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:
+6
-12
@@ -28,6 +28,8 @@
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using namespace Engine;
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using namespace Engine::ECS;
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namespace
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{
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class SandboxApp final : public Application
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{
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public:
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@@ -46,10 +48,9 @@ protected:
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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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// 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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@@ -69,14 +70,6 @@ protected:
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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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{
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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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@@ -311,6 +304,7 @@ private:
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f32 m_Time = 0.0f;
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bool m_PauseAnim = false; // 冻结动画时钟(帧历史 diff 验证用)
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};
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}
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int main()
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{
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@@ -44,7 +44,7 @@ namespace Engine {
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m_MouseCapture = std::move(mouse);
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}
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vk::SurfaceKHR CreateSurface(vk::Instance instance);
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vk::SurfaceKHR CreateSurface(vk::Instance instance) const;
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void DestroySurface(vk::Instance instance, vk::SurfaceKHR surface);
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u32 GetWidth() const { return m_Width; }
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@@ -63,7 +63,7 @@ namespace Engine {
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// 输入事件系统
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bool IsKeyPressed(int key) const;
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void GetMouseDelta(float& dx, float& dy);
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void GetMouseDelta(float& dx, float& dy) const;
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@@ -1,46 +1,58 @@
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//
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// Created by atdunbg on 2026/9/21.
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//
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// Material:着色材质 = 一组纹理槽 + 一个描述符集。
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// Material:PBR 材质 = 纹理槽组 + 因子参数 UBO + 一个描述符集。
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//
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// 槽位(binding = 槽位序号,与 simple_shader.frag 契约一致):
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// 槽位(binding = 槽位序号,与 simple_shader.frag 契约一致,glTF
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// metallic-roughness 工作流):
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// 0 albedo(BaseColor,sRGB) 1 normal(切线空间法线,线性)
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// 2 specular(高光强度/颜色,线性) 3 emissive(自发光,sRGB)
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// 2 metallicRoughness(线性:G=粗糙度,B=金属度,glTF 约定)
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// 3 emissive(自发光,sRGB) 4 材质参数 UBO(fragment)
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//
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// 纹理非拥有(Model 的纹理缓存持有);空槽由调用方传默认纹理
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//(白/平法线/黑/黑,Model 持有),shader 永远可以安全采样。
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// 纹理非拥有(Model 的纹理缓存持有);缺槽由调用方传默认纹理。
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// 因子(metallicFactor/roughnessFactor)乘在 MR 贴图上——无 MR 图的
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// 旧资产退化为纯因子(电介质 + 常数粗糙度)。
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//
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#ifndef HELLOVULKAN_MATERIAL_H
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#define HELLOVULKAN_MATERIAL_H
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#include <Engine/Core/Types.h>
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.hpp>
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#include <array>
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#include <string>
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namespace Engine
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{
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namespace Engine {
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class Device;
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class MemoryAllocator;
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class DescriptorManager;
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class Texture;
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class UniformBuffer;
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class Material
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{
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// 材质因子(乘 MR 贴图;无贴图时即最终值)
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struct MaterialParams {
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glm::vec4 factors{0.0f, 0.5f, 0.0f, 0.0f}; // x=metallic y=roughness
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};
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class Material {
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public:
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// 槽位序号(与 binding 对齐)
