添加windows构建适配,禁用ImGui多视口功能

This commit is contained in:
2026-10-02 21:53:26 +08:00
parent b0d5ed4550
commit 56bb31638e
4 changed files with 614 additions and 603 deletions
+314 -320
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@@ -1,320 +1,314 @@
//
// Created by atdunbg on 2026/9/20.
//
// SandboxApp:第一个基于 Application 框架的程序。
//
// main 的职责边界:
// - 定义 Application 派生类并运行它
// - "程序逻辑":场景搭建(实体/组件)、逐帧更新、事件响应、
// 异步环境加载
// - UI 全部委托 App/editor/ 的 docking Editor(本文件不再出现
// 任何 ImGui 控件)
//
// 窗口、渲染器、事件泵、帧计时、场景容器全部由框架管理。
//
#include <Engine/Core/Application.h>
#include <Engine/Core/Time.h>
#include <Engine/Core/Window.h> // SetInputCapture(Application.h 只前置声明)
#include <Engine/Core/Log.h>
#include <Engine/Core/Stats.h>
#include <Engine/Core/AsyncTask.h>
#include <Engine/ECS/Scene.h>
#include <Engine/ECS/EntityHandle.h>
#include <Engine/ECS/Components.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Renderer/Model.h>
#include <glm/glm.hpp>
#include <GLFW/glfw3.h>
#include "Editor.h"
#include "EditorContext.h" // kEnvPaths / kDefaultEnv(与 StatsPanel 共用)
using namespace Engine;
using namespace Engine::ECS;
namespace
{
constexpr const char* kTemplePath = "assets/models/SunTemple/SunTemple.fbx";
class SandboxApp final : public Application
{
public:
SandboxApp()
: Application("HelloVulkan", 800, 600)
{
}
~SandboxApp() override
{
}
protected:
// ---- 生命周期 ----
void OnInit() override
{
Scene& scene = GetScene();
Renderer& renderer = GetRenderer();
renderer.SetDisplayMode(kDisplayViewport);
// ImGui 叠加层(框架只做管线桥接;UI 内容 = docking Editor)
EnableImGui();
// Editor 注入:引擎门面 + 沙盒能力回调(环境异步切换等)
InitEditor();
// 默认环境(IBL 四件套):经资产层加载(compute 预积分,毫秒级),
// 其余环境在 Stats 面板里按需 lazy 加载后切换
const auto env = GetAssets().LoadEnvironment(kEnvPaths[0]);
if (env.Valid()) {
GetRenderer().SetEnvironment(GetAssets().GetEnvironment(env));
}
/*
const auto suntemple = GetAssets().LoadModel(kTemplePath);
auto entityhandle = scene.CreateEntity("SunTemple");
entityhandle.AddComponent<MeshRendererComponent>(MeshRendererComponent{suntemple});
*/
scene.CreateEntity("test entity");
scene.CreateEntity("test entity");
scene.CreateEntity("test entity");
const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
if (gun.Valid()) {
m_Gun = scene.CreateEntity("M1911");
m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
m_Gun.AddComponent<AnimationComponent>();
auto& gt = m_Gun.GetComponent<TransformComponent>();
gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
// 物理验证:Dynamic 刚体(默认 Box halfExtents 0.5),
// 出生位置悬空 → 应下落至地面静止(Transform 由物理写回)
m_Gun.AddComponent<RigidBodyComponent>();
} else {
ENGINE_WARN("m1911 model not loaded, animation test skipped");
}
// 地面:程序化纯色平面(半边长 15,中心 y=-0.5)+ 静态盒刚体
const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
m_Ground = scene.CreateEntity("Ground");
m_Ground.GetComponent<TransformComponent>()
.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
auto& groundRb = m_Ground.AddComponent<RigidBodyComponent>();
groundRb.type = RigidBodyComponent::BodyType::Static;
groundRb.boxHalfExtents = glm::vec3(15.0f, 0.1f, 15.0f); // 平面顶点烘焙 ±15,不能用默认 0.5
/*
const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
if (gun.Valid()) {
m_Gun = scene.CreateEntity("M1911");
m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
m_Gun.AddComponent<AnimationComponent>();
auto& gt = m_Gun.GetComponent<TransformComponent>();
gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
} else {
ENGINE_WARN("m1911 model not loaded, animation test skipped");
}
int countSize = 0;
if (countSize) {
// 模型资产(PBR 验证场景:backpack 为旧式贴图资产,
// 退化为电介质因子路径——albedo+normal,metallic=0/roughness=0.5)
const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
// const auto model = GetAssets().LoadModel("assets/models/pocket_watch_4k.gltf/pocket_watch_4k.gltf");
for (int i = 0; i < countSize; i ++)
{
for (int j = 0; j < countSize; j ++)
{
auto m = scene.CreateEntity();
m.AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
m.GetComponent<TransformComponent>().SetPosition(glm::vec3{(i - countSize * 0.5) * 2, 0, (j - countSize * 0.5) * 2});
m_Spinners.push_back(m);
}
}
}
// 地面:程序化纯色平面(半边长 15,中心 y=-2)
const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
m_Ground = scene.CreateEntity("Ground");
