feat: 透明窗口 + 实例预算扩容(修复斜光阴影静默截断)
透明窗口:SceneSettings 加 ClearColor/DrawSkybox,随 FrameSceneData 每帧下发到 SkyboxPass(替换硬编码清屏色);GLFW 透明帧缓冲已开, tonemap 预乘 alpha 直通已有,链路全通。TAA alpha 时域混合为已知边界。 实例预算:kMaxInstances 16384 → 65536(四视图共享预算,100 实体 斜光时需求 16.4k 超限,cascade 2 实例被静默丢弃 = 用户看到的 "拖灯光方向部分背包阴影消失")。截断状态每帧落遥测 + ImGui 红字 (原 warn-once 对动态穿越阈值的场景等于没有告警)。
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@@ -22,13 +22,13 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <GLFW/glfw3.h>
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#include <atomic>
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#include <thread>
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using namespace Engine;
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using namespace Engine::ECS;
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@@ -88,7 +88,7 @@ namespace
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const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
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// const auto model = GetAssets().LoadModel("assets/models/pocket_watch_4k.gltf/pocket_watch_4k.gltf");
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int countSize = 2;
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int countSize = 10;
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for (int i = 0; i < countSize; i ++)
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{
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for (int j = 0; j < countSize; j ++)
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@@ -316,23 +316,31 @@ namespace
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{
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// 动态环境切换(Assets 层加载 → Renderer 换绑;缓存去重)
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ImGui::Text("Environment (IBL)");
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int envIdx = m_EnvIndex;
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if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount))
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bool& DrawSkybox = GetScene().GetSettings().DrawSkybox;
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ImGui::Checkbox("DrawSkybox", &DrawSkybox);
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if (DrawSkybox)
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{
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// 异步:解码后台线程,完成后 OnUpdate 里换绑
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m_EnvIndex = envIdx;
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RequestEnvironment(envIdx);
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}
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ImGui::Text(m_EnvLoadBusy ? "(decoding...)" :
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"(switch = compute pre-integrate, ms-level)");
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int envIdx = m_EnvIndex;
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if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount))
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{
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// 异步:解码后台线程,完成后 OnUpdate 里换绑
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m_EnvIndex = envIdx;
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RequestEnvironment(envIdx);
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}
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ImGui::Text(m_EnvLoadBusy ? "(decoding...)" :
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"(switch = compute pre-integrate, ms-level)");
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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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int view = renderer.GetDebugView();
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if (ImGui::Combo("Debug View", &view, viewNames.data(),
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static_cast<int>(viewNames.size())))
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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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int view = renderer.GetDebugView();
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if (ImGui::Combo("Debug View", &view, viewNames.data(),
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static_cast<int>(viewNames.size())))
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{
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renderer.SetDebugView(view);
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}
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}else
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{
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renderer.SetDebugView(view);
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ImGui::ColorEdit4("ClearColor", glm::value_ptr(GetScene().GetSettings().ClearColor));
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}
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}
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@@ -343,6 +351,10 @@ namespace
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ImGui::Text("instances: %u main / %u shadow",
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renderer.GetMainInstanceCount(),
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renderer.GetShadowInstanceCount());
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if (renderer.GetInstancesTruncated()) {
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ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f),
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"TRUNCATED: instance buffer full!");
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}
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const auto& names = renderer.GetPassNames();
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const auto& times = renderer.GetPassGpuMs();
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for (size_t i = 0; i < names.size() && i < times.size(); ++i)
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@@ -41,7 +41,9 @@ namespace Engine::ECS {
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// ---- 场景级设置 ----
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struct Settings {
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glm::vec4 ambientColor{0.07f, 0.07f, 0.09f, 0.0f};
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glm::vec4 ClearColor = {0.1, 0.1, 0.1, 1.0};
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glm::vec4 AmbientColor{0.07f, 0.07f, 0.09f, 0.0f};
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bool DrawSkybox = true;
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};
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Settings& GetSettings() { return m_Settings; }
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@@ -109,6 +109,7 @@ namespace Engine {
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// 双视图剔除后的实例数(遥测)
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u32 GetMainInstanceCount() const;
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u32 GetShadowInstanceCount() const;
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bool GetInstancesTruncated() const; // 实例预算溢出(遥测红字)
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// 垂直同步开关(present mode 切换会重建 swapchain),
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// 只应在帧 UI 构建段调用(Render 之前)
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@@ -33,7 +33,11 @@ namespace Engine {
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};
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constexpr u32 kMaxLights = 4;
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constexpr u32 kMaxInstances = 16384; // 实例 SSBO 容量(矩阵数)
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// 实例 SSBO 容量(矩阵数)。四视图(main + 3 级联)共享同一预算:
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// 需求 = Σ各视图剔除后实例数,大场景斜光时阴影实例可膨胀到主视图
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// 的 2-3 倍。65536 = 4MB/槽位,覆盖 ~800 实体 × 79 mesh 全级联;
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// 再往上就该上 LOD / GPU culling,而不是继续加预算
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constexpr u32 kMaxInstances = 65536;
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constexpr u32 kMaxCascades = 3; // CSM 级联数
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constexpr u32 kCascadeRes = 1024; // 每级联阴影图边长
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@@ -69,6 +73,9 @@ namespace Engine {
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struct FrameSceneData {
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UniformBufferObject ubo{};
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glm::vec4 ClearColor{0.1, 0.1, 0.1, 1.0};
