.duration <= 0.0f) return 0.0f;
return anim.loop ? glm::mod(t, c.duration)
: glm::clamp(t, 0.0f, c.duration - 1e-3f);
};
const AnimationClip& cur = clips[anim.clipIndex];
anim.time = wrapTime(anim.time, cur);
const AnimationClip* src = nullptr;
f32 srcTime = 0.0f;
f32 wCur = 1.0f; // 当前 clip 权重(crossfade 0→1)
if (anim.fadeFrom >= 0) {
// 淡出计时(暂停时冻结,与播放头一致)
if (anim.playing) anim.fadeElapsed += dt;
const f32 f = glm::min(
anim.fadeElapsed / glm::max(anim.fadeDuration, 1e-4f),
1.0f);
wCur = f * f * (3.0f - 2.0f * f); // smoothstep
if (f >= 1.0f) {
anim.fadeFrom = -1; // 过渡完成
} else {
src = &clips[anim.fadeFrom];
anim.fadeFromTime = wrapTime(anim.fadeFromTime, *src);
srcTime = anim.fadeFromTime;
}
}
// ---- 采样 + 局部 TRS 层混合 → global → palette ----
SampleLocalPose(*model, cur, anim.time,
m_PosePosA, m_PoseRotA, m_PoseSclA, m_TouchedA);
if (src) {
SampleLocalPose(*model, *src, srcTime,
m_PosePosB, m_PoseRotB, m_PoseSclB,
m_TouchedB);
const size_t n = m_PosePosA.size();
for (size_t i = 0; i < n; ++i) {
// touched = 两层轨道的并集(重建集合)
m_TouchedA[i] = static_cast<u8>(
m_TouchedA[i] | m_TouchedB[i]);
m_PosePosA[i] = glm::mix(m_PosePosB[i], m_PosePosA[i], wCur);
m_PoseSclA[i] = glm::mix(m_PoseSclB[i], m_PoseSclA[i], wCur);
// 旋转必须 slerp(lerp 单位四元数会走样)
m_PoseRotA[i] = glm::slerp(m_PoseRotB[i], m_PoseRotA[i], wCur);
}
}
ComposeGlobals(*model, m_PosePosA, m_PoseRotA, m_PoseSclA,
m_TouchedA, m_Globals);
// palette bump 分配(按实体,不按模型去重——同模型两实体
// 可不同播放状态)。预算打满 → 该实体退回绑定姿势
const auto& bones = model->GetBones();
const u32 base = static_cast<u32>(m_Frame.skinPalettes.size());
if (base + bones.size() > kMaxSkinMatrices) {
m_Frame.skinPaletteTruncated = true;
if (!m_SkinTruncWarned) {
m_SkinTruncWarned = true;
ENGINE_WARN("GPUDriven: skin palette full ({}), "
"animated entities fall back to bind pose",
kMaxSkinMatrices);
}
return;
}
for (const auto& b : bones) {
const u32 ni = b.nodeIdx < m_Globals.size()
? b.nodeIdx : 0;
m_Frame.skinPalettes.push_back(m_Globals[ni] * b.invBind);
}
const u32 entKey = static_cast<u32>(entt::to_integral(entity));
m_EntitySkinBase[entKey] = base;
});
// ---- 3. GPUDriven:单趟收集 + 多视图剔除 ----
// 同作用域第二个 zone:ZoneScopedN 变量名固定会重声明,用 ZoneNamedN
ZoneNamedN( ___tracy_collect, "GPUDriven Collect", true );
@@ -262,8 +480,10 @@ namespace Engine
// batch.first 拼接时加上段基址,保证段内区间连续。
m_Frame.instanceModels.clear();
m_Frame.prevInstanceModels.clear();
m_Frame.skinOffsets.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
u32 totalInstances = 0;
bool instanceTruncated = false;
@@ -289,6 +509,13 @@ namespace Engine
}
m_CurWorlds.emplace(entKey, t.World());
// palette 基址(第 2.5 节预采样;无动画实体 = identity 槽)
u32 skinBase = kIdentityPaletteSlot;
if (auto it = m_EntitySkinBase.find(entKey);
it != m_EntitySkinBase.end()) {
skinBase = it->second;
}
// 实例世界缩放(矩阵列向量最大长度,包围球半径随缩放)
const f32 worldScale = glm::max(
glm::length(glm::vec3(t.World()[0])),
@@ -359,7 +586,7 @@ 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});
s.batchMats[bi].push_back({t.World(), prevWorld, skinBase});
s.batchDistSum[bi] += dist; // 透明排序用
s.result.instanceCount++;
++totalInstances;
@@ -398,6 +625,8 @@ namespace Engine
for (const auto& m : s.batchMats[i]) {
m_Frame.instanceModels.push_back(m.cur);
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);
}
}
dst.instanceCount = s.result.instanceCount;
@@ -407,6 +636,12 @@ namespace Engine
appendView(m_Frame.shadowCascades[c], m_CascScratch[c]);
}
// ---- 4.5 MDI 打包(已下线:移动视角下存在几何消失缺陷,待隔离修复)----
// PackIndirect(m_Frame.mainView, true);
// for (u32 c = 0; c < kMaxCascades; ++c) {
// PackIndirect(m_Frame.shadowCascades[c], false);
// }
// ---- 5. 透明批次排序:平均距离降序(远 → 近),连同实例列表同步重排
{
auto& tb = m_TranslucentScratch.result.batches;
@@ -466,4 +701,52 @@ namespace Engine
return true;
}
void SceneRenderer::PackIndirect(CullResult& view, bool byMaterial)
{
view.indirectCommands.clear();
view.indirectGroups.clear();
if (view.batches.empty()) return;
// 组键排序:megabuffer(VB 句柄)→ 材质(可选)→ mesh 槽位。
// 同 Model 的全部 mesh 共享同一 megabuffer,材质是主分组轴;
// 槽位兜底保证排序稳定(组内顺序无语义,防逐帧抖动)
std::sort(view.batches.begin(), view.batches.end(),
[byMaterial](const InstanceBatch& a, const InstanceBatch& b) {
const u64 va = reinterpret_cast<u64>(static_cast<VkBuffer>(
a.mesh->GetVertexBuffer()));
const u64 vb = reinterpret_cast<u64>(static_cast<VkBuffer>(
b.mesh->GetVertexBuffer()));
if (va != vb) return va < vb;
if (byMaterial && a.mesh->GetMaterial() != b.mesh->GetMaterial()) {
return reinterpret_cast<u64>(a.mesh->GetMaterial()) <
reinterpret_cast<u64>(b.mesh->GetMaterial());
}
return a.mesh->GetSlot() < b.mesh->GetSlot();
});
for (const auto& b : view.batches) {
const vk::Buffer vb = b.mesh->GetVertexBuffer();
Material* mat = byMaterial ? b.mesh->GetMaterial() : nullptr;
bool newGroup = view.indirectGroups.empty();
if (!newGroup) {
const IndirectGroup& g = view.indirectGroups.back();
newGroup = g.mesh->GetVertexBuffer() != vb ||
g.material != mat;
}
if (newGroup) {
view.indirectGroups.push_back({b.mesh, mat,
static_cast<u32>(view.indirectCommands.size()), 0});
}
view.indirectCommands.push_back({
b.mesh->GetLodIndexCount(b.lod),
b.count,
b.mesh->GetGlobalFirstIndex(b.lod),
b.mesh->GetVertexOffset(),
b.first});
++view.indirectGroups.back().commandCount;
}
}
} // namespace Engine