m_Ground.GetComponent<TransformComponent>()
.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
*/
// 相机实体(primary = 当前渲染视角;位姿存实体 Transform)
m_Camera = scene.CreateEntity("MainCamera");
auto& camera = m_Camera.AddComponent<CameraComponent>();
camera.primary = true;
m_Camera.GetComponent<TransformComponent>()
.SetPosition(glm::vec3(0.0f, 12.0f, 22.0f));
m_Camera.GetComponent<TransformComponent>()
.SetRotation(glm::vec3(-25.0f, 0.0f, 0.0f));
// 灯光实体(第一个方向光 = 阴影光源)
m_KeyLight = scene.CreateEntity("KeyLight");
m_KeyLight.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Directional,
.direction = glm::vec3(-0.5f, -0.6f, -0.35f),
.color = glm::vec4(1.0f, 0.95f, 0.9f, 5.0f),
.castShadow = true,
});
/*
scene.CreateEntity("FillLight")
.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Directional,
.direction = glm::vec3(0.5f, -0.5f, 0.3f),
.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.5f)
});
*/
/*
// 点光源(位置 = 实体 Transform,出生即有;无阴影,距离衰减)
auto fire = scene.CreateEntity("FirePitLight");
fire.GetComponent<TransformComponent>().SetPosition(glm::vec3(2.0f, 1.5f, 1.0f));
fire.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Point,
.color = glm::vec4(1.0f, 0.6f, 0.3f, 1.0f), // 暖橙
.radius = 8.0f,
});
auto cool = scene.CreateEntity("CoolFillLight");
cool.GetComponent<TransformComponent>().SetPosition(glm::vec3(-2.5f, 2.0f, -2.0f));
cool.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Point,
.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.2f), // 冷蓝
.radius = 10.0f,
});
*/
}
void OnUpdate(const FrameTime& frameTime) override
{
// 相机(WASD/Space/Shift 移动;位姿读写实体 Transform)。
// 编辑器相机走真实轨:暂停(timeScale=0)时仍可飞行观察
m_Camera.GetComponent<CameraComponent>()
.camera.Update(GetWindow(),
m_Camera.GetComponent<TransformComponent>(),
frameTime.UnscaledDt());
// 旋转动画:编辑 Transform 分量后 Compose 重算 world。
// 动画时钟 = Time::Elapsed()(scaled 累计,暂停自动冻结——
// 帧历史验证:暂停后 Temporal Diff 视图 2 帧内整屏变黑)
for (size_t i = 0; i < m_Spinners.size(); ++i)
{
auto& t = m_Spinners[i].GetComponent<TransformComponent>();
t.SetRotation(glm::vec3(
0.0f, static_cast<f32>(Time::Elapsed()) * 60.0f +
static_cast<f32>(i) * 40.0f, 0.0f));
}
}
// ---- UI(全部委托 docking Editor;本文件零 ImGui 控件)----
void OnImGuiRender() override
{
m_Editor->Draw();
}
// ---- 事件 ----
void OnWindowClose(const Event& event) override
{
// 退出确认走 Editor 的模态框(ImGui 必须可见才有 UI)
SetImGuiEnabled(true);
m_Editor->RequestQuit();
}
void OnKeyPress(const Event& event) override
{
if (event.key == GLFW_KEY_GRAVE_ACCENT)
{
SetImGuiEnabled(!GetImGuiEnabled());
}
if (event.key == GLFW_KEY_F1)
{
STATS.PrintComparison();
}
}
void OnWindowResize(const Event& event) override
{
ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
}
private:
// Editor 注入:门面指针 + 反向能力回调(面板 → 沙盒)
void InitEditor()
{
EditorContext ctx;
ctx.renderer = &GetRenderer();
ctx.scene = &GetScene();
ctx.assets = &GetAssets();
ctx.app = this;
ctx.getEnvIndex = [this] { return m_EnvIndex; };
ctx.setEnvIndex = [this](int index) { m_EnvIndex = index; };
// 继承原沙盒默认:初始暂停(StatsPanel 的 Pause Simulation 开关恢复)
Time::SetTimeScale(0.0f);
m_Editor->Init(ctx);
// 输入归属:覆盖 EnableImGui 的全局 WantCapture* 谓词
//(全屏 dock host 让它恒真,输入全死)。改为 Editor 按帧
// 判定——Viewport hover/focus 拥有输入(Hazel/UE 语义);
// UI 隐藏(反引号)时 Draw 不再执行,直接全放行
GetWindow().SetInputCapture(
[this] { return GetImGuiEnabled() && m_Editor->BlockingKeyboard(); },
[this] { return GetImGuiEnabled() && m_Editor->BlockingMouse(); });
}
private:
std::unique_ptr<Editor> m_Editor = std::make_unique<Editor>();
EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
EntityHandle m_KeyLight{};
EntityHandle m_Ground{};
EntityHandle m_Gun{}; // 骨骼动画验证实体(M1911)
std::vector<EntityHandle> m_Spinners;
int m_EnvIndex = kDefaultEnv;
// ---- 异步模型加载(SunTemple)----
AsyncTask<ParsedModel> m_TempleTask;
f32 m_TempleScale = 1.0f; // cm 尺度资产 → 米(解析后应用)
};
}
int main()
{
Logger::Initialize();
{
SandboxApp app;
try
{
app.Run();
}
catch (const std::exception& e)
{
ENGINE_FATAL("Exception: {}", e.what());
Logger::Shutdown();
return -1;
}
} // app 析构:成员(Device/Renderer/Window…)全部销毁完毕
// 日志必须最后关:Device 析构期间 Vulkan validation 回调仍在
// 打日志(销毁资源时报 VUID),logger 先亡 = 悬空调用 SIGSEGV
Logger::Shutdown();
return 0;
}
//
// Created by atdunbg on 2026/9/20.
