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
This commit is contained in:
2026-09-23 12:02:49 +08:00
parent 91880d88fe
commit 718a658f5d
30 changed files with 1777 additions and 1054 deletions
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//
// Created by atdunbg on 2026/9/23.
//
#include <Engine/Renderer/Passes/SceneGpu.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/Vulkan/DescriptorManager.h>
#include <Engine/Vulkan/ShaderManager.h>
#include <Engine/Vulkan/UniformBuffer.h>
#include <Engine/Core/Log.h>
#include <glm/glm.hpp>
namespace Engine::Passes
{
SceneGpu::SceneGpu(Device& device, DescriptorManager& descriptors,
ShaderManager& shaders,
UniformBuffer& ubo, UniformBuffer& objectBuffer)
: m_Device(device), m_Descriptors(descriptors)
{
// Set 0: UBO + GPUDriven 实例数据(SSBO,vertex 读取)
std::vector<DescriptorBinding> uboBindings = {
{0, vk::DescriptorType::eUniformBuffer,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{1, vk::DescriptorType::eStorageBuffer,
vk::ShaderStageFlagBits::eVertex},
};
uboSetLayout = descriptors.CreateLayout(uboBindings);
// Set 1: texture
std::vector<DescriptorBinding> texBindings = {
{0, vk::DescriptorType::eCombinedImageSampler, vk::ShaderStageFlagBits::eFragment},
};
textureSetLayout = descriptors.CreateLayout(texBindings);
// Set 2: shadow map(fragment 采样)
std::vector<DescriptorBinding> shadowBindings = {
{0, vk::DescriptorType::eCombinedImageSampler, vk::ShaderStageFlagBits::eFragment},
};
shadowSetLayout = descriptors.CreateLayout(shadowBindings);
// Forward pipeline layout:三个 set;无 push(GPUDriven 经 SSBO)
forwardLayout = descriptors.CreatePipelineLayout(
{uboSetLayout, textureSetLayout, shadowSetLayout}, 0);
// Shadow pipeline layout:Set0 = UBO/ObjectBuffer(实例矩阵),
// push = lightVP 64B
shadowLayout = descriptors.CreatePipelineLayout(
std::vector<vk::DescriptorSetLayout>{uboSetLayout},
sizeof(glm::mat4));
const std::string shaderDir = "shaders/";
// forward vert/frag 均无 push(range 定义一致:都没有,VUID-08878)
auto vert = shaders.CreateFromFile(
shaderDir + "simple_shader.vert.spv",
vk::ShaderStageFlagBits::eVertex,
{uboSetLayout, textureSetLayout, shadowSetLayout}, 0);
auto frag = shaders.CreateFromFile(
shaderDir + "simple_shader.frag.spv",
vk::ShaderStageFlagBits::eFragment,
{uboSetLayout, textureSetLayout, shadowSetLayout}, 0);
// shadow shader:depth-only,push = lightVP
auto shadowVertShader = shaders.CreateFromFile(
shaderDir + "shadow.vert.spv",
vk::ShaderStageFlagBits::eVertex,
std::vector<vk::DescriptorSetLayout>{uboSetLayout},
sizeof(glm::mat4));
auto shadowFragShader = shaders.CreateFromFile(
shaderDir + "shadow.frag.spv",
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{uboSetLayout},
sizeof(glm::mat4));
forwardVert = vert.Handle;
forwardFrag = frag.Handle;
shadowVert = shadowVertShader.Handle;
shadowFrag = shadowFragShader.Handle;
if (!forwardVert || !forwardFrag || !shadowVert || !shadowFrag) {
ENGINE_FATAL("SceneGpu: failed to create shader objects");
}
// 阴影采样器:clamp-to-border 白色 = 光视锥之外无阴影
vk::SamplerCreateInfo shadowSamplerInfo;
shadowSamplerInfo.setMagFilter(vk::Filter::eLinear)
.setMinFilter(vk::Filter::eLinear)
.setMipmapMode(vk::SamplerMipmapMode::eNearest)
.setAddressModeU(vk::SamplerAddressMode::eClampToBorder)
.setAddressModeV(vk::SamplerAddressMode::eClampToBorder)
.setAddressModeW(vk::SamplerAddressMode::eClampToBorder)
.setBorderColor(vk::BorderColor::eFloatOpaqueWhite)
.setUnnormalizedCoordinates(VK_FALSE)
.setCompareEnable(VK_FALSE);
shadowSampler = device.GetDevice().createSampler(shadowSamplerInfo);
// per-slot 描述符分配 + Set0 绑定(buffer 句柄全程稳定,不用重绑)
uboSets.resize(kMaxFramesInFlight);
shadowSets.resize(kMaxFramesInFlight);
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
uboSets[slot] = descriptors.AllocateDescriptorSet(uboSetLayout);
descriptors.UpdateUniformBuffer(
uboSets[slot], 0, ubo.Get(slot), ubo.GetSize());
descriptors.UpdateStorageBuffer(
uboSets[slot], 1, objectBuffer.Get(slot), objectBuffer.GetSize());
shadowSets[slot] = descriptors.AllocateDescriptorSet(shadowSetLayout);
}
// shadowSets 的图片绑定在 Compile 后由 BindShadowMap 完成
}
SceneGpu::~SceneGpu()
{
const auto& vkDevice = m_Device.GetDevice();
if (forwardVert) vkDevice.destroyShaderEXT(forwardVert);
if (forwardFrag) vkDevice.destroyShaderEXT(forwardFrag);
if (shadowVert) vkDevice.destroyShaderEXT(shadowVert);
if (shadowFrag) vkDevice.destroyShaderEXT(shadowFrag);
vkDevice.destroySampler(shadowSampler);
vkDevice.destroyPipelineLayout(forwardLayout);
vkDevice.destroyPipelineLayout(shadowLayout);
vkDevice.destroyDescriptorSetLayout(uboSetLayout);
vkDevice.destroyDescriptorSetLayout(textureSetLayout);
vkDevice.destroyDescriptorSetLayout(shadowSetLayout);
}
void SceneGpu::BindShadowMap(RG::RenderGraph& rg, RG::TextureHandle shadowMap)
{
// 物理镜像按帧槽位各一份:每个槽位的描述符绑各自的 view
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_Descriptors.UpdateTexture(
shadowSets[slot], 0, shadowSampler,
rg.GetPhysicalView(shadowMap, slot));
}
}
} // namespace Engine::Passes