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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#include <Engine/Renderer/Passes/ShadowPass.h>
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#include <Engine/Renderer/Vertex.h>
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#include <Engine/Renderer/Mesh.h>
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#include <array>
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namespace Engine::Passes
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{
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void ShadowPass::Register(RG::RenderGraph& rg)
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{
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// 所有渲染体都写入,不做实体级开关——castShadow 应由材质/实体
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// 数据驱动剔除,而非 pass 逻辑特判
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rg.AddPass("Shadow", [this](RG::RenderGraphContext& ctx) {
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const vk::CommandBuffer cmd = ctx.cmd;
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vk::RenderingAttachmentInfo depthAttachment;
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depthAttachment.setImageView(ctx.View(m_ShadowMap))
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.setImageLayout(vk::ImageLayout::eDepthAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eClear)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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.setClearValue(vk::ClearValue(
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vk::ClearDepthStencilValue(1.0f, 0)));
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vk::RenderingInfo renderingInfo;
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renderingInfo.setRenderArea({{0, 0}, {kShadowMapSize, kShadowMapSize}})
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.setLayerCount(1)
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.setPDepthAttachment(&depthAttachment);
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cmd.beginRendering(renderingInfo);
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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_Gpu.shadowVert, m_Gpu.shadowFrag};
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cmd.bindShadersEXT(stages, shaders);
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// ---- 动态状态(depth-only)----
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cmd.setRasterizerDiscardEnable(VK_FALSE);
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cmd.setDepthTestEnable(VK_TRUE);
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cmd.setDepthWriteEnable(VK_TRUE);
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cmd.setDepthCompareOp(vk::CompareOp::eLess);
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cmd.setDepthBoundsTestEnable(VK_FALSE);
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cmd.setStencilTestEnable(VK_FALSE);
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// 深度 bias 压平 shadow acne(NDC 量级)
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cmd.setDepthBiasEnable(VK_TRUE);
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cmd.setDepthBias(0.0025f, 0.0f, 0.003f);
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cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
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cmd.setCullMode(vk::CullModeFlagBits::eNone);
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cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
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cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
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cmd.setPrimitiveRestartEnable(VK_FALSE);
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auto binding = Vertex::GetBindingDescription();
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auto attributes = Vertex::GetAttributeDescriptions();
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cmd.setVertexInputEXT(binding, attributes);
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cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
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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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static_cast<float>(kShadowMapSize),
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static_cast<float>(kShadowMapSize),
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0.0f, 1.0f);
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cmd.setViewportWithCount(viewport);
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vk::Rect2D scissor({0, 0}, {kShadowMapSize, kShadowMapSize});
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cmd.setScissorWithCount(scissor);
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// ---- 绘制:GPUDriven——与 Forward 共用实例数据,但用
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// 光源视锥剔除后的 batch(相机外实体仍投影子)----
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
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m_Gpu.shadowLayout, 0,
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m_Gpu.uboSets[ctx.frame.frameSlot], {});
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// stage 必须覆盖 layout range 声明的全部 stage(VUID-01796)
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cmd.pushConstants(m_Gpu.shadowLayout,
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vk::ShaderStageFlagBits::eVertex |
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vk::ShaderStageFlagBits::eFragment,
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0, sizeof(glm::mat4), &m_Frame.ubo.lightSpace);
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for (const auto& batch : m_Frame.shadowView.batches) {
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batch.mesh->Draw(cmd, batch.count, batch.first);
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}
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cmd.endRendering();
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}).Write(m_ShadowMap, RG::ResourceUse::DepthAttachment);
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}
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void ShadowPass::OnTargetsRebuilt(RG::RenderGraph& rg)
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{
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m_Gpu.BindShadowMap(rg, m_ShadowMap);
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}
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} // namespace Engine::Passes
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