feat: 解析式 PBR(Cook-Torrance GGX,metallic-roughness 工作流)
- 修 void* 指针算术警告(Texture::InitFromDds) - Material:slot2 语义切为 metallicRoughness(glTF 约定 G=粗糙度 B=金属度)+ 新增材质因子参数 UBO(binding 4,per-slot ring, 创建时写死,metallic/roughness 因子乘 MR 贴图) - simple_shader.frag:Blinn-Phong → Cook-Torrance(GGX 分布 + Smith 几何 + Schlick Fresnel,k=(r+1)²/8 解析光源版);金属不参与 漫反射;环境光暂为常数(IBL 后续) - Model:读 aiTextureType_UNKNOWN(glTF MR 落点)+ AI_MATKEY_ METALLIC/ROUGHNESS_FACTOR(旧资产缺键退化为电介质 0/0.5); 材质缓存键含因子 - main.cpp:演示场景换回 backpack(旧资产走因子路径验证 PBR 全链路) - 旧 specular 贴图不再使用(语义被 MR 取代)
This commit is contained in:
+241
-247
@@ -28,289 +28,283 @@
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using namespace Engine;
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using namespace Engine::ECS;
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class SandboxApp final : public Application
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namespace
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{
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public:
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SandboxApp()
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: Application("HelloVulkan", 800, 600)
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class SandboxApp final : public Application
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{
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}
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protected:
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// ---- 生命周期 ----
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void OnInit() override
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{
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Scene& scene = GetScene();
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// ImGui 叠加层(框架只做管线桥接,UI 内容全部在这里定义)
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EnableImGui();
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// 模型资产(AssetManager 负责加载/缓存/生命周期,返回句柄)
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// SunTemple:FBX + DDS 压缩贴图(DdsLoader 验证场景)
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const auto model = GetAssets().LoadModel("assets/models/viking_room/viking_room.obj");
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const auto temple = GetAssets().LoadModel("assets/models/SunTemple/SunTemple.fbx");
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m_Spinners.push_back(scene.CreateEntity("backpack"));
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m_Spinners[0].AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
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// 地面:程序化纯色平面(半边长 15,中心 y=-2)
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const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
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m_Ground = scene.CreateEntity("Ground");
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m_Ground.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
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m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
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// 相机实体(primary = 当前渲染视角;位姿存实体 Transform)
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m_Camera = scene.CreateEntity("MainCamera");
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auto& camera = m_Camera.AddComponent<CameraComponent>();
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camera.primary = true;
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m_Camera.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, 0.0f, 7.0f));
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// 神庙实体 × 1( FBX 单位较大,缩放到场景尺度)
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public:
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SandboxApp()
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: Application("HelloVulkan", 800, 600)
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{
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auto e = scene.CreateEntity("SunTemple");
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e.GetComponent<TransformComponent>()
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.SetScale(glm::vec3(0.05f));
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e.AddComponent<MeshRendererComponent>(MeshRendererComponent{temple});
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}
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// 灯光实体(第一个方向光 = 阴影光源)
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m_KeyLight = scene.CreateEntity("KeyLight");
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m_KeyLight.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Directional,
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.direction = glm::vec3(-0.5f, -0.6f, -0.35f),
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.color = glm::vec4(1.0f, 0.95f, 0.9f, 1.0f)
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});
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protected:
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// ---- 生命周期 ----
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scene.CreateEntity("FillLight")
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.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Directional,
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.direction = glm::vec3(0.5f, -0.5f, 0.3f),
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 0.8f)
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});
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// 点光源(位置 = 实体 Transform,出生即有;无阴影,距离衰减)
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auto fire = scene.CreateEntity("FirePitLight");
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fire.GetComponent<TransformComponent>().SetPosition(glm::vec3(2.0f, 1.5f, 1.0f));
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fire.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Point,
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.color = glm::vec4(1.0f, 0.6f, 0.3f, 2.0f), // 暖橙
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.radius = 8.0f,
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});
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auto cool = scene.CreateEntity("CoolFillLight");
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cool.GetComponent<TransformComponent>().SetPosition(glm::vec3(-2.5f, 2.0f, -2.0f));
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cool.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Point,
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.2f), // 冷蓝
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.radius = 10.0f,
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});
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}
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void OnUpdate(f32 deltaTime) override
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{
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// 暂停时冻结动画时钟(帧历史验证:暂停后 Temporal Diff
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// 视图应在 2 帧内整屏变黑;相机移动同样会被 diff 捕捉到)
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if (!m_PauseAnim)
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void OnInit() override
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{
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m_Time += deltaTime;
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Scene& scene = GetScene();
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// ImGui 叠加层(框架只做管线桥接,UI 内容全部在这里定义)
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EnableImGui();
