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:
+3
-39
@@ -108,9 +108,8 @@ void Editor::DoStop()
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{
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if (!m_Ctx.scene || !m_Ctx.assets || !m_Ctx.renderer) return;
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std::string envPath;
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if (!Serialization::SceneSerializer::DeserializeFromString(
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*m_Ctx.scene, *m_Ctx.assets, m_PlaySnapshot, envPath))
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*m_Ctx.scene, *m_Ctx.assets, m_PlaySnapshot))
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{
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ENGINE_ERROR("PIE: snapshot restore failed (scene is now the "
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"played-out state)");
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@@ -445,16 +444,8 @@ void Editor::DoSaveScene()
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std::filesystem::create_directories(
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std::filesystem::path(path).parent_path(), ec);
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// 环境路径:引擎序列化器只认字符串,查表由编辑器侧负责
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std::string envPath;
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if (m_Ctx.getEnvIndex)
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{
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const int idx = m_Ctx.getEnvIndex();
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if (idx >= 0 && idx < kEnvCount) envPath = kEnvPaths[idx];
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}
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if (Serialization::SceneSerializer::Serialize(*m_Ctx.scene, *m_Ctx.assets,
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path, envPath))
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path))
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{
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ENGINE_INFO("Editor: scene saved to '{}'", path);
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}
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@@ -472,10 +463,8 @@ void Editor::DoLoadScene()
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return;
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}
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std::string envPath;
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if (!Serialization::SceneSerializer::Deserialize(*m_Ctx.scene,
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*m_Ctx.assets, path,
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envPath))
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*m_Ctx.assets, path))
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{
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ENGINE_ERROR("Editor: failed to load scene '{}'", path);
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return;
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@@ -484,29 +473,4 @@ void Editor::DoLoadScene()
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// 旧实体已销毁:清选中(连带清描边,见 SelectEntity)
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SelectEntity(entt::null);
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// 环境恢复:场景带环境且命中环境表才切换(镜像 StatsPanel 同步路径)
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if (!envPath.empty() && m_Ctx.getEnvIndex && m_Ctx.setEnvIndex)
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{
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int found = -1;
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for (int i = 0; i < kEnvCount; ++i)
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{
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if (envPath == kEnvPaths[i]) { found = i; break; }
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}
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if (found >= 0)
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{
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m_Ctx.setEnvIndex(found);
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const auto env = m_Ctx.assets->LoadEnvironment(kEnvPaths[found]);
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if (env.Valid())
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{
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m_Ctx.renderer->SetEnvironment(
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m_Ctx.assets->GetEnvironment(env));
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}
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}
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else
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{
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ENGINE_WARN("Editor: scene env '{}' not in env table, "
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"keeping current", envPath);