//
// SandboxApp:第一个基于 Application 框架的程序。
//
// main 的职责边界:
// - 定义 Application 派生类并运行它
// - "程序逻辑":场景搭建(实体/组件)、逐帧更新、事件响应、
// 异步环境加载
// - UI 全部委托 App/editor/ 的 docking Editor(本文件不再出现
// 任何 ImGui 控件)
//
// 窗口、渲染器、事件泵、帧计时、场景容器全部由框架管理。
//
#include <Engine/Core/Application.h>
#include <Engine/Core/Time.h>
#include <Engine/Core/Window.h> // SetInputCapture(Application.h 只前置声明)
#include <Engine/Core/Log.h>
#include <Engine/Core/Stats.h>
#include <Engine/Core/AsyncTask.h>
#include <Engine/ECS/Scene.h>
#include <Engine/ECS/EntityHandle.h>
#include <Engine/ECS/Components.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Renderer/Model.h>
#include <glm/glm.hpp>
#include <GLFW/glfw3.h>
#include "Editor.h"
#include "EditorContext.h" // kEnvPaths / kDefaultEnv(与 StatsPanel 共用)
using namespace Engine;
using namespace Engine::ECS;
namespace
{
constexpr const char* kTemplePath = "assets/models/SunTemple/SunTemple.fbx";
class SandboxApp final : public Application
{
public:
SandboxApp()
: Application("HelloVulkan", 1920, 1080)
{
}
~SandboxApp() override
{
}
protected:
// ---- 生命周期 ----
void OnInit() override
{
Scene& scene = GetScene();
Renderer& renderer = GetRenderer();
renderer.SetDisplayMode(kDisplayViewport);
// ImGui 叠加层(框架只做管线桥接;UI 内容 = docking Editor)
EnableImGui();
// Editor 注入:引擎门面 + 沙盒能力回调(环境异步切换等)
InitEditor();
// 默认环境(IBL 四件套):经资产层加载(compute 预积分,毫秒级),
// 其余环境在 Stats 面板里按需 lazy 加载后切换
const auto env = GetAssets().LoadEnvironment(kEnvPaths[0]);
if (env.Valid()) {
GetRenderer().SetEnvironment(GetAssets().GetEnvironment(env));
}
/*
const auto suntemple = GetAssets().LoadModel(kTemplePath);
auto entityhandle = scene.CreateEntity("SunTemple");
entityhandle.AddComponent<MeshRendererComponent>(MeshRendererComponent{suntemple});
*/
scene.CreateEntity("test entity");
scene.CreateEntity("test entity");
scene.CreateEntity("test entity");
const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
if (gun.Valid()) {
m_Gun = scene.CreateEntity("M1911");
m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
m_Gun.AddComponent<AnimationComponent>();
auto& gt = m_Gun.GetComponent<TransformComponent>();
gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
// 物理验证:Dynamic 刚体(默认 Box halfExtents 0.5),
// 出生位置悬空 → 应下落至地面静止(Transform 由物理写回)
m_Gun.AddComponent<RigidBodyComponent>();
} else {
ENGINE_WARN("m1911 model not loaded, animation test skipped");
}
// 地面:程序化纯色平面(半边长 15,中心 y=-0.5)+ 静态盒刚体
const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
m_Ground = scene.CreateEntity("Ground");
m_Ground.GetComponent<TransformComponent>()
.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
auto& groundRb = m_Ground.AddComponent<RigidBodyComponent>();
groundRb.type = RigidBodyComponent::BodyType::Static;
groundRb.boxHalfExtents = glm::vec3(15.0f, 0.1f, 15.0f); // 平面顶点烘焙 ±15,不能用默认 0.5
/*
const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
if (gun.Valid()) {
m_Gun = scene.CreateEntity("M1911");
m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
m_Gun.AddComponent<AnimationComponent>();
auto& gt = m_Gun.GetComponent<TransformComponent>();
gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
} else {
ENGINE_WARN("m1911 model not loaded, animation test skipped");
}
int countSize = 0;
if (countSize) {
// 模型资产(PBR 验证场景:backpack 为旧式贴图资产,
// 退化为电介质因子路径——albedo+normal,metallic=0/roughness=0.5)
const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
// const auto model = GetAssets().LoadModel("assets/models/pocket_watch_4k.gltf/pocket_watch_4k.gltf");
for (int i = 0; i < countSize; i ++)
{
for (int j = 0; j < countSize; j ++)
{
auto m = scene.CreateEntity();
m.AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
m.GetComponent<TransformComponent>().SetPosition(glm::vec3{(i - countSize * 0.5) * 2, 0, (j - countSize * 0.5) * 2});
m_Spinners.push_back(m);
}
}
}
// 地面:程序化纯色平面(半边长 15,中心 y=-2)
const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
m_Ground = scene.CreateEntity("Ground");
m_Ground.GetComponent<TransformComponent>()
.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
*/
// 相机实体(primary = 当前渲染视角;位姿存实体 Transform)
m_Camera = scene.CreateEntity("MainCamera");
auto& camera = m_Camera.AddComponent<CameraComponent>();
camera.primary = true;
m_Camera.GetComponent<TransformComponent>()
.SetPosition(glm::vec3(0.0f, 12.0f, 22.0f));
m_Camera.GetComponent<TransformComponent>()