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bool DrawSkybox = true;
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// 天空盒反投影矩阵:inverse(projNoJitter × mat4(mat3(view)))
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//(视图去平移只留旋转 → 反投影结果即世界方向;Skybox pass push)
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glm::mat4 skyInvVP{1.0f};
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@@ -90,6 +97,10 @@ namespace Engine {
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bool bloomEnabled = true; // BloomPass 子 pass 空转 + tonemap 强度归零
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int debugView = 0; // Passes::DebugView 枚举(tonemap 路由上屏)
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// 实例预算溢出(kMaxInstances):本轮收集有实例被静默丢弃——
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// 必须遥测可见,"只告警一次"的大场景截断等于没有告警
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bool instancesTruncated = false;
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f32 collectMs = 0.0f; // 收集+剔除 CPU 耗时(遥测)
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};
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@@ -94,9 +94,10 @@ namespace Engine::Passes
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ZoneScopedN("Skybox");
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const vk::CommandBuffer cmd = ctx.cmd;
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const glm::vec4& cc = m_Frame.ClearColor;
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vk::ClearValue clear;
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clear.color = vk::ClearColorValue(
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std::array<float, 4>{0.1f, 0.1f, 0.1f, 1.0f});
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std::array<float, 4>{cc.r, cc.g, cc.b, cc.a});
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vk::RenderingAttachmentInfo color;
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color.setImageView(ctx.View(m_HDRColor))
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@@ -112,13 +113,13 @@ namespace Engine::Passes
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cmd.beginRendering(renderingInfo);
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if (m_Env) {
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if (m_Env && m_Frame.DrawSkybox) {
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// 无环境贴图:只清屏(Forward loadOp=Load 依赖这里先写)
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std::array<vk::ShaderStageFlagBits, 2> stages = {
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const std::array<vk::ShaderStageFlagBits, 2> stages = {
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vk::ShaderStageFlagBits::eVertex,
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vk::ShaderStageFlagBits::eFragment
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};
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std::array<vk::ShaderEXT, 2> shaders = {m_Vert, m_Frag};
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const std::array<vk::ShaderEXT, 2> shaders = {m_Vert, m_Frag};
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cmd.bindShadersEXT(stages, shaders);
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
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@@ -149,12 +150,12 @@ namespace Engine::Passes
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cmd.setVertexInputEXT({}, {});
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cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
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vk::SampleMask sampleMask = 0xFFFFFFFF;
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constexpr vk::SampleMask sampleMask = 0xFFFFFFFF;
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cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
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cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
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cmd.setAlphaToOneEnableEXT(VK_FALSE);
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vk::Viewport viewport(0.0f, 0.0f,
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const vk::Viewport viewport(0.0f, 0.0f,
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static_cast<float>(ctx.extent.width),
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static_cast<float>(ctx.extent.height),
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0.0f, 1.0f);
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@@ -170,8 +171,8 @@ namespace Engine::Passes
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.setDstAlphaBlendFactor(vk::BlendFactor::eZero)
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.setAlphaBlendOp(vk::BlendOp::eAdd);
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// ArrayProxyNoTemporaries 拒绝临时量:具名局部变量传入
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vk::Bool32 blendEnable = VK_FALSE;
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vk::ColorComponentFlags colorWriteMask =
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constexpr vk::Bool32 blendEnable = VK_FALSE;
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constexpr vk::ColorComponentFlags colorWriteMask =
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vk::ColorComponentFlagBits::eR |
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vk::ColorComponentFlagBits::eG |
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vk::ColorComponentFlagBits::eB |
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@@ -215,6 +215,11 @@ namespace Engine
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return m_SceneRenderer->GetMainInstanceCount();
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}
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bool Renderer::GetInstancesTruncated() const
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{
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return m_SceneRenderer->Frame().instancesTruncated;
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}
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u32 Renderer::GetShadowInstanceCount() const
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{
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return m_SceneRenderer->GetShadowInstanceCount();
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@@ -166,9 +166,11 @@ namespace Engine
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ubo.proj[2][1] += jy * 2.0f / static_cast<f32>(targetExtent.height);
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}
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ubo.ambientColor = scene.GetSettings().ambientColor;
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ubo.ambientColor = scene.GetSettings().AmbientColor;
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// ---- 运行时开关/调试视图落帧(各 pass 与 frag 只读契约字段)----
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m_Frame.ClearColor = scene.GetSettings().ClearColor;
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m_Frame.DrawSkybox = scene.GetSettings().DrawSkybox;
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m_Frame.shadowsEnabled = m_ShadowsEnabled;
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m_Frame.taaEnabled = m_TAAEnabled;
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m_Frame.bloomEnabled = m_BloomEnabled;
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@@ -363,11 +365,13 @@ namespace Engine
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m_LastProjNoJitter = ubo.projNoJitter;
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++m_FrameIndex;
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// 截断状态每帧落遥测(ImGui 可见)——"只告警一次"的日志对
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// 大场景不够:预算是动态穿越的,用户必须实时看到截断发生
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m_Frame.instancesTruncated = instanceTruncated;
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if (instanceTruncated && !m_TruncationWarned) {
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// 只告警一次(每帧告警会刷屏)
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m_TruncationWarned = true;
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ENGINE_WARN("GPUDriven: instance buffer full ({}), entities truncated",
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kMaxInstances);
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ENGINE_WARN("GPUDriven: instance buffer full ({}), entities truncated "
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"(见 Scene Debug 面板红字)", kMaxInstances);
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}
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m_Frame.collectMs = std::chrono::duration<f32, std::milli>(
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