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enum Slot : u32 {
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Albedo = 0,
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Normal = 1,
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Specular = 2,
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MetallicRoughness = 2,
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Emissive = 3,
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kSlotCount = 4,
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kSlotCount = 4, // 纹理槽数
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kParamsBinding = 4, // 参数 UBO binding
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};
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Material(Device& device,
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Material(Device& device, MemoryAllocator& allocator,
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DescriptorManager& descriptorManager,
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vk::DescriptorSetLayout layout,
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const std::array<Texture*, kSlotCount>& textures);
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const std::array<Texture*, kSlotCount>& textures,
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const MaterialParams& params);
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~Material();
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Material(const Material&) = delete;
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@@ -49,12 +61,14 @@ namespace Engine
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vk::DescriptorSet GetDescriptorSet() const { return m_DescriptorSet; }
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Texture* GetTexture(Slot slot) const { return m_Textures[slot]; }
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// 材质缓存键:同贴图组合共享一份(Model 层使用)
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static std::string MakeCacheKey(const std::string paths[kSlotCount]);
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// 材质缓存键:同贴图组合+同因子共享一份(Model 层使用)
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static std::string MakeCacheKey(const std::string paths[kSlotCount],
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const MaterialParams& params);
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private:
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std::array<Texture*, kSlotCount> m_Textures{};
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vk::DescriptorSet m_DescriptorSet;
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Scope<UniformBuffer> m_ParamsBuffer; // per-slot 参数 ring(创建时写死)
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};
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} // namespace Engine
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@@ -64,10 +64,11 @@ namespace Engine
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Texture* GetOrLoadTexture(const std::string& path, bool srgb);
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// 材质缓存入口:同贴图组合共享同一 Material(一个描述符集),
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// 材质缓存入口:同贴图组合+因子共享同一 Material(一个描述符集),
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// 槽位路径为空/文件缺失折到对应默认纹理。路径已做反斜杠归一化。
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// paths 下标 = Material::Slot(albedo/normal/specular/emissive)
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Material* GetOrCreateMaterial(const std::string paths[Material::kSlotCount]);
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// paths 下标 = Material::Slot;params = metallic/roughness 因子
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Material* GetOrCreateMaterial(const std::string paths[Material::kSlotCount],
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const MaterialParams& params);
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Device& m_Device;
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MemoryAllocator& m_Allocator;
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@@ -49,7 +49,7 @@ namespace Engine {
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class Renderer {
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public:
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Renderer(Window& window);
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explicit Renderer(Window& window);
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~Renderer();
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Renderer(const Renderer&) = delete;
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@@ -28,10 +28,10 @@ namespace Engine {
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CommandManager& operator=(const CommandManager&) = delete;
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// 开始录制指定帧槽位的命令缓冲
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vk::CommandBuffer BeginFrame(u32 frameSlot);
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vk::CommandBuffer BeginFrame(u32 frameSlot) const;
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// 结束录制
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void EndFrame(u32 frameSlot);
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void EndFrame(u32 frameSlot) const;
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vk::CommandBuffer GetBuffer(u32 frameSlot) const { return m_Buffers[frameSlot]; }
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@@ -28,21 +28,21 @@ namespace Engine {
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DescriptorManager(const DescriptorManager&) = delete;
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DescriptorManager& operator=(const DescriptorManager&) = delete;
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vk::DescriptorSetLayout CreateLayout(const std::vector<DescriptorBinding>& bindings);
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vk::DescriptorSetLayout CreateLayout(const std::vector<DescriptorBinding>& bindings) const;
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vk::DescriptorSet AllocateDescriptorSet(vk::DescriptorSetLayout layout);