.SetRotation(glm::vec3(-25.0f, 0.0f, 0.0f));
// 灯光实体(第一个方向光 = 阴影光源)
m_KeyLight = scene.CreateEntity("KeyLight");
m_KeyLight.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Directional,
.direction = glm::vec3(-0.5f, -0.6f, -0.35f),
.color = glm::vec4(1.0f, 0.95f, 0.9f, 5.0f),
.castShadow = true,
});
/*
scene.CreateEntity("FillLight")
.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Directional,
.direction = glm::vec3(0.5f, -0.5f, 0.3f),
.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.5f)
});
*/
/*
// 点光源(位置 = 实体 Transform,出生即有;无阴影,距离衰减)
auto fire = scene.CreateEntity("FirePitLight");
fire.GetComponent<TransformComponent>().SetPosition(glm::vec3(2.0f, 1.5f, 1.0f));
fire.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Point,
.color = glm::vec4(1.0f, 0.6f, 0.3f, 1.0f), // 暖橙
.radius = 8.0f,
});
auto cool = scene.CreateEntity("CoolFillLight");
cool.GetComponent<TransformComponent>().SetPosition(glm::vec3(-2.5f, 2.0f, -2.0f));
cool.AddComponent<LightComponent>(
LightComponent{
.type = LightComponent::Type::Point,
.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.2f), // 冷蓝
.radius = 10.0f,
});
*/
}
void OnUpdate(const FrameTime& frameTime) override
{
// 相机(WASD/Space/Shift 移动;位姿读写实体 Transform)。
// 编辑器相机走真实轨:暂停(timeScale=0)时仍可飞行观察
m_Camera.GetComponent<CameraComponent>()
.camera.Update(GetWindow(),
m_Camera.GetComponent<TransformComponent>(),
frameTime.UnscaledDt());
// 旋转动画:编辑 Transform 分量后 Compose 重算 world。
// 动画时钟 = Time::Elapsed()(scaled 累计,暂停自动冻结——
// 帧历史验证:暂停后 Temporal Diff 视图 2 帧内整屏变黑)
for (size_t i = 0; i < m_Spinners.size(); ++i)
{
auto& t = m_Spinners[i].GetComponent<TransformComponent>();
t.SetRotation(glm::vec3(
0.0f, static_cast<f32>(Time::Elapsed()) * 60.0f +
static_cast<f32>(i) * 40.0f, 0.0f));
}
}
// ---- UI(全部委托 docking Editor;本文件零 ImGui 控件)----
void OnImGuiRender() override
{
m_Editor->Draw();
}
// ---- 事件 ----
void OnWindowClose(const Event& event) override
{
// 退出确认走 Editor 的模态框(ImGui 必须可见才有 UI)
SetImGuiEnabled(true);
m_Editor->RequestQuit();
}
void OnKeyPress(const Event& event) override
{
if (event.key == GLFW_KEY_GRAVE_ACCENT)
{
SetImGuiEnabled(!GetImGuiEnabled());
}
if (event.key == GLFW_KEY_F1)
{
STATS.PrintComparison();
}
}
void OnWindowResize(const Event& event) override
{
ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
}
private:
// Editor 注入:门面指针 + 反向能力回调(面板 → 沙盒)
void InitEditor()
{
EditorContext ctx;
ctx.renderer = &GetRenderer();
ctx.scene = &GetScene();
ctx.assets = &GetAssets();
ctx.app = this;
ctx.getEnvIndex = [this] { return m_EnvIndex; };
ctx.setEnvIndex = [this](int index) { m_EnvIndex = index; };
// 继承原沙盒默认:初始暂停(StatsPanel 的 Pause Simulation 开关恢复)
Time::SetTimeScale(0.0f);
m_Editor->Init(ctx);
// 输入归属:覆盖 EnableImGui 的全局 WantCapture* 谓词
//(全屏 dock host 让它恒真,输入全死)。改为 Editor 按帧
// 判定——Viewport hover/focus 拥有输入(Hazel/UE 语义);
// UI 隐藏(反引号)时 Draw 不再执行,直接全放行
GetWindow().SetInputCapture(
[this] { return GetImGuiEnabled() && m_Editor->BlockingKeyboard(); },
[this] { return GetImGuiEnabled() && m_Editor->BlockingMouse(); });
}
private:
std::unique_ptr<Editor> m_Editor = std::make_unique<Editor>();
EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
EntityHandle m_KeyLight{};
EntityHandle m_Ground{};
EntityHandle m_Gun{}; // 骨骼动画验证实体(M1911)
std::vector<EntityHandle> m_Spinners;
int m_EnvIndex = kDefaultEnv;
};
}
int main()
{
Logger::Initialize();
{
SandboxApp app;
try
{
app.Run();
}
catch (const std::exception& e)
{
ENGINE_FATAL("Exception: {}", e.what());
Logger::Shutdown();
return -1;
}
} // app 析构:成员(Device/Renderer/Window…)全部销毁完毕
Logger::Shutdown();
return 0;
}
+77 -69
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@@ -1,69 +1,77 @@
cmake_minimum_required(VERSION 3.20)
project(HelloVulkan CXX)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
set(CMAKE_BINARY_DIR ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
# 第三方库
add_subdirectory(Lib/glfw)
add_subdirectory(Lib/glm)
add_subdirectory(Lib/spdlog)
add_subdirectory(Lib/stb)
# meshoptimizer(submodule,LOD 网格简化;demo/gltfpack 默认关闭,install 不需要)
set(MESHOPT_INSTALL OFF CACHE BOOL "" FORCE)
add_subdirectory(Lib/meshoptimizer)
# ---- Jolt Physics(submodule v5.6,刚体/软体/角色/载具模拟)----
# 顶层 CMake 在 Build/ 子目录;只编 jolt 静态库,示例/测试目标默认全关
set(JPH_BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(INTERPROCEDURAL_OPTIMIZATION OFF CACHE BOOL "" FORCE) # LTO 拖慢开发迭代