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}
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}
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}
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@@ -15,22 +15,6 @@
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#include <Engine/Renderer/EditorCamera.h>
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#include <Engine/Renderer/SceneTypes.h> // kDisplayViewport / kDisplayDirect
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#include <functional>
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// 可切换环境(IBL 动态切换):StatsPanel 的 Combo 与 SandboxApp 的
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// 加载逻辑共用这一张表(下标即身份)。
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inline constexpr const char *kEnvPaths[] = {
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"assets/textures/venice_dawn_1_4k.hdr",
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"assets/textures/rooitou_park_4k.hdr",
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"assets/textures/pink_sunrise_4k.hdr",
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"assets/textures/birchwood_4k.hdr",
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};
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inline constexpr const char *kEnvNames[] = {
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"Venice Dawn", "Rooitou Park", "Pink Sunrise", "Birchwood",
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};
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inline constexpr int kEnvCount = 4;
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inline constexpr int kDefaultEnv = 0;
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// 沙盒特有状态(面板可选读取,空指针 = 该面板区块不显示)
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struct EditorContext {
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// 引擎门面
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@@ -45,9 +29,6 @@ struct EditorContext {
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// PIE 运行态(Play-In-Editor):Editor 持有,只读指针。
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// 面板门控用——运行态禁 Gizmo/编辑器热键,渲染源已是 primary 相机
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const bool *playState = nullptr;
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std::function<int()> getEnvIndex; // 当前环境表下标
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std::function<void(int)> setEnvIndex;
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};
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#endif //HELLOVULKAN_EDITORCONTEXT_H
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@@ -148,12 +148,40 @@ void HierarchyPanel::Draw(const EditorContext& ctx, entt::entity& selected)
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{
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ImGui::Begin("Outliner");
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// 工具栏:创建实体(在遍历之前,不修改遍历中的注册表结构)
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if (ImGui::Button("+ Create Entity"))
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// 工具栏:创建实体(在遍历之前,不修改遍历中的注册表结构)。
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// Place Actors 简化语义:常用类型一键带组件,其余 Add Component 补
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if (ImGui::Button("+ Create"))
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{
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const auto e = ctx.scene->CreateEntity("Entity");
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ImGui::OpenPopup("create_entity");
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}
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if (ImGui::BeginPopup("create_entity"))
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{
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if (ImGui::MenuItem("Empty"))
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{
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selected = ctx.scene->CreateEntity("Entity");
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}
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if (ImGui::MenuItem("Light"))
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{
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auto e = ctx.scene->CreateEntity("Light");
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e.AddComponent<Engine::ECS::LightComponent>();
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selected = e;
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}
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if (ImGui::MenuItem("Camera"))
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{
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auto e = ctx.scene->CreateEntity("Camera");
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e.AddComponent<Engine::ECS::CameraComponent>();
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selected = e;
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}
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if (ImGui::MenuItem("Environment"))