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void UpdateUniformBuffer(vk::DescriptorSet set, u32 binding,
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vk::Buffer buffer, u64 size);
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vk::Buffer buffer, u64 size) const;
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void UpdateStorageBuffer(vk::DescriptorSet set, u32 binding,
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vk::Buffer buffer, u64 size);
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vk::Buffer buffer, u64 size) const;
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void UpdateTexture(vk::DescriptorSet set, u32 binding,
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vk::Sampler sampler, vk::ImageView view);
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vk::Sampler sampler, vk::ImageView view) const;
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// 单个 set layout 的旧接口(保留)
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vk::PipelineLayout CreatePipelineLayout(vk::DescriptorSetLayout layout,
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u32 pushConstantSize);
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u32 pushConstantSize) const;
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// 多 set layout 的新接口。
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// push constant range 按程序级 vertex|fragment 声明(与
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@@ -50,7 +50,7 @@ namespace Engine {
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// push 调用点必须带同样的双 stage(VUID-01796)
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vk::PipelineLayout CreatePipelineLayout(
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const std::vector<vk::DescriptorSetLayout>& layouts,
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u32 pushConstantSize);
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u32 pushConstantSize) const;
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private:
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Device& m_Device;
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@@ -64,7 +64,7 @@ namespace Engine {
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// 每块的容量(set 数;各类型描述符数同值)
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static constexpr u32 kChunkSets = 4096;
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vk::DescriptorPool CreateChunk();
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vk::DescriptorPool CreateChunk() const;
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};
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} // namespace Engine
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@@ -39,12 +39,12 @@ namespace Engine {
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ShaderObject CreateFromSPIRV(const std::vector<u32>& spirv,
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vk::ShaderStageFlagBits stage,
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const std::vector<vk::DescriptorSetLayout>& layouts = {},
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u32 pushConstantSize = 0);
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u32 pushConstantSize = 0) const;
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void Destroy(const ShaderObject& shader);
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void Destroy(const ShaderObject& shader) const;
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private:
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std::vector<u32> ReadSPIRV(const std::string& path);
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static std::vector<u32> ReadSPIRV(const std::string& path);
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Device& m_Device;
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};
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@@ -35,8 +35,8 @@ namespace Engine {
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vk::Fence GetFrameFence(u32 frameIndex) const { return m_FrameFences[frameIndex]; }
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// 等待并重置这一帧的 Fence
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void WaitFence(u32 frameIndex); // 只等,不 reset
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void ResetFence(u32 frameIndex); // 只 reset
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void WaitFence(u32 frameIndex) const; // 只等,不 reset
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void ResetFence(u32 frameIndex) const; // 只 reset
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private:
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Device& m_Device;
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@@ -39,7 +39,7 @@ namespace Engine {
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u64 GetSize() const { return m_Size; }
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// 写入指定帧槽位的 UBO(仅在该槽位 fence 确认完成后调用)
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void Update(u32 frameSlot, const void* data, u64 size);
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void Update(u32 frameSlot, const void* data, u64 size) const;
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private:
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std::vector<Scope<Buffer>> m_Buffers;
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+16
-16
@@ -18,7 +18,7 @@ namespace Engine
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// ============ 资源计数 ============
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void Stats::AddTexture(u64 bytes)
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void Stats::AddTexture(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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m_TextureCount++;
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@@ -27,7 +27,7 @@ namespace Engine
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m_TotalAllocation += bytes;
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}
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void Stats::RemoveTexture(u64 bytes)
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void Stats::RemoveTexture(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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if (m_TextureCount > 0) m_TextureCount--;