set(OVERRIDE_CXX_FLAGS OFF CACHE BOOL "" FORCE) # 不动全局优化参数
set(FLOATING_POINT_EXCEPTIONS_ENABLED OFF CACHE BOOL "" FORCE) # NaN 进物理不炸,仅报警
# JPH_USE_CPU_COMPUTE 默认 ON,需要 DXC 把 Shaders/*.hlsl 编成 .spv(本机无
# 工具链);我们不使用 Jolt 的 GPU compute 路径,连同后端 shader 一并关掉
set(JPH_USE_CPU_COMPUTE OFF CACHE BOOL "" FORCE)
set(JPH_USE_DX12 OFF CACHE BOOL "" FORCE)
set(JPH_USE_VK OFF CACHE BOOL "" FORCE)
set(JPH_USE_MTL OFF CACHE BOOL "" FORCE)
add_subdirectory(Lib/JoltPhysics/Build)
# ---- Assimp(vendored submodule,模型导入;只编译需要的 importer) ----
set(BUILD_SHARED_LIBS OFF) # 静态链接
set(ASSIMP_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_ASSIMP_TOOLS OFF CACHE BOOL "" FORCE) # 不编 assimp_cmd 等工具
set(ASSIMP_INSTALL OFF CACHE BOOL "" FORCE)
set(ASSIMP_WARNINGS_AS_ERRORS OFF CACHE BOOL "" FORCE) # assimp 源码警告多
set(ASSIMP_INJECT_DEBUG_POSTFIX OFF CACHE BOOL "" FORCE)
set(ASSIMP_NO_EXPORT ON CACHE BOOL "" FORCE) # 彻底移除导出代码
set(ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT OFF CACHE BOOL "" FORCE) # 全关,按需开
set(ASSIMP_BUILD_DRACO OFF CACHE BOOL "" FORCE)
# 用 assimp 自带 contrib zlib(而非系统 zlib)。原因:系统 zlib 会使 assimp 走
# pkg-config 找系统 minizip,而 Arch 的 minizip 头文件在 /usr/include/minizip/
# 子目录,与 assimp 的 #include <unzip.h> 不符 → ZipArchiveIOSystem 编译失败。
# 自带 zlib 后 ASSIMP_BUILD_MINIZIP=1,跳过 pkg-config,直接用 contrib/unzip。
set(ASSIMP_BUILD_ZLIB ON CACHE BOOL "" FORCE)
# 清除首次 configure 残留的 UNZIP_FOUND 缓存(INTERNAL=1 会持续生效,
# 使 assimp 误判系统 minizip 可用而不把 contrib/unzip 加进 include 路径)。
set(UNZIP_FOUND OFF CACHE INTERNAL "" FORCE)
# 需要的导入格式(按需增减,每关一个省编译时间):
set(ASSIMP_BUILD_OBJ_IMPORTER ON CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_GLTF_IMPORTER ON CACHE BOOL "" FORCE) # glTF1+2 同一选项
set(ASSIMP_BUILD_FBX_IMPORTER ON CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_STL_IMPORTER ON CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_PLY_IMPORTER ON CACHE BOOL "" FORCE)
add_subdirectory(Lib/assimp)
# Vulkan
find_package(Vulkan REQUIRED)
# Engine 和 App
add_subdirectory(Engine)
add_subdirectory(App)
file(GLOB ASSETS "assets")
file(COPY ${ASSETS} DESTINATION ${CMAKE_BINARY_DIR})
cmake_minimum_required(VERSION 3.20)
project(HelloVulkan CXX)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
set(CMAKE_BINARY_DIR ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
# 第三方库
add_subdirectory(Lib/glfw)
add_subdirectory(Lib/glm)
add_subdirectory(Lib/spdlog)
add_subdirectory(Lib/stb)
# meshoptimizer(submodule,LOD 网格简化;demo/gltfpack 默认关闭,install 不需要)
set(MESHOPT_INSTALL OFF CACHE BOOL "" FORCE)
add_subdirectory(Lib/meshoptimizer)
# ---- Jolt Physics(submodule v5.6,刚体/软体/角色/载具模拟)----
if(MSVC)
set(USE_STATIC_MSVC_RUNTIME_LIBRARY OFF CACHE BOOL "" FORCE)
endif ()
# 顶层 CMake 在 Build/ 子目录;只编 jolt 静态库,示例/测试目标默认全关
set(JPH_BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(INTERPROCEDURAL_OPTIMIZATION OFF CACHE BOOL "" FORCE) # LTO 拖慢开发迭代
set(OVERRIDE_CXX_FLAGS OFF CACHE BOOL "" FORCE) # 不动全局优化参数
set(FLOATING_POINT_EXCEPTIONS_ENABLED OFF CACHE BOOL "" FORCE) # NaN 进物理不炸,仅报警
# JPH_USE_CPU_COMPUTE 默认 ON,需要 DXC 把 Shaders/*.hlsl 编成 .spv(本机无
# 工具链);我们不使用 Jolt 的 GPU compute 路径,连同后端 shader 一并关掉
set(JPH_USE_CPU_COMPUTE OFF CACHE BOOL "" FORCE)
set(JPH_USE_DX12 OFF CACHE BOOL "" FORCE)
set(JPH_USE_VK OFF CACHE BOOL "" FORCE)
set(JPH_USE_MTL OFF CACHE BOOL "" FORCE)
add_subdirectory(Lib/JoltPhysics/Build)
# ---- Assimp(vendored submodule,模型导入;只编译需要的 importer) ----
set(BUILD_SHARED_LIBS OFF) # 静态链接
set(ASSIMP_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_ASSIMP_TOOLS OFF CACHE BOOL "" FORCE) # 不编 assimp_cmd 等工具
set(ASSIMP_INSTALL OFF CACHE BOOL "" FORCE)
set(ASSIMP_WARNINGS_AS_ERRORS OFF CACHE BOOL "" FORCE) # assimp 源码警告多
set(ASSIMP_INJECT_DEBUG_POSTFIX OFF CACHE BOOL "" FORCE)
set(ASSIMP_NO_EXPORT ON CACHE BOOL "" FORCE) # 彻底移除导出代码
set(ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT OFF CACHE BOOL "" FORCE) # 全关,按需开
set(ASSIMP_BUILD_DRACO OFF CACHE BOOL "" FORCE)
# 用 assimp 自带 contrib zlib(而非系统 zlib)。原因:系统 zlib 会使 assimp 走
# pkg-config 找系统 minizip,而 Arch 的 minizip 头文件在 /usr/include/minizip/
# 子目录,与 assimp 的 #include <unzip.h> 不符 → ZipArchiveIOSystem 编译失败。
# 自带 zlib 后 ASSIMP_BUILD_MINIZIP=1,跳过 pkg-config,直接用 contrib/unzip。
set(ASSIMP_BUILD_ZLIB ON CACHE BOOL "" FORCE)
