feat: 引入 RenderGraph、Application 框架、ECS 与资产句柄系统

架构分层(自上而下):
  App(SandboxApp) → Application(生命周期+事件) → Scene(ECS) / AssetManager(句柄) → Renderer → RenderGraph → Vulkan 模块

- RenderGraph:声明式帧图。虚拟资源+生成号句柄、死 pass 剔除、
  拓扑排序、资源生命周期、barrier 编译期预算(Synchronization2)、
  物理镜像池按帧槽位隔离(帧间竞争从根上消除)
- 帧同步修复:per-frame-slot 命令缓冲与 UBO ring(原先单份存在
  数据竞争);统一 kMaxFramesInFlight / FrameContext
- Application:生命周期钩子(OnInit/OnUpdate/OnRender/OnShutdown)
  + 事件系统(GLFW 回调 → POD 事件 → 类型化钩子);main 只 new 派生类
- ECS:自研稀疏集 Registry(Entity=(index,generation) 防悬空,
  O(1) 增删查,Each 取最小池遍历);Scene 延迟销毁队列;
  IdComponent{UUID} 稳定外部身份
- Assets:AssetManager + AssetHandle。组件存句柄不存裸指针/Ref
  (单一所有者 + 多使用者),Renderer 删除 LoadModel 改为纯消费
- 修复退出析构:成员析构前 GPU waitIdle(资产层先于 Renderer
  析构导致 VUID-00922 资源销毁时仍在使用)
- 引入 entt 子模块备用