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{
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// UE 新关卡环境集简化:Skybox(背景)+ SkyLight(环境光)一体
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auto e = ctx.scene->CreateEntity("Environment");
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e.AddComponent<Engine::ECS::SkyboxComponent>();
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e.AddComponent<Engine::ECS::SkyLightComponent>();
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selected = e;
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}
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ImGui::EndPopup();
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}
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ImGui::Separator();
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auto& reg = ctx.scene->GetRegistry();
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@@ -58,6 +58,39 @@ namespace
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return s_Files;
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}
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// 递归收集 assets/ 下环境贴图(.hdr,Skybox 资产槽用;会话级缓存同上)
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const std::vector<std::string>& AssetEnvFiles()
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{
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static std::vector<std::string> s_Files;
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static bool s_Cached = false;
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if (!s_Cached)
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{
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s_Cached = true;
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namespace fs = std::filesystem;
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if (fs::exists("assets"))
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{
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for (const auto& entry :
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fs::recursive_directory_iterator("assets"))
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{
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if (!entry.is_regular_file())
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{
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continue;
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}
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std::string ext = entry.path().extension().string();
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std::transform(ext.begin(), ext.end(), ext.begin(),
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[](unsigned char c)
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{ return std::tolower(c); });
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if (ext == ".hdr")
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{
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s_Files.push_back(entry.path().generic_string());
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}
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}
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std::sort(s_Files.begin(), s_Files.end());
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}
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}
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return s_Files;
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}
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// InputText 需要 char 缓冲;提交时写回 std::string
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bool InputTextString(const char* label, std::string& str)
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{
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@@ -198,6 +231,9 @@ void InspectorPanel::Draw(const EditorContext& ctx, entt::entity selected)
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menuItem(static_cast<Engine::ECS::MeshRendererComponent*>(nullptr),
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"Mesh Renderer");
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menuItem(static_cast<Engine::ECS::LightComponent*>(nullptr), "Light");
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menuItem(static_cast<Engine::ECS::SkyboxComponent*>(nullptr), "Skybox");
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menuItem(static_cast<Engine::ECS::SkyLightComponent*>(nullptr),
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"Sky Light");
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menuItem(static_cast<Engine::ECS::CameraComponent*>(nullptr), "Camera");
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menuItem(static_cast<Engine::ECS::AnimationComponent*>(nullptr), "Animation");
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menuItem(static_cast<Engine::ECS::NameComponent*>(nullptr), "Name");
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@@ -417,6 +453,78 @@ void InspectorPanel::Draw(const EditorContext& ctx, entt::entity selected)