# 清除首次 configure 残留的 UNZIP_FOUND 缓存(INTERNAL=1 会持续生效,
# 使 assimp 误判系统 minizip 可用而不把 contrib/unzip 加进 include 路径)。
set(UNZIP_FOUND OFF CACHE INTERNAL "" FORCE)
# 需要的导入格式(按需增减,每关一个省编译时间):
set(ASSIMP_BUILD_OBJ_IMPORTER ON CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_GLTF_IMPORTER ON CACHE BOOL "" FORCE) # glTF1+2 同一选项
set(ASSIMP_BUILD_FBX_IMPORTER ON CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_STL_IMPORTER ON CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_PLY_IMPORTER ON CACHE BOOL "" FORCE)
add_subdirectory(Lib/assimp)
# Vulkan
find_package(Vulkan REQUIRED)
if(MINGW)
set(CMAKE_CXX_STANDARD_LIBRARIES "${CMAKE_CXX_STANDARD_LIBRARIES} -Wl,-Bdynamic -lucrt")
endif()
# Engine 和 App
add_subdirectory(Engine)
add_subdirectory(App)
file(GLOB ASSETS "assets")
file(COPY ${ASSETS} DESTINATION ${CMAKE_BINARY_DIR})
+69 -60
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@@ -1,60 +1,69 @@
# ============ 第三方库目标(Engine 的依赖) ============
# ImGui(docking 分支,vendored submodule)
set(IMGUI_DIR ${CMAKE_SOURCE_DIR}/Lib/imgui)
add_library(imgui STATIC
${IMGUI_DIR}/imgui.cpp
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
# ${IMGUI_DIR}/imgui_demo.cpp # ShowDemoWindow 的实现(调试期保留)
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp
)
target_include_directories(imgui PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends)
# 两个 backend 头文件分别依赖 GLFW / Vulkan 头
target_link_libraries(imgui PUBLIC glfw Vulkan::Vulkan)
# Tracy(CPU/GPU 帧分析)
add_library(tracy STATIC ${CMAKE_SOURCE_DIR}/Lib/tracy/public/TracyClient.cpp)
target_include_directories(tracy PUBLIC ${CMAKE_SOURCE_DIR}/Lib/tracy/public)
target_compile_definitions(tracy PUBLIC
TRACY_ENABLE
# 按需剖析:GPU context 宣告(GpuNewContext)与连接绑定——GUI 永远晚于
# 程序启动连接,没有这个宏宣告消息被丢弃,GPU 时间线永远空白
TRACY_ON_DEMAND)
find_package(Threads REQUIRED)
target_link_libraries(tracy PUBLIC Threads::Threads)
# ============ Engine ============
file(GLOB_RECURSE ENGINE_SOURCES CONFIGURE_DEPENDS src/*.cpp)
add_library(Engine STATIC ${ENGINE_SOURCES})
# PhysicsDebugDraw 派生 Jolt::DebugRendererSimple:Jolt 以 -fno-rtti 编译
#(有 key function 的基类 typeinfo 符号不存在),该 TU 必须同步关闭 RTTI,
# 否则派生类 typeinfo 引用悬空符号(链接期 undefined reference)
set_source_files_properties(src/Physics/PhysicsDebugDraw.cpp PROPERTIES
COMPILE_OPTIONS "-fno-rtti")
target_include_directories(Engine PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}/include
# header-only 库:纯 include 路径
${CMAKE_SOURCE_DIR}/Lib/entt/src
${CMAKE_SOURCE_DIR}/Lib/VulkanMemoryAllocator/include)
target_link_libraries(Engine PUBLIC
glfw
glm::glm
Vulkan::Vulkan
spdlog::spdlog
stb
assimp::assimp
meshoptimizer
Jolt::Jolt
imgui
tracy)
target_compile_definitions(Engine PRIVATE VULKAN_HPP_DISPATCH_LOADER_DYNAMIC=1)
# ============ 第三方库目标(Engine 的依赖) ============
# ImGui(docking 分支,vendored submodule)
set(IMGUI_DIR ${CMAKE_SOURCE_DIR}/Lib/imgui)
add_library(imgui STATIC
${IMGUI_DIR}/imgui.cpp
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
# ${IMGUI_DIR}/imgui_demo.cpp # ShowDemoWindow 的实现(调试期保留)
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp
)
target_include_directories(imgui PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends)
# 两个 backend 头文件分别依赖 GLFW / Vulkan 头
target_link_libraries(imgui PUBLIC glfw Vulkan::Vulkan)
# Tracy(CPU/GPU 帧分析)
add_library(tracy STATIC ${CMAKE_SOURCE_DIR}/Lib/tracy/public/TracyClient.cpp)
target_include_directories(tracy PUBLIC ${CMAKE_SOURCE_DIR}/Lib/tracy/public)
target_compile_definitions(tracy PUBLIC
TRACY_ENABLE
# 按需剖析:GPU context 宣告(GpuNewContext)与连接绑定——GUI 永远晚于
# 程序启动连接,没有这个宏宣告消息被丢弃,GPU 时间线永远空白
TRACY_ON_DEMAND)
find_package(Threads REQUIRED)
if(WIN32)
target_link_libraries(tracy PUBLIC
Threads::Threads
ws2_32
dbghelp
secur32)
else()
target_link_libraries(tracy PUBLIC Threads::Threads)
endif()
# ============ Engine ============
file(GLOB_RECURSE ENGINE_SOURCES CONFIGURE_DEPENDS src/*.cpp)
add_library(Engine STATIC ${ENGINE_SOURCES})
# PhysicsDebugDraw 派生 Jolt::DebugRendererSimple:Jolt 以 -fno-rtti 编译
#(有 key function 的基类 typeinfo 符号不存在),该 TU 必须同步关闭 RTTI,
# 否则派生类 typeinfo 引用悬空符号(链接期 undefined reference)
set_source_files_properties(src/Physics/PhysicsDebugDraw.cpp PROPERTIES
COMPILE_OPTIONS "-fno-rtti")
target_include_directories(Engine PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}/include
# header-only 库:纯 include 路径
${CMAKE_SOURCE_DIR}/Lib/entt/src
${CMAKE_SOURCE_DIR}/Lib/VulkanMemoryAllocator/include)