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@@ -36,27 +36,27 @@ namespace Engine
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m_TotalDeallocation += bytes;
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}
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void Stats::AddMesh(u64 vertexBytes, u64 indexBytes)
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void Stats::AddMesh(const u64 vertexBytes, const u64 indexBytes)
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{
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std::lock_guard lock(m_Mutex);
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m_MeshCount++;
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u64 total = vertexBytes + indexBytes;
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const u64 total = vertexBytes + indexBytes;
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m_MeshBytes += total;
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m_FrameAllocation += total;
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m_TotalAllocation += total;
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}
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void Stats::RemoveMesh(u64 vertexBytes, u64 indexBytes)
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void Stats::RemoveMesh(const u64 vertexBytes, const u64 indexBytes)
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{
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std::lock_guard lock(m_Mutex);
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if (m_MeshCount > 0) m_MeshCount--;
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u64 total = vertexBytes + indexBytes;
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const u64 total = vertexBytes + indexBytes;
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if (m_MeshBytes >= total) m_MeshBytes -= total;
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m_FrameDeallocation += total;
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m_TotalDeallocation += total;
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}
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void Stats::AddBuffer(u64 bytes)
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void Stats::AddBuffer(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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m_BufferCount++;
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@@ -65,7 +65,7 @@ namespace Engine
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m_TotalAllocation += bytes;
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}
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void Stats::RemoveBuffer(u64 bytes)
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void Stats::RemoveBuffer(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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if (m_BufferCount > 0) m_BufferCount--;
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@@ -74,25 +74,25 @@ namespace Engine
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m_TotalDeallocation += bytes;
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}
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void Stats::AddMemoryBlock(u64 bytes)
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void Stats::AddMemoryBlock(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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m_MemoryBlockBytes += bytes;
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}
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void Stats::RemoveMemoryBlock(u64 bytes)
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void Stats::RemoveMemoryBlock(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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if (m_MemoryBlockBytes >= bytes) m_MemoryBlockBytes -= bytes;
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}
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void Stats::AddMemoryUsed(u64 bytes)
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void Stats::AddMemoryUsed(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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m_MemoryUsedBytes += bytes;
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}
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void Stats::RemoveMemoryUsed(u64 bytes)
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void Stats::RemoveMemoryUsed(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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if (m_MemoryUsedBytes >= bytes) m_MemoryUsedBytes -= bytes;
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@@ -111,14 +111,14 @@ namespace Engine
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{
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}
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|
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void Stats::AddAllocation(u64 bytes)
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void Stats::AddAllocation(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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m_FrameAllocation += bytes;
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m_TotalAllocation += bytes;
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}
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|
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void Stats::AddDeallocation(u64 bytes)
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void Stats::AddDeallocation(const u64 bytes)
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{
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std::lock_guard lock(m_Mutex);
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m_FrameDeallocation += bytes;
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@@ -206,13 +206,13 @@ namespace Engine
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// ============ 打印 ============
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static double MB(u64 bytes) { return bytes / (1024.0 * 1024.0); }
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static double MB(const u64 bytes) { return bytes / (1024.0 * 1024.0); }