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}
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}
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// ---- Skybox(UE Skybox Actor 语义:环境贴图 = 实体资产槽)----
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if (auto* sb = reg.try_get<Engine::ECS::SkyboxComponent>(selected))
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{
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bool removeSb = false;
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if (ComponentHeader("Skybox", &sb->active, true, &removeSb))
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{
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if (!sb->active)
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{
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ImGui::BeginDisabled(true);
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}
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// 环境贴图资产槽(模型槽同款:下拉列 assets/ 下 .hdr,选中
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// 即加载;空 = 无环境,只露清屏色)。渲染侧由 Renderer 按
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// 帧数据差量同步(路径变化才重载),此处零额外同步
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{
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const auto& s_EnvFiles = AssetEnvFiles();
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std::vector<const char*> opts;
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opts.push_back("<none>");
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for (const auto& f : s_EnvFiles)
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{
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opts.push_back(f.c_str());
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}
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int sel = 0;
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for (size_t k = 0; k < s_EnvFiles.size(); ++k)
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{
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if (s_EnvFiles[k] == sb->envPath)
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{
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sel = static_cast<int>(k) + 1;
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}
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}
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ImGui::SetNextItemWidth(-1.0f);
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if (ImGui::Combo("##env_slot", &sel, opts.data(),
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static_cast<int>(opts.size())))
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{
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sb->envPath = (sel <= 0)
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? std::string{}
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: s_EnvFiles[static_cast<size_t>(sel) - 1];
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}
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ImGui::TextDisabled("(empty = clear color only)");
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}
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if (!sb->active)
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{
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ImGui::EndDisabled();
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}
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}
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if (removeSb)
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{
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reg.remove<Engine::ECS::SkyboxComponent>(selected);
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}
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}
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// ---- SkyLight(UE SkyLight 语义:全局环境光)----
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if (auto* sl = reg.try_get<Engine::ECS::SkyLightComponent>(selected))
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{
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bool removeSl = false;
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if (ComponentHeader("Sky Light", &sl->active, true, &removeSl))
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{
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if (!sl->active)
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{
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ImGui::BeginDisabled(true);
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}
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ImGui::ColorEdit4("ambient", &sl->ambientColor.x);
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if (!sl->active)
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{
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ImGui::EndDisabled();
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}
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}
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if (removeSl)
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{