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// 模型资产(PBR 验证场景:backpack 为旧式贴图资产,
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// 退化为电介质因子路径——albedo+normal,metallic=0/roughness=0.5)
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const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
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m_Spinners.push_back(scene.CreateEntity("backpack"));
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m_Spinners[0].AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
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// 地面:程序化纯色平面(半边长 15,中心 y=-2)
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const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
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m_Ground = scene.CreateEntity("Ground");
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m_Ground.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
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m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
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// 相机实体(primary = 当前渲染视角;位姿存实体 Transform)
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m_Camera = scene.CreateEntity("MainCamera");
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auto& camera = m_Camera.AddComponent<CameraComponent>();
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camera.primary = true;
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m_Camera.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, 0.0f, 7.0f));
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// 灯光实体(第一个方向光 = 阴影光源)
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m_KeyLight = scene.CreateEntity("KeyLight");
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m_KeyLight.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Directional,
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.direction = glm::vec3(-0.5f, -0.6f, -0.35f),
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.color = glm::vec4(1.0f, 0.95f, 0.9f, 1.0f)
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});
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scene.CreateEntity("FillLight")
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.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Directional,
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.direction = glm::vec3(0.5f, -0.5f, 0.3f),
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 0.8f)
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});
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// 点光源(位置 = 实体 Transform,出生即有;无阴影,距离衰减)
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auto fire = scene.CreateEntity("FirePitLight");
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fire.GetComponent<TransformComponent>().SetPosition(glm::vec3(2.0f, 1.5f, 1.0f));
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fire.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Point,
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.color = glm::vec4(1.0f, 0.6f, 0.3f, 2.0f), // 暖橙
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.radius = 8.0f,
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});
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auto cool = scene.CreateEntity("CoolFillLight");
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cool.GetComponent<TransformComponent>().SetPosition(glm::vec3(-2.5f, 2.0f, -2.0f));
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cool.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Point,
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.2f), // 冷蓝
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.radius = 10.0f,
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});
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}
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// 相机(WASD/Space/Shift 移动;位姿读写实体 Transform)
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m_Camera.GetComponent<CameraComponent>()
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.camera.Update(GetWindow(),
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m_Camera.GetComponent<TransformComponent>(),
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deltaTime);
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// 旋转动画:编辑 Transform 分量后 Compose 重算 world
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for (size_t i = 0; i < m_Spinners.size(); ++i)
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void OnUpdate(f32 deltaTime) override
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{
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auto& t = m_Spinners[i].GetComponent<TransformComponent>();
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t.SetRotation(glm::vec3(0.0f, m_Time * 60.0f + static_cast<f32>(i) * 40.0f, 0.0f));
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t.SetScale(glm::vec3(0.5f));
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}
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}
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// ---- 事件 ----
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// ---- 叠加层 UI(唯一允许出现 ImGui 控件的地方)----
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void OnRenderOverlay() override
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{
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ImGui::ShowDemoWindow();
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ImGui::Begin("Scene Debug");
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// 阴影光源方向:拖动滑条实时看影子变化
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if (auto* light = m_KeyLight.TryGetComponent<LightComponent>())
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{
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ImGui::Text("Key Light (shadow caster)");
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ImGui::SliderFloat3("direction",
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&light->direction.x, -1.0f, 1.0f);
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if (ImGui::Button("reset"))
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// 暂停时冻结动画时钟(帧历史验证:暂停后 Temporal Diff
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// 视图应在 2 帧内整屏变黑;相机移动同样会被 diff 捕捉到)
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if (!m_PauseAnim)
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{
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light->direction = glm::vec3(-0.5f, -0.6f, -0.35f);
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m_Time += deltaTime;
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}
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// 相机(WASD/Space/Shift 移动;位姿读写实体 Transform)
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m_Camera.GetComponent<CameraComponent>()
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.camera.Update(GetWindow(),
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m_Camera.GetComponent<TransformComponent>(),
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deltaTime);
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// 旋转动画:编辑 Transform 分量后 Compose 重算 world
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for (size_t i = 0; i < m_Spinners.size(); ++i)
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{
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auto& t = m_Spinners[i].GetComponent<TransformComponent>();
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t.SetRotation(glm::vec3(0.0f, m_Time * 60.0f + static_cast<f32>(i) * 40.0f, 0.0f));
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t.SetScale(glm::vec3(0.5f));
