Environment settings become scene entities (UE Skybox/SkyLight semantics)

Skybox/SkyLight are now Actor-carried components instead of resident
global settings, matching UE where SkyAtmosphere/SkyLight/fog are
Actors added from Place Actors and configured in Details.

- New SkyboxComponent (active + envPath asset slot) and SkyLightComponent
  (active + ambientColor); first-active entity wins per frame
- SceneRenderer collects env from components into FrameSceneData
  (DrawSkybox/envPath/ambient); Renderer performs delta sync - env
  reloads only when the resolved path changes, neutral fallback when
  empty or unloadable
- App-side env plumbing removed: kEnvPaths table and getEnvIndex/
  setEnvIndex callbacks deleted; StatsPanel keeps ClearColor + debug
  view, env params move to Details
- Serializer: scene-level Settings stores ClearColor only; env
  components serialize per entity; legacy v1 scenes (Environment header
  + Settings.AmbientColor/DrawSkybox) auto-migrate into an Environment
  entity on load for visual parity
- Inspector: Skybox/Sky Light sections with .hdr asset slot dropdown
  and Add Component entries; Outliner "+ Create" popup offers
  Empty/Light/Camera/Environment
This commit is contained in:
2026-10-05 01:02:21 +08:00
parent b7d6f53591
commit 432089747f
14 changed files with 317 additions and 144 deletions
+10 -24
View File
@@ -120,34 +120,20 @@ void StatsPanel::Draw(const EditorContext& ctx)
}
}
// ---- Environment:IBL 环境 + 调试视图(决定"看什么")----
// ---- Environment:清屏色 + 调试视图(决定"看什么")。
// 环境贴图/环境光已迁为实体组件(Skybox/SkyLight),在 Details 配 ----
if (ImGui::CollapsingHeader("Environment", ImGuiTreeNodeFlags_DefaultOpen))
{
bool& drawSkybox = ctx.scene->GetSettings().DrawSkybox;
ImGui::Checkbox("DrawSkybox", &drawSkybox);
if (drawSkybox && ctx.getEnvIndex)
{
int envIdx = ctx.getEnvIndex();
if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount))
{
ctx.setEnvIndex(envIdx);
const auto env = ctx.assets->LoadEnvironment(kEnvPaths[envIdx]);
ctx.renderer->SetEnvironment(ctx.assets->GetEnvironment(env));
}
ImGui::ColorEdit4("ClearColor",
glm::value_ptr(ctx.scene->GetSettings().ClearColor));
// 调试视图:单看某个 pass 的中间输出(类 UE pass debug)
const auto& viewNames = renderer.GetDebugViewNames();
int view = renderer.GetDebugView();
if (ImGui::Combo("Debug View", &view, viewNames.data(),
static_cast<int>(viewNames.size())))
{
renderer.SetDebugView(view);
}
}
else
// 调试视图:单看某个 pass 的中间输出(类 UE pass debug)
const auto& viewNames = renderer.GetDebugViewNames();
int view = renderer.GetDebugView();
if (ImGui::Combo("Debug View", &view, viewNames.data(),
static_cast<int>(viewNames.size())))
{
ImGui::ColorEdit4("ClearColor",
glm::value_ptr(ctx.scene->GetSettings().ClearColor));
renderer.SetDebugView(view);
}
}