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void Stats::Print() const
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{
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std::lock_guard lock(m_Mutex);
|
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auto proc = ReadProcessMemory();
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const auto proc = ReadProcessMemory();
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|
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ENGINE_INFO("========== Resource Stats ==========");
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ENGINE_INFO("Textures: {:>4} ({:.2f} MB)", m_TextureCount, MB(m_TextureBytes));
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|
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@@ -156,7 +156,7 @@ namespace Engine
|
||||
glfwPollEvents();
|
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}
|
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|
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vk::SurfaceKHR Window::CreateSurface(vk::Instance instance)
|
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vk::SurfaceKHR Window::CreateSurface(const vk::Instance instance) const
|
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{
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VkSurfaceKHR surface;
|
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if (glfwCreateWindowSurface(instance, m_Window, nullptr, &surface) != VK_SUCCESS)
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@@ -167,7 +167,7 @@ namespace Engine
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return surface;
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}
|
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|
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void Window::DestroySurface(vk::Instance instance, vk::SurfaceKHR surface)
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void Window::DestroySurface(const vk::Instance instance, const vk::SurfaceKHR surface)
|
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{
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instance.destroySurfaceKHR(surface);
|
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}
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@@ -184,14 +184,14 @@ namespace Engine
|
||||
glfwGetFramebufferSize(m_Window, &width, &height);
|
||||
}
|
||||
|
||||
bool Window::IsKeyPressed(int key) const
|
||||
bool Window::IsKeyPressed(const int key) const
|
||||
{
|
||||
// UI 捕获键盘时,轮询接口同样静默(相机等轮询型消费方)
|
||||
if (m_KeyboardCapture && m_KeyboardCapture()) return false;
|
||||
return glfwGetKey(m_Window, key) == GLFW_PRESS;
|
||||
}
|
||||
|
||||
void Window::GetMouseDelta(float& dx, float& dy)
|
||||
void Window::GetMouseDelta(float& dx, float& dy) const
|
||||
{
|
||||
double mx, my;
|
||||
glfwGetCursorPos(m_Window, &mx, &my);
|
||||
|
||||
@@ -7,14 +7,17 @@
|
||||
#include <Engine/Vulkan/MemoryAllocator.h>
|
||||
#include <Engine/Vulkan/DescriptorManager.h>
|
||||
#include <Engine/Vulkan/Texture.h>
|
||||
#include <Engine/Vulkan/UniformBuffer.h>
|
||||
#include <Engine/Core/FrameContext.h>
|
||||
#include <Engine/Core/Log.h>
|
||||
|
||||
namespace Engine
|
||||
{
|
||||
Material::Material(Device& device,
|
||||
Material::Material(Device& device, MemoryAllocator& allocator,
|
||||
DescriptorManager& descriptorManager,
|
||||
vk::DescriptorSetLayout layout,
|
||||
const std::array<Texture*, kSlotCount>& textures)
|
||||
const std::array<Texture*, kSlotCount>& textures,
|
||||
const MaterialParams& params)
|
||||
: m_Textures(textures)
|
||||
{
|
||||
m_DescriptorSet = descriptorManager.AllocateDescriptorSet(layout);
|
||||
@@ -25,18 +28,31 @@ namespace Engine
|
||||
m_Textures[slot]->GetSampler(),
|
||||
m_Textures[slot]->GetView());
|
||||
}
|
||||
|
||||
// 材质参数:per-slot ring,创建时写死(参数静态,无每帧更新)
|
||||
m_ParamsBuffer = CreateScope<UniformBuffer>(
|
||||
device, allocator, sizeof(MaterialParams), kMaxFramesInFlight);
|
||||
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
|
||||
m_ParamsBuffer->Update(slot, ¶ms, sizeof(params));
|
||||
descriptorManager.UpdateUniformBuffer(
|
||||
m_DescriptorSet, kParamsBinding,
|
||||
m_ParamsBuffer->Get(slot), m_ParamsBuffer->GetSize());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Material::~Material() = default;
|
||||
|
||||
std::string Material::MakeCacheKey(const std::string paths[kSlotCount])
|
||||
std::string Material::MakeCacheKey(const std::string paths[kSlotCount],
|
||||
const MaterialParams& params)
|
||||
{
|
||||
std::string key;
|
||||
for (u32 slot = 0; slot < kSlotCount; ++slot) {
|
||||
if (slot) key += '\n';
|
||||
key += paths[slot];
|
||||
key += '\n';
|
||||
}
|
||||
key += "f:" + std::to_string(params.factors.x) +
|
||||
"," + std::to_string(params.factors.y);
|
||||
return key;
|
||||
}
|
||||
} // namespace Engine
|
||||
|
||||
@@ -38,13 +38,13 @@ Model::~Model() = default;
|
||||
void Model::InitDefaultTextures()
|
||||
{
|
||||
// 各材质槽位的兜底纹理(1x1,开销可忽略):
|
||||
// albedo 白(受光) / normal 平法线 (0.5,0.5,1) / specular 黑 / emissive 黑
|
||||
// albedo 白 / MR 平参数(roughness 0.5, metallic 0)/ emissive 黑
|
||||
m_DefaultTextures[Material::Albedo] =
|
||||
Texture::CreateSolidColor(m_Device, m_Allocator, 255, 255, 255);
|
||||
m_DefaultTextures[Material::MetallicRoughness] =
|
||||
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 128, 0, false);
|
||||
m_DefaultTextures[Material::Normal] =
|
||||
Texture::CreateSolidColor(m_Device, m_Allocator, 128, 128, 255, false);
|
||||
m_DefaultTextures[Material::Specular] =
|
||||
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 0, 0, false);
|
||||
m_DefaultTextures[Material::Emissive] =
|
||||
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 0, 0);
|
||||
}
|
||||
@@ -74,7 +74,7 @@ Model::Model(Device& device, MemoryAllocator& allocator,
|
||||
|
||||
// 材质/纹理生命周期随模型(缓存持有)
|
||||
std::string paths[Material::kSlotCount] = {"", "", "", ""};
|
||||
Material* mat = GetOrCreateMaterial(paths); // 全默认材质
|
||||
Material* mat = GetOrCreateMaterial(paths, MaterialParams{}); // 全默认材质
|
||||
|
||||
m_Meshes.push_back(CreateScope<Mesh>(
|
||||
m_Device, m_Allocator, vertices, indices, mat));
|
||||