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}
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}
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// Tonemap + Bloom 参数(HDR 后处理输出端)
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auto& renderer = GetRenderer();
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ImGui::Separator();
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ImGui::Text("Tonemap");
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f32 exposure = renderer.GetExposure();
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if (ImGui::SliderFloat("exposure", &exposure, 0.1f, 4.0f))
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{
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renderer.SetExposure(exposure);
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}
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bool aces = renderer.GetUseACES();
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if (ImGui::Checkbox("ACES", &aces))
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{
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renderer.SetUseACES(aces);
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}
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// ---- 事件 ----
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ImGui::Text("Bloom");
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f32 threshold = renderer.GetBloomThreshold();
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if (ImGui::SliderFloat("threshold", &threshold, 0.0f, 2.0f))
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{
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renderer.SetBloomThreshold(threshold);
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}
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f32 strength = renderer.GetBloomStrength();
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if (ImGui::SliderFloat("strength", &strength, 0.0f, 2.0f))
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{
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renderer.SetBloomStrength(strength);
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}
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// ---- 叠加层 UI(唯一允许出现 ImGui 控件的地方)----
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// 调试视图:帧历史差异(静止=黑,运动边缘发光=链路正确)
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bool temporalDiff = renderer.GetShowTemporalDiff();
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if (ImGui::Checkbox("Temporal Diff View", &temporalDiff))
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void OnRenderOverlay() override
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{
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renderer.SetShowTemporalDiff(temporalDiff);
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}
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ImGui::Checkbox("Pause Animation", &m_PauseAnim);
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ImGui::ShowDemoWindow();
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// Pass 级 GPU 耗时(RG timestamp)
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ImGui::Separator();
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ImGui::Text("GPU Timings");
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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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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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{
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ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
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}
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ImGui::Begin("Scene Debug");
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// 帧率控制
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auto& app = *this;
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ImGui::Separator();
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ImGui::Text("Frame");
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bool vsync = app.GetVSync();
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if (ImGui::Checkbox("VSync", &vsync))
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{
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app.SetVSync(vsync);
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// 阴影光源方向:拖动滑条实时看影子变化
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if (auto* light = m_KeyLight.TryGetComponent<LightComponent>())
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{
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ImGui::Text("Key Light (shadow caster)");
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ImGui::SliderFloat3("direction",
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&light->direction.x, -1.0f, 1.0f);
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if (ImGui::Button("reset"))
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{
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light->direction = glm::vec3(-0.5f, -0.6f, -0.35f);
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}
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}
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// Tonemap + Bloom 参数(HDR 后处理输出端)
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auto& renderer = GetRenderer();
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ImGui::Separator();
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ImGui::Text("Tonemap");
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f32 exposure = renderer.GetExposure();
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if (ImGui::SliderFloat("exposure", &exposure, 0.1f, 4.0f))
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{
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renderer.SetExposure(exposure);
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}
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bool aces = renderer.GetUseACES();
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if (ImGui::Checkbox("ACES", &aces))
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{
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renderer.SetUseACES(aces);
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}
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ImGui::Text("Bloom");
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f32 threshold = renderer.GetBloomThreshold();
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if (ImGui::SliderFloat("threshold", &threshold, 0.0f, 2.0f))
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{
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renderer.SetBloomThreshold(threshold);
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}
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f32 strength = renderer.GetBloomStrength();
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if (ImGui::SliderFloat("strength", &strength, 0.0f, 2.0f))
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{
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renderer.SetBloomStrength(strength);
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}
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// 调试视图:帧历史差异(静止=黑,运动边缘发光=链路正确)
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bool temporalDiff = renderer.GetShowTemporalDiff();
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if (ImGui::Checkbox("Temporal Diff View", &temporalDiff))
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{
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renderer.SetShowTemporalDiff(temporalDiff);