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reg.remove<Engine::ECS::SkyLightComponent>(selected);
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}
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}
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// ---- Camera ----
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if (auto* cam = reg.try_get<Engine::ECS::CameraComponent>(selected))
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{
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@@ -120,20 +120,12 @@ void StatsPanel::Draw(const EditorContext& ctx)
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}
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}
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// ---- Environment:IBL 环境 + 调试视图(决定"看什么")----
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// ---- Environment:清屏色 + 调试视图(决定"看什么")。
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// 环境贴图/环境光已迁为实体组件(Skybox/SkyLight),在 Details 配 ----
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if (ImGui::CollapsingHeader("Environment", ImGuiTreeNodeFlags_DefaultOpen))
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{
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bool& drawSkybox = ctx.scene->GetSettings().DrawSkybox;
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ImGui::Checkbox("DrawSkybox", &drawSkybox);
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if (drawSkybox && ctx.getEnvIndex)
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{
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int envIdx = ctx.getEnvIndex();
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if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount))
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{
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ctx.setEnvIndex(envIdx);
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const auto env = ctx.assets->LoadEnvironment(kEnvPaths[envIdx]);
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ctx.renderer->SetEnvironment(ctx.assets->GetEnvironment(env));
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}
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ImGui::ColorEdit4("ClearColor",
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glm::value_ptr(ctx.scene->GetSettings().ClearColor));
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|
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// 调试视图:单看某个 pass 的中间输出(类 UE pass debug)
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const auto& viewNames = renderer.GetDebugViewNames();
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@@ -144,12 +136,6 @@ void StatsPanel::Draw(const EditorContext& ctx)
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renderer.SetDebugView(view);
|
||||
}
|
||||
}
|
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else
|
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{
|
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ImGui::ColorEdit4("ClearColor",
|
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glm::value_ptr(ctx.scene->GetSettings().ClearColor));
|
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}
|
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}
|
||||
|
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// ---- Physics Debug:物理调试可视化(collider/约束/重力/速度/加速度)----
|
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if (ImGui::CollapsingHeader("Physics Debug"))
|
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|
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+1
-4
@@ -27,7 +27,7 @@
|
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#include <GLFW/glfw3.h>
|
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|
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#include "Editor.h"
|
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#include "EditorContext.h" // kEnvPaths / kDefaultEnv(与 StatsPanel 共用)
|
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#include "EditorContext.h"
|
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|
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using namespace Engine;
|
||||
|
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@@ -117,8 +117,6 @@ namespace
|
||||
ctx.assets = &GetAssets();
|
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ctx.app = this;
|
||||
ctx.editorCamera = &GetRenderer().GetEditorCamera();
|
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ctx.getEnvIndex = [this] { return m_EnvIndex; };
|
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ctx.setEnvIndex = [this](int index) { m_EnvIndex = index; };
|
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// 继承原沙盒默认:初始暂停(StatsPanel 的 Pause Simulation 开关恢复)
|
||||
Time::SetTimeScale(0.0f);
|
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m_Editor->Init(ctx);
|
||||
@@ -135,7 +133,6 @@ namespace
|
||||
|
||||
private:
|
||||
std::unique_ptr<Editor> m_Editor = std::make_unique<Editor>();
|
||||
