fix: 阴影光源错误绑定 FillLight + 截图 usage 警告 + nodiscard
- LightComponent 增加 castShadow 标志;灯收集排序键改为 castShadow 方向光 > 方向光 > 点光(此前稳定排序把收集序靠前的 FillLight 排到 lights[0],KeyLight 方向滑条自然不影响阴影) - TextureDesc 增加 extraUsage:HDRColor 声明 TRANSFER_SRC, 消除截图 copy 的 3 条 usage 不匹配运行时警告 - waitForFences nodiscard 返回值显式丢弃,消除编译警告
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@@ -260,7 +260,7 @@ namespace Engine::RG {
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}
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}
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}
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entry.usage = usage;
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entry.usage = usage | entry.desc.extraUsage;
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}
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void RenderGraph::CullPasses()
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@@ -290,9 +290,11 @@ namespace Engine
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// HDR 颜色图:Forward 的输出(线性光照值 + 抖动),TAA 显式完成
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// 时域累积后写入 TAAColor(对齐 UE/Unity 管线)
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// extraUsage:调试截图需要 TRANSFER_SRC(第 60 帧 copy 到 buffer)
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m_HDRColor = m_RenderGraph->CreateTexture(
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"HDRColor",
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RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat});
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RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat, 0, 0, 1.0f,
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vk::ImageUsageFlagBits::eTransferSrc});
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// velocity:clip 空间运动向量(TAA 反推历史像素位置)
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m_Velocity = m_RenderGraph->CreateTexture(
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@@ -577,7 +579,8 @@ namespace Engine
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// 调试截图落盘:等 fence(copy 已提交完成)→ fp16 → BMP
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if (doCapture) {
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m_Device->GetDevice().waitForFences(
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// 诊断截图落盘:等 fence(copy 已提交完成)→ BMP(返回值仅超时标志)
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(void)m_Device->GetDevice().waitForFences(
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m_SyncManager->GetFrameFence(frameSlot), VK_TRUE,
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UINT64_MAX);
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WriteHdrBMP("capture.bmp", m_CaptureAlloc.MappedPtr,
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@@ -19,7 +19,6 @@
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#include <chrono>
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#include <limits>
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#include <algorithm>
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namespace Engine
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{
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@@ -180,6 +179,7 @@ namespace Engine
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// 先收集到临时数组,方向光排前,再写入 UBO
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glm::vec3 shadowDir{0.0f, -1.0f, 0.0f}; // 无灯兜底:头顶正射
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LightData collected[kMaxLights];
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f32 shadowKey[kMaxLights]; // 排序键:0=castShadow 方向光 1=方向光 2=点光
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u32 collectedCount = 0;
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scene.Each<TransformComponent, LightComponent>(
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[&](Entity, TransformComponent& t, LightComponent& light) {
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@@ -190,6 +190,12 @@ namespace Engine
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dst.params = glm::vec4(
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light.type == LightComponent::Type::Point ? 1.0f : 0.0f,
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light.radius, 0.0f, 0.0f);
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// 排序键:castShadow 方向光最优先(CSM 阴影光源契约),其余按类型
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shadowKey[collectedCount - 1] =
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(light.type == LightComponent::Type::Directional &&
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light.castShadow) ? 0.0f
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: (light.type == LightComponent::Type::Directional ? 1.0f
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: 2.0f);
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if (light.type == LightComponent::Type::Point) {
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dst.position = glm::vec4(t.GetPosition(), 1.0f);
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@@ -202,11 +208,20 @@ namespace Engine
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}
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});
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// 方向光排前(稳定排序:同类保持收集序)→ lights[0] = CSM 光源
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std::stable_sort(collected, collected + collectedCount,
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[](const LightData& a, const LightData& b) {
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return a.params.x < b.params.x; // 0=方向光 < 1=点光
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});
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// 排序(稳定):castShadow 方向光 → 方向光 → 点光
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// 同时排序 shadowKey 保持键值对应
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for (u32 i = 1; i < collectedCount; ++i) { // 插入排序(n≤4)
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LightData ld = collected[i];
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f32 key = shadowKey[i];
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u32 j = i;
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while (j > 0 && shadowKey[j - 1] > key) {
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collected[j] = collected[j - 1];
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shadowKey[j] = shadowKey[j - 1];
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--j;
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}
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collected[j] = ld;
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shadowKey[j] = key;
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}
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for (u32 i = 0; i < kMaxLights; ++i) {
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if (i < collectedCount) {
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