@@ -148,9 +148,10 @@ Texture* Model::GetOrLoadTexture(const std::string& rawPath, bool srgb)
|
||||
return ptr;
|
||||
}
|
||||
|
||||
Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCount])
|
||||
Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCount],
|
||||
const MaterialParams& params)
|
||||
{
|
||||
const std::string key = Material::MakeCacheKey(paths);
|
||||
const std::string key = Material::MakeCacheKey(paths, params);
|
||||
if (auto it = m_MaterialCache.find(key); it != m_MaterialCache.end()) {
|
||||
return it->second.get();
|
||||
}
|
||||
@@ -169,7 +170,8 @@ Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCoun
|
||||
}
|
||||
|
||||
auto mat = CreateScope<Material>(
|
||||
m_Device, m_DescriptorManager, m_TextureLayout, textures);
|
||||
m_Device, m_Allocator, m_DescriptorManager, m_TextureLayout,
|
||||
textures, params);
|
||||
Material* ptr = mat.get();
|
||||
m_MaterialCache.emplace(key, std::move(mat));
|
||||
return ptr;
|
||||
@@ -225,18 +227,20 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
|
||||
}
|
||||
}
|
||||
|
||||
// 读取材质纹理路径(4 槽:albedo/normal/specular/emissive)
|
||||
// 读取材质纹理路径(PBR metallic-roughness 槽位)+ 金属度/粗糙度因子
|
||||
std::string texPaths[Material::kSlotCount];
|
||||
MaterialParams params;
|
||||
|
||||
if (mesh->mMaterialIndex >= 0) {
|
||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
const std::filesystem::path modelDir =
|
||||
std::filesystem::path(m_ModelPath).parent_path();
|
||||
|
||||
// glTF 的 metallicRoughness 贴图落在 aiTextureType_UNKNOWN
|
||||
const std::pair<aiTextureType, u32> slots[] = {
|
||||
{aiTextureType_DIFFUSE, Material::Albedo},
|
||||
{aiTextureType_NORMALS, Material::Normal},
|
||||
{aiTextureType_SPECULAR, Material::Specular},
|
||||
{aiTextureType_UNKNOWN, Material::MetallicRoughness},
|
||||
{aiTextureType_EMISSIVE, Material::Emissive},
|
||||
};
|
||||
|
||||
@@ -247,10 +251,17 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
|
||||
texPaths[slot] = (modelDir / path.C_Str()).string();
|
||||
}
|
||||
}
|
||||
|
||||
// PBR 因子(glTF2 材质属性;旧资产无此键 → 默认电介质 0/0.5)
|
||||
ai_real metallic = 0.0f, roughness = 0.5f;
|
||||
material->Get(AI_MATKEY_METALLIC_FACTOR, metallic);
|
||||
material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness);
|
||||
params.factors = glm::vec4(static_cast<f32>(metallic),
|
||||
static_cast<f32>(roughness), 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
// 材质缓存:同贴图组合 → 同一 Material(一个描述符集),mesh 数 ≠ 集数
|
||||
Material* mat = GetOrCreateMaterial(texPaths);
|
||||
// 材质缓存:同贴图组合+因子 → 同一 Material(一个描述符集)
|
||||
Material* mat = GetOrCreateMaterial(texPaths, params);
|
||||
|
||||
return CreateScope<Mesh>(
|
||||
m_Device, m_Allocator, vertices, indices, mat);
|
||||
|
||||
@@ -32,14 +32,17 @@ namespace Engine::Passes
|
||||
};
|
||||
uboSetLayout = descriptors.CreateLayout(uboBindings);
|
||||
|
||||
// Set 1: 材质纹理槽(binding = Material::Slot:0 albedo / 1 normal /
|
||||
// 2 specular / 3 emissive)
|
||||
// Set 1: PBR 材质纹理槽(binding = Material::Slot:0 albedo /
|
||||
// 1 normal / 2 metallicRoughness / 3 emissive)+ 参数 UBO(binding 4)
|
||||
std::vector<DescriptorBinding> texBindings;
|
||||
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
|
||||
texBindings.push_back(
|
||||
{slot, vk::DescriptorType::eCombinedImageSampler,
|
||||
vk::ShaderStageFlagBits::eFragment});
|
||||
}
|
||||
texBindings.push_back(
|
||||
{Material::kParamsBinding, vk::DescriptorType::eUniformBuffer,
|
||||
vk::ShaderStageFlagBits::eFragment});
|
||||
textureSetLayout = descriptors.CreateLayout(texBindings);
|
||||
|
||||
// Set 2: CSM 级联阴影图(fragment 采样,binding = 级联序号)
|
||||
|
||||
@@ -14,9 +14,9 @@
|
||||
namespace Engine {
|
||||
|
||||
Buffer::Buffer(Device& device, MemoryAllocator& allocator,
|
||||
vk::DeviceSize size, vk::BufferUsageFlags usage,
|
||||
vk::MemoryPropertyFlags memProps)
|
||||
: m_Device(device), m_Allocator(allocator) , m_Size(size)
|
||||
const vk::DeviceSize size, const vk::BufferUsageFlags usage,
|
||||
const vk::MemoryPropertyFlags memProps)
|
||||
: m_Device(device), m_Size(size) , m_Allocator(allocator)
|
||||
{
|
||||
// VMA 惯用法:创建 + 分配 + 绑定一步完成;
|
||||
// HOST_VISIBLE 时持久映射,MappedPtr 直接可用
|
||||
@@ -33,7 +33,7 @@ namespace Engine {
|
||||
STATS.RemoveBuffer(m_Size);
|
||||
}
|
||||
|
||||
void Buffer::Upload(const void* data, vk::DeviceSize size, vk::DeviceSize offset)
|
||||
void Buffer::Upload(const void* data, const vk::DeviceSize size, const vk::DeviceSize offset) const
|
||||
{
|
||||
if (!m_MappedPtr) {
|
||||
ENGINE_ERROR("Buffer::Upload: buffer is not host visible");
|
||||
|
||||
@@ -35,9 +35,9 @@ namespace Engine {
|
||||
m_Device.GetDevice().destroyCommandPool(m_Pool);
|
||||
}
|
||||
|
||||
vk::CommandBuffer CommandManager::BeginFrame(u32 frameSlot)
|
||||
vk::CommandBuffer CommandManager::BeginFrame(const u32 frameSlot) const
|
||||
{
|
||||
auto cmd = m_Buffers[frameSlot];
|
||||
const auto cmd = m_Buffers[frameSlot];
|
||||
cmd.reset();
|
||||
|
||||
vk::CommandBufferBeginInfo beginInfo;
|
||||
@@ -47,7 +47,7 @@ namespace Engine {
|
||||
return cmd;
|
||||
}
|
||||
|
||||
void CommandManager::EndFrame(u32 frameSlot)
|
||||
void CommandManager::EndFrame(const u32 frameSlot) const
|
||||
{
|
||||
m_Buffers[frameSlot].end();
|
||||
}
|
||||
|
||||
@@ -18,12 +18,12 @@ namespace Engine
|
||||
|
||||
DescriptorManager::~DescriptorManager()
|
||||
{
|
||||
for (auto pool : m_Pools) {
|
||||
for (const auto pool : m_Pools) {
|
||||
m_Device.GetDevice().destroyDescriptorPool(pool);
|
||||
}
|
||||
}
|
||||
|
||||
vk::DescriptorPool DescriptorManager::CreateChunk()
|
||||
vk::DescriptorPool DescriptorManager::CreateChunk() const
|
||||
{
|
||||
std::array<vk::DescriptorPoolSize, 3> poolSizes = {
|
||||
vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, kChunkSets),
|
||||
@@ -39,7 +39,7 @@ namespace Engine
|
||||
return m_Device.GetDevice().createDescriptorPool(poolInfo);
|
||||
}
|
||||
|
||||
vk::DescriptorSetLayout DescriptorManager::CreateLayout(const std::vector<DescriptorBinding>& bindings)
|
||||
vk::DescriptorSetLayout DescriptorManager::CreateLayout(const std::vector<DescriptorBinding>& bindings) const
|
||||
{
|
||||
std::vector<vk::DescriptorSetLayoutBinding> vkBindings;
|
||||
for (auto& b : bindings)