int m_EnvIndex = kDefaultEnv;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -377,6 +377,22 @@ namespace Engine::ECS {
|
||||
bool operator==(const ScriptComponent&) const = default;
|
||||
};
|
||||
|
||||
// 天空盒/环境背景(UE Skybox Actor 语义:环境是场景里的 Actor +
|
||||
// 组件,不是常驻全局设置)。envPath = 环境贴图资产(.hdr,经
|
||||
// AssetManager 加载、Renderer 预积分后进 IBL/Skybox pass);空 =
|
||||
// 只清屏(ClearColor 露出)。多实例取第一个 active(entt 视图序 =
|
||||
// 组件创建序,首个命中即稳定)
|
||||
struct SkyboxComponent {
|
||||
bool active = true; // 禁用 = 不画天空(清屏色露出)
|
||||
std::string envPath;
|
||||
};
|
||||
|
||||
// 环境光(UE SkyLight 语义:全局漫射环境照明)。多实例取第一个 active
|
||||
struct SkyLightComponent {
|
||||
bool active = true;
|
||||
glm::vec4 ambientColor{0.07f, 0.07f, 0.09f, 0.0f}; // 旧 Settings 默认
|
||||
};
|
||||
|
||||
} // namespace Engine::ECS
|
||||
|
||||
#endif //HELLOVULKAN_COMPONENTS_H
|
||||
|
||||
@@ -40,10 +40,10 @@ namespace Engine::ECS {
|
||||
Scene& operator=(const Scene&) = delete;
|
||||
|
||||
// ---- 场景级设置 ----
|
||||
// 环境类设置已迁为环境实体组件(SkyboxComponent/SkyLightComponent,
|
||||
// UE Skybox/SkyLight Actor 语义);仅保留渲Target清屏色
|
||||
struct Settings {
|
||||
glm::vec4 ClearColor = {0.1, 0.1, 0.1, 1.0};
|
||||
glm::vec4 AmbientColor{0.07f, 0.07f, 0.09f, 0.0f};
|
||||
bool DrawSkybox = true;
|
||||
};
|
||||
Settings& GetSettings() { return m_Settings; }
|
||||
const Settings& GetSettings() const { return m_Settings; } // 序列化只读
|
||||
|
||||
@@ -211,6 +211,8 @@ namespace Engine {
|
||||
// 中性兜底环境(IBL 四件套):Application 未加载/加载失败时保底;
|
||||
// 声明在 m_Passes 之前 → 析构晚于 pass(引用安全)
|
||||
Scope<Cubemap> m_Environment;
|
||||
// 当前绑定环境的资产路径(帧数据 envPath 差量同步基准;空 = 兜底)
|
||||
std::string m_ActiveEnvPath;
|
||||
Scope<Swapchain> m_Swapchain;
|
||||
Scope<SyncManager> m_SyncManager;
|
||||
Scope<CommandManager> m_CommandManager;
|
||||
|
||||
@@ -140,6 +140,10 @@ namespace Engine {
|
||||
|
||||
glm::vec4 ClearColor{0.1, 0.1, 0.1, 1.0};
|
||||
bool DrawSkybox = true;
|
||||
// 本帧生效的环境贴图资产路径(来自第一个 active 的
|
||||
// SkyboxComponent;空 = 无环境 → Renderer 回中性兜底 cubemap)。
|
||||
// Renderer 据此与当前已绑定环境做差量同步(路径变化才重载)
|
||||
std::string envPath;
|
||||
|
||||
// 天空盒反投影矩阵:inverse(projNoJitter × mat4(mat3(view)))
|
||||
//(视图去平移只留旋转 → 反投影结果即世界方向;Skybox pass push)
|
||||
|
||||
@@ -8,18 +8,18 @@
|
||||
// 场景内资产引用双写 {Guid, Path}:GUID 是主键(重命名/移动资产不断
|
||||
// 引用),Path 是人工可读提示 + 注册表缺失时的解析兜底。
|
||||
//
|
||||
// 引擎层身份:本类不感知编辑器(kEnvPaths 表)与渲染器——
|
||||
// environmentPath 以普通字符串经参数进出,消费方(编辑器/游戏运行时)
|
||||
// 自行解释。一套 API 服务两个消费者:编辑器 File 菜单 与
|
||||
// 游戏运行时动态加载,不存在"另一套序列化"。
|
||||
// 引擎层身份:本类不感知编辑器与渲染器。环境 = 场景实体组件
|
||||
//(SkyboxComponent/SkyLightComponent,UE Skybox/SkyLight Actor 语义),
|
||||
// 随实体序列化,场景级仅存清屏色。
|
||||
//
|
||||
// 前向兼容(Prefab 路线预留):
|
||||
// - 场景 = 实体节点列表,Prefab 复用同一套实体读写函数
|
||||
// - Version 闸:高版本文件拒载并 WARN,低版本宽容
|
||||
// - 未知组件名跳过(Unity 语义:新版场景在旧版引擎打开可玩)
|
||||
// - UUID 重复 → 重新生成(即 Prefab 实例化的 ID 重映射)
|
||||
// - 旧档 v1 环境语义(文档头 Environment + Settings.AmbientColor/
|
||||
// DrawSkybox)→ 自动补建 Environment 实体,视觉等价迁移
|
||||
//
|
||||
|
||||
#ifndef HELLOVULKAN_SCENESERIALIZER_H
|
||||
#define HELLOVULKAN_SCENESERIALIZER_H
|
||||
|
||||
@@ -37,42 +37,35 @@ namespace Engine::Serialization {
|
||||
class SceneSerializer {
|
||||
public:
|
||||
// ---- 保存 ----
|
||||
// scene 序列化到 outPath(YAML)。environmentPath 可空(不写
|
||||
// Environment 字段)。失败(无法写文件)返回 false。
|
||||
// scene 序列化到 outPath(YAML)。失败(无法写文件)返回 false。
|
||||
static bool Serialize(const ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& outPath,
|
||||
const std::string& environmentPath = {});
|
||||
const std::string& outPath);
|
||||
|
||||
// ---- 加载 ----
|
||||
// 原子换血:先解析校验到中间结构,全部成功才 scene.Clear() 重建
|
||||
//(解析失败不动现场)。成功时 outEnvironmentPath 带回场景记录的
|
||||
// 环境路径(空 = 场景未带环境,消费方保持当前环境即可)。
|
||||
//(解析失败不动现场)。
|
||||
// 健壮性:单实体损坏跳过继续、缺字段取默认值、未知组件跳过、
|
||||
// UUID 重复重新生成、YAML 异常优雅报错。
|
||||
// 注意:调用方持有的 Entity/EntityHandle 在成功后全部悬空,
|
||||
// 必须重解析(Scene::GetEntityHandle / 按 UUID 查询)。
|
||||
static bool Deserialize(ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& inPath,
|
||||
std::string& outEnvironmentPath);
|
||||
const std::string& inPath);
|
||||
|
||||
// ---- 内存快照(同一套实体读写,不同载体)----
|
||||
// 消费者:编辑器 Play-In-Editor 快照恢复、Prefab、运行时动态
|
||||
// 拼装场景。documentName 仅写入文档头 "Scene" 字段(注释性),
|
||||
// 快照可传实体名或留空;environmentPath 语义同文件版。
|
||||
// 拼装场景。documentName 仅写入文档头 "Scene" 字段(注释性)。
|
||||
static std::string SerializeToString(
|
||||
const ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& documentName = {},
|
||||
const std::string& environmentPath = {});
|
||||
const std::string& documentName = {});
|
||||
|
||||
// 失败(YAML 异常/版本过高)返回 false 且不动现场。
|
||||
// 实体悬空语义同文件版 Deserialize。
|
||||
static bool DeserializeFromString(ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& yamlText,
|
||||
std::string& outEnvironmentPath);
|
||||
const std::string& yamlText);
|
||||
};
|
||||
|
||||
} // namespace Engine::Serialization
|
||||
|
||||
@@ -601,6 +601,31 @@ namespace Engine
|
||||
}
|
||||
const FrameSceneData& frame = m_SceneRenderer->Frame();
