refactor: 解耦重构——还清四处架构债(对齐 UE/Unity 分层)
- SceneRenderer:场景→渲染数据翻译层(UE FSceneRenderer / Unity CullingResults
模式),收口相机/灯光/光空间矩阵/双视图剔除,Renderer 只编排
- pass 对象化(Unity ScriptableRenderPass 模式):8 个 pass lambda 拆为
Passes::{Shadow,Forward,Bloom,Tonemap,ImGui,Present},BuildGraph 超级函数消失;
SceneGpu/FullscreenGpu 承接共享装配
- 中性 AssetRef(Core 层):ECS 组件不再依赖 Assets 模块(Unity InstanceID 思路)
- IAssetUploader 接口:AssetManager 不感知 Vulkan 具体类,上传服务由渲染层
VulkanAssetUploader 提供
- Renderer 公共 API 不变(App 层零改动),编译零错误 validation 零警告
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//
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// Created by atdunbg on 2026/9/23.
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//
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// SceneGpu:场景级 GPU 共享装配(Shadow/Forward 及未来几何类 pass 共用)。
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//
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// 从 Renderer 拆出的装配体:set 布局 / pipeline 布局 / shader object /
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// 采样器 / per-slot 描述符集合。新增几何 pass(延迟、调试线框等)直接
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// 复用本装配,不必碰 Renderer。
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//
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#ifndef HELLOVULKAN_SCENEGPU_H
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#define HELLOVULKAN_SCENEGPU_H
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#include <Engine/Core/FrameContext.h>
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#include <Engine/RenderGraph/RenderGraph.h>
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#include <vulkan/vulkan.hpp>
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#include <vector>
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namespace Engine {
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class Device;
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class DescriptorManager;
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class ShaderManager;
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class UniformBuffer;
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namespace Passes {
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class SceneGpu {
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public:
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SceneGpu(Device& device, DescriptorManager& descriptors,
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ShaderManager& shaders,
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UniformBuffer& ubo, UniformBuffer& objectBuffer);
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~SceneGpu();
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SceneGpu(const SceneGpu&) = delete;
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SceneGpu& operator=(const SceneGpu&) = delete;
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// ---- set 布局(shader 契约,改绑定必须同步 shaders/)----
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vk::DescriptorSetLayout uboSetLayout; // Set0 = {UBO, ObjectBuffer}
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vk::DescriptorSetLayout textureSetLayout; // Set1 = {albedo}
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vk::DescriptorSetLayout shadowSetLayout; // Set2 = {shadow map}
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vk::PipelineLayout forwardLayout; // 3 sets,无 push(GPUDriven 经 SSBO)
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vk::PipelineLayout shadowLayout; // Set0,push = lightVP 64B
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// per-slot 描述符:Set0(UBO+实例 SSBO)与 Set2(阴影图采样)
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std::vector<vk::DescriptorSet> uboSets;
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std::vector<vk::DescriptorSet> shadowSets;
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// 阴影采样器:clamp-to-border 白色 = 光视锥外自动无阴影
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//(省 shader 出界分支)
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vk::Sampler shadowSampler;
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vk::ShaderEXT forwardVert{}, forwardFrag{};
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vk::ShaderEXT shadowVert{}, shadowFrag{};
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// RG 重编译后重绑阴影图(物理镜像按槽位各一份)
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void BindShadowMap(RG::RenderGraph& rg, RG::TextureHandle shadowMap);
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private:
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Device& m_Device;
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DescriptorManager& m_Descriptors;
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};
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} // namespace Passes
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} // namespace Engine
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#endif //HELLOVULKAN_SCENEGPU_H
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