|
||||
@@ -80,8 +80,8 @@ namespace Engine
|
||||
}
|
||||
}
|
||||
|
||||
void DescriptorManager::UpdateUniformBuffer(vk::DescriptorSet set, u32 binding,
|
||||
vk::Buffer buffer, u64 size)
|
||||
void DescriptorManager::UpdateUniformBuffer(const vk::DescriptorSet set, const u32 binding,
|
||||
const vk::Buffer buffer, const u64 size) const
|
||||
{
|
||||
vk::DescriptorBufferInfo bufferInfo;
|
||||
bufferInfo.setBuffer(buffer).setOffset(0).setRange(size);
|
||||
@@ -97,8 +97,8 @@ namespace Engine
|
||||
m_Device.GetDevice().updateDescriptorSets(write, {});
|
||||
}
|
||||
|
||||
void DescriptorManager::UpdateStorageBuffer(vk::DescriptorSet set, u32 binding,
|
||||
vk::Buffer buffer, u64 size)
|
||||
void DescriptorManager::UpdateStorageBuffer(const vk::DescriptorSet set, const u32 binding,
|
||||
const vk::Buffer buffer, const u64 size) const
|
||||
{
|
||||
vk::DescriptorBufferInfo bufferInfo;
|
||||
bufferInfo.setBuffer(buffer).setOffset(0).setRange(size);
|
||||
@@ -114,8 +114,8 @@ namespace Engine
|
||||
m_Device.GetDevice().updateDescriptorSets(write, {});
|
||||
}
|
||||
|
||||
void DescriptorManager::UpdateTexture(vk::DescriptorSet set, u32 binding,
|
||||
vk::Sampler sampler, vk::ImageView view)
|
||||
void DescriptorManager::UpdateTexture(const vk::DescriptorSet set, const u32 binding,
|
||||
const vk::Sampler sampler, const vk::ImageView view) const
|
||||
{
|
||||
vk::DescriptorImageInfo imageInfo;
|
||||
imageInfo.setSampler(sampler)
|
||||
@@ -134,7 +134,7 @@ namespace Engine
|
||||
}
|
||||
|
||||
vk::PipelineLayout DescriptorManager::CreatePipelineLayout(vk::DescriptorSetLayout layout,
|
||||
const u32 pushConstantSize)
|
||||
const u32 pushConstantSize) const
|
||||
{
|
||||
vk::PipelineLayoutCreateInfo info;
|
||||
info.setSetLayouts(layout);
|
||||
@@ -154,7 +154,7 @@ namespace Engine
|
||||
}
|
||||
|
||||
vk::PipelineLayout DescriptorManager::CreatePipelineLayout(const std::vector<vk::DescriptorSetLayout>& layouts,
|
||||
u32 pushConstantSize)
|
||||
const u32 pushConstantSize) const
|
||||
{
|
||||
vk::PipelineLayoutCreateInfo info;
|
||||
info.setSetLayouts(layouts);
|
||||
|
||||
@@ -21,11 +21,11 @@ ShaderManager::~ShaderManager()
|
||||
}
|
||||
|
||||
ShaderObject ShaderManager::CreateFromFile(const std::string& spvPath,
|
||||
vk::ShaderStageFlagBits stage,
|
||||
const vk::ShaderStageFlagBits stage,
|
||||
const std::vector<vk::DescriptorSetLayout>& layouts,
|
||||
u32 pushConstantSize)
|
||||
const u32 pushConstantSize)
|
||||
{
|
||||
auto spirv = ReadSPIRV(spvPath);
|
||||
const auto spirv = ReadSPIRV(spvPath);
|
||||
if (spirv.empty()) {
|
||||
ENGINE_ERROR("Failed to read SPIR-V: {}", spvPath);
|
||||
return { nullptr, stage };
|
||||
@@ -34,9 +34,9 @@ ShaderObject ShaderManager::CreateFromFile(const std::string& spvPath,
|
||||
}
|
||||
|
||||
ShaderObject ShaderManager::CreateFromSPIRV(const std::vector<u32>& spirv,
|
||||
vk::ShaderStageFlagBits stage,
|
||||
const vk::ShaderStageFlagBits stage,
|
||||
const std::vector<vk::DescriptorSetLayout>& layouts,
|
||||
u32 pushConstantSize)
|
||||
const u32 pushConstantSize) const
|
||||
{
|
||||
vk::ShaderStageFlags nextStage = {};
|
||||
if (stage == vk::ShaderStageFlagBits::eVertex) {
|
||||
@@ -70,7 +70,7 @@ ShaderObject ShaderManager::CreateFromSPIRV(const std::vector<u32>& spirv,
|
||||
|
||||
vk::ShaderEXT shader;
|
||||
try {
|
||||
auto result = m_Device.GetDevice().createShadersEXT(createInfo);
|
||||
const auto result = m_Device.GetDevice().createShadersEXT(createInfo);
|
||||
shader = result.value[0];
|
||||
}
|
||||
catch (const vk::SystemError& e) {
|
||||
@@ -81,7 +81,7 @@ ShaderObject ShaderManager::CreateFromSPIRV(const std::vector<u32>& spirv,
|
||||
return { shader, stage };
|
||||
}
|
||||
|
||||
void ShaderManager::Destroy(const ShaderObject& shader)
|
||||
void ShaderManager::Destroy(const ShaderObject& shader) const
|
||||
{
|
||||
if (shader.Handle) {
|
||||
m_Device.GetDevice().destroyShaderEXT(shader.Handle);
|
||||
@@ -96,7 +96,7 @@ std::vector<u32> ShaderManager::ReadSPIRV(const std::string& path)
|
||||
return {};
|
||||
}
|
||||
|
||||
size_t size = file.tellg();
|
||||
const size_t size = file.tellg();
|
||||
std::vector<u32> buffer(size / sizeof(u32));
|
||||
file.seekg(0);
|
||||
file.read(reinterpret_cast<char*>(buffer.data()), size);
|
||||
|
||||
@@ -14,7 +14,7 @@ namespace Engine {
|
||||
SyncManager::SyncManager(Device& device, u32 maxFramesInFlight, u32 imageCount)
|
||||
: m_Device(device)
|
||||
{
|
||||
vk::SemaphoreCreateInfo semInfo;
|
||||
const vk::SemaphoreCreateInfo semInfo;
|
||||
|
||||
// 每帧一个 ImageAvailable
|
||||
m_ImageAvailable.resize(maxFramesInFlight);
|
||||
@@ -48,7 +48,7 @@ namespace Engine {
|
||||
for (auto s : m_RenderFinished) vkDevice.destroySemaphore(s);
|
||||
}
|
||||
|
||||
void SyncManager::WaitFence(u32 frameIndex)
|
||||
void SyncManager::WaitFence(const u32 frameIndex) const
|
||||
{
|
||||
auto result = m_Device.GetDevice().waitForFences(
|
||||
m_FrameFences[frameIndex], VK_TRUE, std::numeric_limits<u64>::max());
|
||||
@@ -57,7 +57,7 @@ namespace Engine {
|
||||
}
|
||||
}
|
||||
|
||||
void SyncManager::ResetFence(u32 frameIndex)
|
||||
void SyncManager::ResetFence(const u32 frameIndex) const
|
||||
{
|
||||
m_Device.GetDevice().resetFences(m_FrameFences[frameIndex]);
|
||||
}
|
||||
|
||||
@@ -219,7 +219,7 @@ namespace Engine
|
||||
// DDS → Vulkan 格式映射。sRGB 语义由贴图槽位决定(渲染侧职责):
|
||||
// 颜色图(BaseColor/Emissive)→ SRGB 变体
|
||||
// 数据图(Normal/Specular 等线性槽位)→ UNORM
|
||||
vk::Format ToVkFormat(Assets::Dds::DdsFormat f, bool srgb)
|
||||
vk::Format ToVkFormat(const Assets::Dds::DdsFormat f, const bool srgb)
|
||||
{
|
||||
using DF = Assets::Dds::DdsFormat;
|
||||
switch (f) {
|
||||
@@ -279,9 +279,10 @@ namespace Engine
|
||||
std::vector<vk::DeviceSize> offsets(m_MipLevels);
|
||||
{
|
||||
vk::DeviceSize off = 0;
|
||||
auto* dst = static_cast<u8*>(stagingAlloc.MappedPtr);
|
||||
for (u32 mip = 0; mip < m_MipLevels; ++mip) {
|
||||
offsets[mip] = off;
|
||||
std::memcpy(stagingAlloc.MappedPtr + off,
|
||||
std::memcpy(dst + off,
|
||||
data.Mips[mip].data(), data.Mips[mip].size());
|
||||
off += data.Mips[mip].size();
|
||||
}