|
||||
|
||||
// 1.5 环境差量同步(UE 语义:环境是场景组件数据,渲染器被动跟随)。
|
||||
// 帧数据 envPath 与当前已绑定环境做比较,路径变化才重载/重绑
|
||||
//(LoadEnvironment 缓存命中零开销;失效路径一次失败即记,
|
||||
// 不逐帧重试,路径改回时自然恢复)
|
||||
if (frame.envPath != m_ActiveEnvPath)
|
||||
{
|
||||
m_ActiveEnvPath = frame.envPath;
|
||||
if (m_ActiveEnvPath.empty())
|
||||
{
|
||||
SetEnvironment(nullptr); // 回中性兜底
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto ref = assets.LoadEnvironment(m_ActiveEnvPath);
|
||||
SetEnvironment(ref.Valid() ? assets.GetEnvironment(ref)
|
||||
: nullptr);
|
||||
if (!ref.Valid())
|
||||
{
|
||||
ENGINE_WARN("Renderer: env '{}' failed to load, "
|
||||
"neutral fallback active",
|
||||
m_ActiveEnvPath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 等本槽位 fence → 写 UBO/SSBO → reset(写-读竞争关闭)
|
||||
m_SyncManager->WaitFence(frameSlot);
|
||||
ReadGpuTimes(frameSlot); // fence 已等:上一轮该槽位的查询已就绪
|
||||
|
||||
@@ -312,11 +312,35 @@ namespace Engine
|
||||
ubo.proj[2][1] += jy * 2.0f / static_cast<f32>(targetExtent.height);
|
||||
}
|
||||
|
||||
ubo.ambientColor = scene.GetSettings().AmbientColor;
|
||||
// ---- 环境组件落帧(UE SkyLight/Skybox Actor 语义):场景环境
|
||||
// 是实体组件而非全局设置。多实例取第一个 active(entt
|
||||
// 视图序 = 组件创建序,首个命中稳定);无组件场景兜底 =
|
||||
// 无天空 + 旧 Settings 默认环境光(空场景清屏可渲染)----
|
||||
m_Frame.DrawSkybox = false;
|
||||
m_Frame.envPath.clear();
|
||||
ubo.ambientColor = glm::vec4{0.07f, 0.07f, 0.09f, 0.0f};
|
||||
for (auto&& [e, sb] :
|
||||
scene.GetRegistry().view<ECS::SkyboxComponent>().each())
|
||||
{
|
||||
if (sb.active)
|
||||
{
|
||||
m_Frame.DrawSkybox = true;
|
||||
m_Frame.envPath = sb.envPath;
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (auto&& [e, sl] :
|
||||
scene.GetRegistry().view<ECS::SkyLightComponent>().each())
|
||||
{
|
||||
if (sl.active)
|
||||
{
|
||||
ubo.ambientColor = sl.ambientColor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ---- 运行时开关/调试视图落帧(各 pass 与 frag 只读契约字段)----
|
||||
m_Frame.ClearColor = scene.GetSettings().ClearColor;
|
||||
m_Frame.DrawSkybox = scene.GetSettings().DrawSkybox;
|
||||
m_Frame.shadowsEnabled = m_ShadowsEnabled;
|
||||
m_Frame.taaEnabled = m_TAAEnabled;
|
||||
m_Frame.bloomEnabled = m_BloomEnabled;
|
||||
|
||||
@@ -279,6 +279,21 @@ namespace Engine::Serialization {
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
|
||||
if (const auto* sb = reg.try_get<ECS::SkyboxComponent>(e)) {
|
||||
out << YAML::Key << "Skybox" << YAML::Value << YAML::BeginMap;
|
||||
out << YAML::Key << "Active" << YAML::Value << sb->active;
|
||||
out << YAML::Key << "EnvMap" << YAML::Value << sb->envPath;
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
|
||||
if (const auto* sl = reg.try_get<ECS::SkyLightComponent>(e)) {
|
||||
out << YAML::Key << "SkyLight" << YAML::Value << YAML::BeginMap;
|
||||
out << YAML::Key << "Ambient" << YAML::Value;
|
||||
EmitVec4(out, sl->ambientColor);
|
||||
out << YAML::Key << "Active" << YAML::Value << sl->active;
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
|
||||
if (const auto* rb = reg.try_get<ECS::RigidBodyComponent>(e)) {
|
||||
out << YAML::Key << "RigidBody" << YAML::Value
|
||||
<< YAML::BeginMap;
|
||||
@@ -397,8 +412,7 @@ namespace Engine::Serialization {
|
||||
// 文档头 "Scene" 字段(快照无文件名,该字段是注释性的)
|
||||
static std::string SerializeDoc(const ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& documentName,
|
||||
const std::string& environmentPath)
|
||||
const std::string& documentName)
|
||||
{
|
||||
// float32 无损往返需 9 位有效数字(std::numeric_limits
|
||||
// <float>::max_digits10)
|
||||
@@ -410,18 +424,11 @@ namespace Engine::Serialization {
|
||||
out << YAML::Key << "Scene" << YAML::Value << documentName;
|
||||
}
|
||||
out << YAML::Key << "Version" << YAML::Value << kSceneVersion;
|
||||
if (!environmentPath.empty()) {
|
||||
out << YAML::Key << "Environment" << YAML::Value
|
||||
<< environmentPath;
|
||||
}
|
||||
|
||||
const auto& s = scene.GetSettings();
|
||||
out << YAML::Key << "Settings" << YAML::Value << YAML::BeginMap;
|
||||
out << YAML::Key << "ClearColor" << YAML::Value;
|
||||
EmitVec4(out, s.ClearColor);
|
||||
out << YAML::Key << "AmbientColor" << YAML::Value;
|
||||
EmitVec4(out, s.AmbientColor);
|
||||
out << YAML::Key << "DrawSkybox" << YAML::Value << s.DrawSkybox;
|
||||
out << YAML::EndMap;
|
||||
|
||||
out << YAML::Key << "Entities" << YAML::Value << YAML::BeginSeq;
|
||||
@@ -442,14 +449,12 @@ namespace Engine::Serialization {
|
||||
|
||||
bool SceneSerializer::Serialize(const ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& outPath,
|
||||
const std::string& environmentPath)
|
||||
const std::string& outPath)
|
||||
{
|
||||
try {
|
||||
const std::string doc = SerializeDoc(
|
||||
scene, assets,
|
||||
std::filesystem::path(outPath).stem().string(),
|
||||
environmentPath);
|
||||
std::filesystem::path(outPath).stem().string());
|
||||
if (doc.empty()) {
|
||||
return false; // emit 失败,日志已在 SerializeDoc 打过
|
||||
}
|
||||
@@ -477,11 +482,10 @@ namespace Engine::Serialization {
|
||||
std::string SceneSerializer::SerializeToString(