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}
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ImGui::Checkbox("Pause Animation", &m_PauseAnim);
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// Pass 级 GPU 耗时(RG timestamp)
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ImGui::Separator();
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ImGui::Text("GPU Timings");
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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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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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{
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ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
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}
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// 帧率控制
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auto& app = *this;
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ImGui::Separator();
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ImGui::Text("Frame");
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bool vsync = app.GetVSync();
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if (ImGui::Checkbox("VSync", &vsync))
|
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{
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app.SetVSync(vsync);
|
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if (!vsync)
|
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{
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const f32 target = app.GetTargetFps();
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app.SetTargetFps(target);
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}
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}
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if (!vsync)
|
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{
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const f32 target = app.GetTargetFps();
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app.SetTargetFps(target);
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}
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}
|
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if (!vsync)
|
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{
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f32 target = app.GetTargetFps();
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if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f"))
|
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{
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app.SetTargetFps(target);
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}
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}
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ImGui::Separator();
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ImGui::Text("fps: %.1f frame: %llu",
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1.0f / GetDeltaTime(),
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static_cast<unsigned long long>(GetFrameCount()));
|
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ImGui::End();
|
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||||
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// 自定义重载事件: 重载关闭事件模态框
|
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{
|
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if (m_ShowQuitConfirm)
|
||||
{
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ImGui::OpenPopup("Should quit?");
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m_ShowQuitConfirm = false;
|
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}
|
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ImGui::SetNextWindowPos(
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ImGui::GetMainViewport()->GetCenter(),
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ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
|
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|
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if (ImGui::BeginPopupModal("Should quit?", nullptr,
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ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
ImGui::TextUnformatted("Quit the application?");
|
||||
ImGui::Separator();
|
||||
if (ImGui::Button("Yes", ImVec2(120, 0)))
|
||||
f32 target = app.GetTargetFps();
|
||||
if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f"))
|
||||
{
|
||||
m_QuitConfirmed = true;
|
||||
ImGui::CloseCurrentPopup();
|
||||
app.SetTargetFps(target);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("No", ImVec2(120, 0)))
|
||||
{
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
if (m_QuitConfirmed)
|
||||
ImGui::Separator();
|
||||
ImGui::Text("fps: %.1f frame: %llu",
|
||||
1.0f / GetDeltaTime(),
|
||||
static_cast<unsigned long long>(GetFrameCount()));
|
||||
|
||||
ImGui::End();
|
||||
|
||||
|
||||
// 自定义重载事件: 重载关闭事件模态框
|
||||
{
|
||||
m_QuitConfirmed = false;
|
||||
Close();
|
||||
if (m_ShowQuitConfirm)
|
||||
{
|
||||
ImGui::OpenPopup("Should quit?");
|
||||
m_ShowQuitConfirm = false;
|
||||
}
|
||||
|
||||
ImGui::SetNextWindowPos(
|
||||
ImGui::GetMainViewport()->GetCenter(),
|
||||
ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
|
||||
|
||||
if (ImGui::BeginPopupModal("Should quit?", nullptr,
|
||||
ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
ImGui::TextUnformatted("Quit the application?");
|
||||
ImGui::Separator();
|
||||
if (ImGui::Button("Yes", ImVec2(120, 0)))
|
||||
{
|
||||
m_QuitConfirmed = true;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("No", ImVec2(120, 0)))
|
||||
{
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
if (m_QuitConfirmed)
|
||||
{
|
||||
m_QuitConfirmed = false;
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnWindowClose(const Event& event) override
|
||||
{
|
||||
SetImGuiEnabled(true);
|
||||
m_ShowQuitConfirm = true;
|
||||
}
|
||||
|
||||
void OnKeyPress(const Event& event) override
|
||||
{
|
||||
if (event.key == GLFW_KEY_GRAVE_ACCENT)
|
||||
void OnWindowClose(const Event& event) override
|
||||
{
|
||||
SetImGuiEnabled(!GetImGuiEnabled());
|
||||
SetImGuiEnabled(true);
|
||||
m_ShowQuitConfirm = true;
|
||||
}
|
||||
if (event.key == GLFW_KEY_F1)
|
||||
|
||||
void OnKeyPress(const Event& event) override
|
||||
{
|
||||
STATS.PrintComparison();
|
||||
if (event.key == GLFW_KEY_GRAVE_ACCENT)
|
||||
{
|
||||
SetImGuiEnabled(!GetImGuiEnabled());
|
||||
}
|
||||
if (event.key == GLFW_KEY_F1)
|
||||
{
|
||||
STATS.PrintComparison();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void OnWindowResize(const Event& event) override
|
||||
{
|
||||
ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
|
||||
}
|
||||
void OnWindowResize(const Event& event) override
|
||||
{
|
||||
ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
|
||||
}
|
||||
|
||||
private:
|
||||
bool m_ShowQuitConfirm = false;
|
||||
bool m_QuitConfirmed = false;
|
||||
EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
|
||||
EntityHandle m_Ground{};
|
||||
EntityHandle m_KeyLight{};
|
||||
std::vector<EntityHandle> m_Spinners;
|
||||
f32 m_Time = 0.0f;
|
||||
bool m_PauseAnim = false; // 冻结动画时钟(帧历史 diff 验证用)
|
||||
};
|
||||
private:
|
||||
bool m_ShowQuitConfirm = false;
|
||||
bool m_QuitConfirmed = false;
|
||||
EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
|
||||
EntityHandle m_Ground{};
|
||||
EntityHandle m_KeyLight{};
|
||||
std::vector<EntityHandle> m_Spinners;
|
||||
f32 m_Time = 0.0f;
|
||||
bool m_PauseAnim = false; // 冻结动画时钟(帧历史 diff 验证用)
|
||||
};
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user