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/VulkanAssetUploader.h>
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#include <Engine/Renderer/Model.h>
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namespace Engine {
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Scope<Model> VulkanAssetUploader::LoadModel(const std::string& path)
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{
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// GPU 上传在此发生:解析(assimp)+ buffer/image 创建一步完成
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return CreateScope<Model>(
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m_Device, m_Allocator, m_Descriptors, m_TextureLayout, path);
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}
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Scope<Model> VulkanAssetUploader::CreatePlane(f32 halfSize, u8 r, u8 g, u8 b)
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{
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return Model::CreatePlane(m_Device, m_Allocator, m_Descriptors,
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m_TextureLayout, halfSize, r, g, b);
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}
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} // namespace Engine
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