validation 全程零错误零警告(RTX 5060 实测)
This commit is contained in:
2026-09-22 13:46:05 +08:00
parent 7d628f8d8a
commit 8afdd9b245
33 changed files with 3013 additions and 561 deletions
+20 -7
View File
@@ -3,19 +3,25 @@ add_executable(HelloVulkan main.cpp)
target_link_libraries(HelloVulkan PRIVATE Engine)
###### 自动构建shader ######
###### 自动构建 shader ######
find_program(GLSLC glslc REQUIRED)
set(SHADER_SRC_DIR ${CMAKE_SOURCE_DIR}/shaders)
set(SHADER_OUT_DIR ${CMAKE_BINARY_DIR}/bin/shaders)
# 定义一个 shader 编译目标:<name>(glsl_file stage)
function(auto_compile_shader glsl_file stage)
# string(REGEX REPLACE "\\.glsl$" "" base "${glsl_file}")
function(auto_compile_shader glsl_file) # glsl_file 是相对 SHADER_SRC_DIR 的路径
# 推断 stage:'.vert' -> 'vert'
get_filename_component(stage ${glsl_file} EXT)
string(SUBSTRING ${stage} 1 -1 stage)
set(spv ${SHADER_OUT_DIR}/${glsl_file}.spv)
get_filename_component(spv_dir ${spv} DIRECTORY) # 保留子目录
add_custom_command(
OUTPUT ${spv}
COMMAND ${GLSLC} -fshader-stage=${stage} -o ${spv} ${SHADER_SRC_DIR}/${glsl_file}
COMMAND ${CMAKE_COMMAND} -E make_directory ${spv_dir}
COMMAND ${GLSLC} -fshader-stage=${stage}
-o ${spv} ${SHADER_SRC_DIR}/${glsl_file}
DEPENDS ${SHADER_SRC_DIR}/${glsl_file}
VERBATIM)
set_source_files_properties(${spv} PROPERTIES GENERATED TRUE)
@@ -23,5 +29,12 @@ function(auto_compile_shader glsl_file stage)
set_property(DIRECTORY APPEND PROPERTY HZ_SHADER_SPV_FILES ${spv})
endfunction()
auto_compile_shader(simple_shader.vert vert)
auto_compile_shader(simple_shader.frag frag)
file(GLOB_RECURSE SHADER_SOURCES
CONFIGURE_DEPENDS # 新增 shader 时自动重配
RELATIVE ${SHADER_SRC_DIR}
${SHADER_SRC_DIR}/*.vert
${SHADER_SRC_DIR}/*.frag)
foreach (f ${SHADER_SOURCES})
auto_compile_shader(${f})
endforeach()
+118 -10
View File
@@ -1,23 +1,131 @@
//
// Created by atdunbg on 2026/9/20.
//
// SandboxApp:第一个基于 Application 框架的程序。
//
// main 的全部职责:定义一个 Application 派生类并运行它。
// 窗口、渲染器、事件泵、帧计时、场景容器全部由框架管理;
// 这里只写"程序逻辑":创建实体、逐帧更新组件、事件响应。
//
#include <Engine/Core/Window.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Core/Application.h>
#include <Engine/Core/Log.h>
#include <Engine/Core/Stats.h>
#include <Engine/ECS/Scene.h>
#include <Engine/ECS/Components.h>
#include <Engine/Assets/AssetManager.h>
#include "Engine/Core/Stats.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <GLFW/glfw3.h>
using namespace Engine;
using namespace Engine::ECS;
class SandboxApp final : public Application
{
public:
SandboxApp()
: Application("HelloVulkan", 1280, 720)
{
}
protected:
// ---- 生命周期 ----
void OnInit() override
{
Scene& scene = GetScene();
// 模型资产(AssetManager 负责加载/缓存/生命周期,返回句柄)
auto backpack = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
// 相机实体(primary = 当前渲染视角)
m_CameraEntity = scene.CreateEntity("MainCamera");
auto& camera = scene.AddComponent<CameraComponent>(m_CameraEntity);
camera.primary = true;
camera.camera.SetPosition(glm::vec3(0.0f, 0.0f, 7.0f));
// 背包实体 × 3
for (int i = 0; i < 3; ++i) {
Entity e = scene.CreateEntity("Backpack" + std::to_string(i));
auto& transform = scene.AddComponent<TransformComponent>(e);
transform.world = glm::translate(
glm::mat4(1.0f),
glm::vec3((i - 1) * 1.5f, 0.0f, 0.0f));
scene.AddComponent<MeshRendererComponent>(e, MeshRendererComponent{backpack});
m_Spinners.push_back(e);
}
// 灯光实体
Entity keyLight = scene.CreateEntity("KeyLight");
scene.AddComponent<LightComponent>(keyLight,
LightComponent{glm::vec3(-0.5f, -1.0f, -0.3f),
glm::vec4(1.0f, 0.95f, 0.9f, 1.0f)});
Entity fillLight = scene.CreateEntity("FillLight");
scene.AddComponent<LightComponent>(fillLight,
LightComponent{glm::vec3(0.5f, -0.5f, 0.3f),
glm::vec4(0.3f, 0.5f, 1.0f, 0.8f)});
}
void OnUpdate(f32 deltaTime) override
{
Scene& scene = GetScene();
m_Time += deltaTime;
// 相机(WASD/Space/Shift 移动)
scene.GetComponent<CameraComponent>(m_CameraEntity)
.camera.Update(GetWindow(), deltaTime);
// 旋转动画:直接写实体组件
for (size_t i = 0; i < m_Spinners.size(); ++i) {
f32 angle = m_Time * glm::radians(60.0f) + static_cast<f32>(i) * 0.7f;
auto& transform = scene.GetComponent<TransformComponent>(m_Spinners[i]);
glm::mat4 t = glm::translate(
glm::mat4(1.0f),
glm::vec3((static_cast<f32>(i) - 1.0f) * 1.5f, 0.0f, 0.0f));
glm::mat4 r = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 s = glm::scale(glm::mat4(1.0f), glm::vec3(0.5));
transform.world = t * r * s;
}
}
// ---- 事件 ----
void OnKeyPress(const Event& event) override
{
if (event.key == GLFW_KEY_F1) {
STATS.PrintComparison();
}
if (event.key == GLFW_KEY_ESCAPE) {
Close();
}
}
void OnWindowResize(const Event& event) override
{
ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
}
private:
Entity m_CameraEntity{};
std::vector<Entity> m_Spinners;
f32 m_Time = 0.0f;
};
int main()
{
try {
Engine::Window window("HelloVulkan", 1280, 720);
Engine::Renderer renderer(window);
SandboxApp app;
while (!window.ShouldClose()) {
window.PollEvents();
renderer.Render();
}
try {
app.Run();
}
catch (const std::exception& e) {
ENGINE_FATAL("Exception: {}", e.what());