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)
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//
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// Created by atdunbg on 2026/9/22.
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//
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#include <Engine/ECS/Scene.h>
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#include <Engine/Core/Log.h>
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namespace Engine::ECS {
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Entity Scene::CreateEntity(std::string name)
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{
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Entity e = m_Registry.Create();
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// IdComponent 自动挂载:每个实体出生即有稳定 UUID
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m_Registry.Add<IdComponent>(e, IdComponent{UUID::New()});
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if (!name.empty()) {
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m_Registry.Add<NameComponent>(e, NameComponent{std::move(name)});
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}
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return e;
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}
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Entity Scene::FindEntityByUUID(UUID uuid)
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{
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if (!uuid.Valid()) return {};
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Entity found{};
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m_Registry.Each<IdComponent>([&](Entity e, IdComponent& id) {
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if (!found && id.uuid == uuid) found = e;
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});
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return found;
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}
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void Scene::DestroyEntity(Entity e)
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{
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if (!m_Registry.IsAlive(e)) {
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ENGINE_FATAL("Scene::DestroyEntity: stale entity ({},{})",
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e.index, e.generation);
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}
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m_PendingDestroy.push_back(e);
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}
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void Scene::FlushDestroyQueue()
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{
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if (m_PendingDestroy.empty()) return;
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for (Entity e : m_PendingDestroy) {
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if (m_Registry.IsAlive(e)) {
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m_Registry.Destroy(e);
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}
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}
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m_PendingDestroy.clear();
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}
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CameraComponent* Scene::GetPrimaryCamera()
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{
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CameraComponent* found = nullptr;
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m_Registry.Each<CameraComponent>([&](Entity, CameraComponent& cc) {
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if (!found && cc.primary) found = &cc;
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});
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return found;
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}
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} // namespace Engine::ECS
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