|
||||
const ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& documentName,
|
||||
const std::string& environmentPath)
|
||||
const std::string& documentName)
|
||||
{
|
||||
try {
|
||||
return SerializeDoc(scene, assets, documentName, environmentPath);
|
||||
return SerializeDoc(scene, assets, documentName);
|
||||
}
|
||||
catch (const YAML::Exception& e) {
|
||||
ENGINE_ERROR("SceneSerializer: snapshot failed ({})", e.what());
|
||||
@@ -500,11 +504,8 @@ namespace Engine::Serialization {
|
||||
static bool ParseRoot(ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const YAML::Node& root,
|
||||
const std::string& sourceName,
|
||||
std::string& outEnvironmentPath)
|
||||
const std::string& sourceName)
|
||||
{
|
||||
outEnvironmentPath.clear();
|
||||
|
||||
// Version 闸:高版本拒载(结构未知),缺失按 0 宽容旧档
|
||||
if (const int version = root["Version"].as<int>(0);
|
||||
version > kSceneVersion) {
|
||||
@@ -513,14 +514,27 @@ namespace Engine::Serialization {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 僵尸节点安全:as<T>(fallback) 对缺失键返回 fallback
|
||||
outEnvironmentPath = root["Environment"].as<std::string>("");
|
||||
|
||||
// ---- 旧档 v1 环境语义兼容读(v2 起环境 = 实体组件)----
|
||||
// 僵尸节点安全:as<T>(fallback) 对缺失键返回 fallback;环境
|
||||
// 键仅在真实存在时置位(避免新档误触发兼容建实体)
|
||||
const std::string legacyEnv =
|
||||
root["Environment"].as<std::string>("");
|
||||
bool legacyEnvKey = !legacyEnv.empty();
|
||||
glm::vec4 legacyAmbient{0.07f, 0.07f, 0.09f, 0.0f};
|
||||
bool legacyAmbientKey = false;
|
||||
bool legacyDrawSkybox = true;
|
||||
bool legacySkyboxKey = false;
|
||||
if (const YAML::Node st = root["Settings"]; st && st.IsMap()) {
|
||||
auto& s = scene.GetSettings();
|
||||
s.ClearColor = ReadVec4(st["ClearColor"], s.ClearColor);
|
||||
s.AmbientColor = ReadVec4(st["AmbientColor"], s.AmbientColor);
|
||||
s.DrawSkybox = st["DrawSkybox"].as<bool>(s.DrawSkybox);
|
||||
if (const YAML::Node amb = st["AmbientColor"]) {
|
||||
legacyAmbient = ReadVec4(amb, legacyAmbient);
|
||||
legacyAmbientKey = true;
|
||||
}
|
||||
if (const YAML::Node ds = st["DrawSkybox"]) {
|
||||
legacyDrawSkybox = ds.as<bool>(legacyDrawSkybox);
|
||||
legacySkyboxKey = true;
|
||||
}
|
||||
}
|
||||
|
||||
// ---- 阶段 1:解析到中间结构(逐实体容错,不动 registry)----
|
||||
@@ -746,6 +760,39 @@ namespace Engine::Serialization {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (const YAML::Node n = comps["Skybox"]) {
|
||||
auto& sb = handle.AddComponent<ECS::SkyboxComponent>();
|
||||
sb.active = n["Active"].as<bool>(true);
|
||||
sb.envPath = n["EnvMap"].as<std::string>("");
|
||||
}
|
||||
|
||||
if (const YAML::Node n = comps["SkyLight"]) {
|
||||
auto& sl = handle.AddComponent<ECS::SkyLightComponent>();
|
||||
sl.ambientColor = ReadVec4(n["Ambient"], sl.ambientColor);
|
||||
sl.active = n["Active"].as<bool>(true);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- 旧档环境兼容迁移:v1 的 Environment/Settings.AmbientColor/
|
||||
// DrawSkybox → 补建一个 Environment 实体(视觉等价)。仅当旧键
|
||||
// 真实存在且实体列表没有环境组件时触发(新档缺省键不触发;
|
||||
// 快照恢复同理——快照里组件已实体化,不走这里)
|
||||
const bool legacyEnvPresent =
|
||||
legacyEnvKey || legacyAmbientKey || legacySkyboxKey;
|
||||
const bool hasEnvComponents =
|
||||
scene.GetRegistry().view<ECS::SkyboxComponent>().size() > 0 ||
|
||||
scene.GetRegistry().view<ECS::SkyLightComponent>().size() > 0;
|
||||
if (legacyEnvPresent && !hasEnvComponents) {
|
||||
auto env = scene.CreateEntity("Environment");
|
||||
auto& sb = env.AddComponent<ECS::SkyboxComponent>();
|
||||
sb.envPath = legacyEnv;
|
||||
sb.active = legacyDrawSkybox;
|
||||
auto& sl = env.AddComponent<ECS::SkyLightComponent>();
|
||||
sl.ambientColor = legacyAmbient;
|
||||
ENGINE_INFO("SceneSerializer: legacy environment migrated to "
|
||||
"'Environment' entity (env='{}')",
|
||||
legacyEnv);
|
||||
}
|
||||
|
||||
// ---- 阶段 3:重链父子(两遍解析:父可能出现在子之后)。
|
||||
@@ -779,8 +826,7 @@ namespace Engine::Serialization {
|
||||
|
||||
bool SceneSerializer::Deserialize(ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& inPath,
|
||||
std::string& outEnvironmentPath)
|
||||
const std::string& inPath)
|
||||
{
|
||||
YAML::Node root;
|
||||
try {
|
||||
@@ -796,14 +842,13 @@ namespace Engine::Serialization {
|
||||
e.what());
|
||||
return false;
|
||||
}
|
||||
return ParseRoot(scene, assets, root, inPath, outEnvironmentPath);
|
||||
return ParseRoot(scene, assets, root, inPath);
|
||||
}
|
||||
|
||||
bool SceneSerializer::DeserializeFromString(
|
||||
ECS::Scene& scene,
|
||||
Assets::AssetManager& assets,
|
||||
const std::string& yamlText,
|
||||
std::string& outEnvironmentPath)
|
||||
const std::string& yamlText)
|
||||
{
|
||||
YAML::Node root;
|
||||
try {
|
||||
@@ -819,7 +864,7 @@ namespace Engine::Serialization {
|
||||
e.what());
|
||||
return false;
|
||||
}
|
||||
return ParseRoot(scene, assets, root, "snapshot", outEnvironmentPath);
|
||||
return ParseRoot(scene, assets, root, "snapshot");
|
||||
}
|
||||
|
||||
} // namespace Engine::Serialization
|
||||
|
||||
Reference in New Issue
Block a user