target_link_libraries(Engine PUBLIC
glfw
glm::glm
Vulkan::Vulkan
spdlog::spdlog
stb
assimp::assimp
meshoptimizer
Jolt::Jolt
imgui
tracy)
target_compile_definitions(Engine PRIVATE VULKAN_HPP_DISPATCH_LOADER_DYNAMIC=1)
+154 -154
View File
@@ -1,154 +1,154 @@
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/ImGui/ImGuiLayer.h>
#include <Engine/Core/Window.h>
#include <Engine/Core/Log.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/Renderer/Renderer.h>
#include <imgui.h>
#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_vulkan.h>
namespace Engine {
namespace {
void CheckVkResult(VkResult err)
{
if (err != VK_SUCCESS) {
ENGINE_ERROR("ImGui Vulkan backend error: VkResult={}", static_cast<int>(err));
}
}
}
ImGuiLayer::ImGuiLayer(Window& window, Renderer& renderer)
: m_Device(renderer.GetDevice())
{
Device& device = renderer.GetDevice();
// 1. 描述符池(ImGui 自用:字体贴图 + 用户贴图)
std::array<vk::DescriptorPoolSize, 11> poolSizes = {{
{ vk::DescriptorType::eSampler, 1000 },
{ vk::DescriptorType::eCombinedImageSampler, 1000 },
{ vk::DescriptorType::eSampledImage, 1000 },
{ vk::DescriptorType::eStorageImage, 1000 },
{ vk::DescriptorType::eUniformTexelBuffer, 1000 },
{ vk::DescriptorType::eStorageTexelBuffer, 1000 },
{ vk::DescriptorType::eUniformBuffer, 1000 },
{ vk::DescriptorType::eStorageBuffer, 1000 },
{ vk::DescriptorType::eUniformBufferDynamic, 1000 },
{ vk::DescriptorType::eStorageBufferDynamic, 1000 },
{ vk::DescriptorType::eInputAttachment, 1000 },
}};
vk::DescriptorPoolCreateInfo poolInfo;
poolInfo.setFlags(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet)
.setMaxSets(1000)
.setPoolSizes(poolSizes);
m_Pool = device.GetDevice().createDescriptorPool(poolInfo);
// 2. ImGui 上下文 + 平台/渲染后端
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark(); // 深色主题(ImGui 默认是灰白 Classic)
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // docking 分支
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // 多视口
ImGui_ImplGlfw_InitForVulkan(window.GetHandle(), true);
ImGui_ImplVulkan_InitInfo info = {};
info.ApiVersion = VK_API_VERSION_1_4;
info.Instance = device.GetInstance();
info.PhysicalDevice = device.GetPhysicalDevice();
info.Device = device.GetDevice();
info.QueueFamily = device.GetGraphicsFamily();
info.Queue = device.GetGraphicsQueue();
info.DescriptorPool = m_Pool;
info.MinImageCount = 2; // kMaxFramesInFlight
info.ImageCount = renderer.GetSwapchainImageCount();
info.CheckVkResultFn = CheckVkResult;
// 与引擎共存的关键:不用 RenderPass,走 dynamic rendering,
// 颜色格式 = swapchain 格式(引擎无 vk::Pipeline,全动态状态)
info.UseDynamicRendering = true;
const vk::Format colorFormat = renderer.GetSwapchainFormat();
VkPipelineRenderingCreateInfoKHR pri{};
pri.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
pri.colorAttachmentCount = 1;
pri.pColorAttachmentFormats =
reinterpret_cast<const VkFormat*>(&colorFormat);
info.PipelineInfoMain.PipelineRenderingCreateInfo = pri;
// 多视口子窗口同格式
info.PipelineInfoForViewports.PipelineRenderingCreateInfo = pri;
ImGui_ImplVulkan_Init(&info);
ENGINE_INFO("ImGuiLayer initialized (docking + viewports, dynamic rendering)");
}
ImGuiLayer::~ImGuiLayer()
{
// 后端销毁自己的管线/字体资源前先等 GPU 空闲(层先于 Renderer 析构)
m_Device.GetDevice().waitIdle();
// 场景纹理描述符先归还(后端 shutdown 前必须完成)
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
UpdateSceneTexture(slot, vk::ImageView{});
}
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
m_Device.GetDevice().destroyDescriptorPool(m_Pool);
ENGINE_INFO("ImGuiLayer shut down");
}
void ImGuiLayer::UpdateSceneTexture(u32 slot, vk::ImageView view)
{
if (slot >= kMaxFramesInFlight) return;
// 旧描述符先归还(池带 eFreeDescriptorSet;resize 重建时 GPU 已
// waitIdle,无在飞引用)
if (m_SceneTextures[slot]) {
ImGui_ImplVulkan_RemoveTexture(
(VkDescriptorSet)(intptr_t)m_SceneTextures[slot]);
m_SceneTextures[slot] = ImTextureID_Invalid;
}
if (view) {
// 后端自有采样器(linear):只需提供 view 与采样期 layout——
// RG 已保证 ImGuiPass 执行期处于 eShaderReadOnlyOptimal
m_SceneTextures[slot] = (ImTextureID)(intptr_t)
ImGui_ImplVulkan_AddTexture(
(VkImageView)view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
}
void ImGuiLayer::NewFrame()
{
ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void ImGuiLayer::BuildDrawData()
{
ImGui::Render();
}
void ImGuiLayer::RenderDrawData(vk::CommandBuffer cmd)
{
if (!m_Enabled) return;
ImDrawData* drawData = ImGui::GetDrawData();