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace Engine {
|
||||
ENGINE_INFO("UniformBuffer created: {} bytes x {} frames", size, frameCount);
|
||||
}
|
||||
|
||||
void UniformBuffer::Update(u32 frameSlot, const void* data, u64 size)
|
||||
void UniformBuffer::Update(const u32 frameSlot, const void* data, const u64 size) const
|
||||
{
|
||||
m_Buffers[frameSlot]->Upload(data, size);
|
||||
}
|
||||
|
||||
+56
-18
@@ -1,6 +1,7 @@
|
||||
#version 450
|
||||
|
||||
const int MAX_LIGHTS = 4;
|
||||
const float PI = 3.14159265359;
|
||||
|
||||
struct Light {
|
||||
vec4 color; // rgb = 颜色,a = 强度
|
||||
@@ -35,18 +36,20 @@ layout(set = 0, binding = 0) uniform UniformBufferObject {
|
||||
// 材质纹理槽(binding = Material::Slot)
|
||||
layout(set = 1, binding = 0) uniform sampler2D albedoMap;
|
||||
layout(set = 1, binding = 1) uniform sampler2D normalMap;
|
||||
layout(set = 1, binding = 2) uniform sampler2D specularMap;
|
||||
layout(set = 1, binding = 2) uniform sampler2D metallicRoughnessMap; // G=粗糙度 B=金属度
|
||||
layout(set = 1, binding = 3) uniform sampler2D emissiveMap;
|
||||
layout(set = 1, binding = 4) uniform MaterialParams {
|
||||
vec4 factors; // x = metallic 因子,y = roughness 因子
|
||||
} matParams;
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2D shadowMap0; // CSM 级联 0(最近)
|
||||
layout(set = 2, binding = 1) uniform sampler2D shadowMap1; // 级联 1
|
||||
layout(set = 2, binding = 2) uniform sampler2D shadowMap2; // 级联 2(最远)
|
||||
|
||||
// 第 0 盏灯(KeyLight)的 CSM 阴影因子:0.3 影中 / 1.0 受光。
|
||||
// 第 0 盏方向光(KeyLight)的 CSM 阴影因子:0.3 影中 / 1.0 受光。
|
||||
// 级联按视图深度选择;采样器均 clamp-to-border 白色:
|
||||
// 光视锥外自动 1.0(无阴影),省出界分支。
|
||||
float ShadowFactor(vec3 N, float viewDepth) {
|
||||
// 级联选择:第一个 viewDepth < split 的级联
|
||||
int cascade = 2;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
if (viewDepth < ubo.cascadeSplits[i]) { cascade = i; break; }
|
||||
@@ -54,7 +57,6 @@ float ShadowFactor(vec3 N, float viewDepth) {
|
||||
|
||||
vec4 ls = ubo.lightSpace[cascade] * vec4(fragWorldPos, 1.0);
|
||||
vec3 proj = ls.xyz / ls.w;
|
||||
// NDC [-1,1] → UV [0,1](ortho 的 w=1)
|
||||
vec2 uv = proj.xy * 0.5 + 0.5;
|
||||
|
||||
float closest;
|
||||
@@ -62,7 +64,6 @@ float ShadowFactor(vec3 N, float viewDepth) {
|
||||
else if (cascade == 1) closest = texture(shadowMap1, uv).r;
|
||||
else closest = texture(shadowMap2, uv).r;
|
||||
|
||||
// 斜率缩放 bias:掠射面用更大的 bias 压 acne
|
||||
vec3 L = normalize(-ubo.lights[0].direction.xyz);
|
||||
float bias = max(0.004 * (1.0 - dot(N, L)), 0.0012);
|
||||
|
||||
@@ -83,15 +84,39 @@ vec3 MappedNormal(vec3 geomN, vec3 T, vec2 uv) {
|
||||
return normalize(nT * sampled.x + B * sampled.y + N * sampled.z);
|
||||
}
|
||||
|
||||
// ---- Cook-Torrance BRDF 各项 ----
|
||||
float DistributionGGX(float NdotH, float roughness) {
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float d = NdotH * NdotH * (a2 - 1.0) + 1.0;
|
||||
return a2 / (PI * d * d);
|
||||
}
|
||||
|
||||
float GeometrySmith(float NdotV, float NdotL, float roughness) {
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0; // 解析光源用此 k(IBL 才用 IBL 版本)
|
||||
float gv = NdotV / (NdotV * (1.0 - k) + k);
|
||||
float gl = NdotL / (NdotL * (1.0 - k) + k);
|
||||
return gv * gl;
|
||||
}
|
||||
|
||||
vec3 FresnelSchlick(float cosTheta, vec3 F0) {
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 albedo = texture(albedoMap, fragUV).rgb;
|
||||
float specIntensity = texture(specularMap, fragUV).r;
|
||||
vec4 mr = texture(metallicRoughnessMap, fragUV);
|
||||
float roughness = clamp(mr.g * matParams.factors.y, 0.045, 1.0);
|
||||
float metallic = clamp(mr.b * matParams.factors.x, 0.0, 1.0);
|
||||
vec3 emissive = texture(emissiveMap, fragUV).rgb;
|
||||
|
||||
vec3 N = MappedNormal(normalize(fragNormal), fragTangent, fragUV);
|
||||
vec3 V = normalize(ubo.cameraPos.xyz - fragWorldPos);
|
||||
float NdotV = max(dot(N, V), 1e-4);
|
||||
vec3 F0 = mix(vec3(0.04), albedo, metallic); // 电介质基准反射率 4%
|
||||
|
||||
vec3 result = ubo.ambientColor.rgb * albedo;
|
||||
vec3 Lo = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; ++i) {
|
||||
// 按类型分支:方向光无衰减;点光方向指向光源 + 平方距离衰减
|
||||
@@ -100,32 +125,45 @@ void main() {
|
||||
if (ubo.lights[i].params.x > 0.5) {
|
||||
vec3 toLight = ubo.lights[i].position.xyz - fragWorldPos;
|
||||
float d = length(toLight);
|
||||
if (d >= ubo.lights[i].params.y) continue; // 衰减半径外,跳过
|
||||
if (d >= ubo.lights[i].params.y) continue;
|
||||
L = toLight / d;
|
||||
float a = clamp(1.0 - (d * d) /
|
||||
(ubo.lights[i].params.y * ubo.lights[i].params.y),
|
||||
0.0, 1.0);
|
||||
atten = a * a; // 平方衰减,边缘更柔和
|
||||
atten = a * a;
|
||||
} else {
|
||||
L = normalize(-ubo.lights[i].direction.xyz);
|
||||
}
|
||||
|
||||
float diff = max(dot(N, L), 0.0);
|
||||
// Blinn-Phong 高光(半程向量;specular 图做强度系数)
|
||||
vec3 H = normalize(L + V);
|
||||
float spec = pow(max(dot(N, H), 0.0), 32.0) * specIntensity;
|
||||
vec3 radiance = ubo.lights[i].color.rgb * ubo.lights[i].color.a * atten;
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
if (NdotL <= 0.0) continue;
|
||||
|
||||
// Cook-Torrance 镜面项
|
||||
vec3 H = normalize(V + L);
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = max(dot(H, V), 0.0);
|
||||
float D = DistributionGGX(NdotH, roughness);
|
||||
float G = GeometrySmith(NdotV, NdotL, roughness);
|
||||
vec3 F = FresnelSchlick(NdotH2, F0);
|
||||
|
||||
vec3 kS = F;
|
||||
vec3 kD = (1.0 - kS) * (1.0 - metallic); // 金属不参与漫反射
|
||||
vec3 specular = (D * G * F) /
|
||||
max(4.0 * NdotV * NdotL, 1e-4);
|
||||
|
||||
// 阴影只来自第 0 盏方向光(CSM)
|
||||
float shade = (i == 0 && ubo.lights[0].params.x < 0.5)
|
||||
? ShadowFactor(N, fragViewDepth) : 1.0;
|
||||
|
||||
result += ubo.lights[i].color.rgb * ubo.lights[i].color.a *
|
||||
(albedo * diff + vec3(spec)) * atten * shade;
|
||||
Lo += (kD * albedo / PI + specular) * radiance * NdotL * shade;
|
||||
}
|
||||
|
||||
// 自发光不经光照/阴影直接叠加
|
||||
result += emissive;
|
||||
// 环境光:无 IBL 的简化版(半球常数);后续 IBL 替换
|
||||
vec3 ambient = ubo.ambientColor.rgb * albedo;
|
||||
|
||||
outColor = vec4(result, 1.0);
|
||||
vec3 color = ambient + Lo + emissive;
|
||||
|
||||
outColor = vec4(color, 1.0);
|
||||
outVelocity = fragVelocity;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user