if (drawData && drawData->CmdListsCount > 0) {
ImGui_ImplVulkan_RenderDrawData(drawData, cmd);
}
}
} // namespace Engine
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/ImGui/ImGuiLayer.h>
#include <Engine/Core/Window.h>
#include <Engine/Core/Log.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/Renderer/Renderer.h>
#include <imgui.h>
#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_vulkan.h>
namespace Engine {
namespace {
void CheckVkResult(VkResult err)
{
if (err != VK_SUCCESS) {
ENGINE_ERROR("ImGui Vulkan backend error: VkResult={}", static_cast<int>(err));
}
}
}
ImGuiLayer::ImGuiLayer(Window& window, Renderer& renderer)
: m_Device(renderer.GetDevice())
{
Device& device = renderer.GetDevice();
// 1. 描述符池(ImGui 自用:字体贴图 + 用户贴图)
std::array<vk::DescriptorPoolSize, 11> poolSizes = {{
{ vk::DescriptorType::eSampler, 1000 },
{ vk::DescriptorType::eCombinedImageSampler, 1000 },
{ vk::DescriptorType::eSampledImage, 1000 },
{ vk::DescriptorType::eStorageImage, 1000 },
{ vk::DescriptorType::eUniformTexelBuffer, 1000 },
{ vk::DescriptorType::eStorageTexelBuffer, 1000 },
{ vk::DescriptorType::eUniformBuffer, 1000 },
{ vk::DescriptorType::eStorageBuffer, 1000 },
{ vk::DescriptorType::eUniformBufferDynamic, 1000 },
{ vk::DescriptorType::eStorageBufferDynamic, 1000 },
{ vk::DescriptorType::eInputAttachment, 1000 },
}};
vk::DescriptorPoolCreateInfo poolInfo;
poolInfo.setFlags(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet)
.setMaxSets(1000)
.setPoolSizes(poolSizes);
m_Pool = device.GetDevice().createDescriptorPool(poolInfo);
// 2. ImGui 上下文 + 平台/渲染后端
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark(); // 深色主题(ImGui 默认是灰白 Classic)
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // docking 分支
// io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // 多视口
ImGui_ImplGlfw_InitForVulkan(window.GetHandle(), true);
ImGui_ImplVulkan_InitInfo info = {};
info.ApiVersion = VK_API_VERSION_1_4;
info.Instance = device.GetInstance();
info.PhysicalDevice = device.GetPhysicalDevice();
info.Device = device.GetDevice();
info.QueueFamily = device.GetGraphicsFamily();
info.Queue = device.GetGraphicsQueue();
info.DescriptorPool = m_Pool;
info.MinImageCount = 2; // kMaxFramesInFlight
info.ImageCount = renderer.GetSwapchainImageCount();
info.CheckVkResultFn = CheckVkResult;
// 与引擎共存的关键:不用 RenderPass,走 dynamic rendering,
// 颜色格式 = swapchain 格式(引擎无 vk::Pipeline,全动态状态)
info.UseDynamicRendering = true;
const vk::Format colorFormat = renderer.GetSwapchainFormat();
VkPipelineRenderingCreateInfoKHR pri{};
pri.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
pri.colorAttachmentCount = 1;
pri.pColorAttachmentFormats =
reinterpret_cast<const VkFormat*>(&colorFormat);
info.PipelineInfoMain.PipelineRenderingCreateInfo = pri;
// 多视口子窗口同格式
info.PipelineInfoForViewports.PipelineRenderingCreateInfo = pri;
ImGui_ImplVulkan_Init(&info);
ENGINE_INFO("ImGuiLayer initialized (docking + viewports, dynamic rendering)");
}
ImGuiLayer::~ImGuiLayer()
{
// 后端销毁自己的管线/字体资源前先等 GPU 空闲(层先于 Renderer 析构)
m_Device.GetDevice().waitIdle();
// 场景纹理描述符先归还(后端 shutdown 前必须完成)
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
UpdateSceneTexture(slot, vk::ImageView{});
}
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
m_Device.GetDevice().destroyDescriptorPool(m_Pool);
ENGINE_INFO("ImGuiLayer shut down");
}
void ImGuiLayer::UpdateSceneTexture(u32 slot, vk::ImageView view)
{
if (slot >= kMaxFramesInFlight) return;
// 旧描述符先归还(池带 eFreeDescriptorSet;resize 重建时 GPU 已
// waitIdle,无在飞引用)
if (m_SceneTextures[slot]) {
ImGui_ImplVulkan_RemoveTexture(
(VkDescriptorSet)(intptr_t)m_SceneTextures[slot]);
m_SceneTextures[slot] = ImTextureID_Invalid;
}
if (view) {
// 后端自有采样器(linear):只需提供 view 与采样期 layout——
// RG 已保证 ImGuiPass 执行期处于 eShaderReadOnlyOptimal
m_SceneTextures[slot] = (ImTextureID)(intptr_t)
ImGui_ImplVulkan_AddTexture(
(VkImageView)view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
}
void ImGuiLayer::NewFrame()
{
ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void ImGuiLayer::BuildDrawData()
{
ImGui::Render();
}
void ImGuiLayer::RenderDrawData(vk::CommandBuffer cmd)
{
if (!m_Enabled) return;
ImDrawData* drawData = ImGui::GetDrawData();
if (drawData && drawData->CmdListsCount > 0) {
ImGui_ImplVulkan_RenderDrawData(drawData, cmd);
}
}
} // namespace Engine