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
+3
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@@ -10,3 +10,6 @@
[submodule "Lib/assimp"] [submodule "Lib/assimp"]
path = Lib/assimp path = Lib/assimp
url = https://github.com/assimp/assimp.git url = https://github.com/assimp/assimp.git
[submodule "Lib/entt"]
path = Lib/entt
url = https://github.com/skypjack/entt.git
+20 -7
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@@ -3,19 +3,25 @@ add_executable(HelloVulkan main.cpp)
target_link_libraries(HelloVulkan PRIVATE Engine) target_link_libraries(HelloVulkan PRIVATE Engine)
###### 自动构建shader ###### ###### 自动构建 shader ######
find_program(GLSLC glslc REQUIRED) find_program(GLSLC glslc REQUIRED)
set(SHADER_SRC_DIR ${CMAKE_SOURCE_DIR}/shaders) set(SHADER_SRC_DIR ${CMAKE_SOURCE_DIR}/shaders)
set(SHADER_OUT_DIR ${CMAKE_BINARY_DIR}/bin/shaders) set(SHADER_OUT_DIR ${CMAKE_BINARY_DIR}/bin/shaders)
# 定义一个 shader 编译目标:<name>(glsl_file stage) function(auto_compile_shader glsl_file) # glsl_file 是相对 SHADER_SRC_DIR 的路径
function(auto_compile_shader glsl_file stage) # 推断 stage:'.vert' -> 'vert'
# string(REGEX REPLACE "\\.glsl$" "" base "${glsl_file}") get_filename_component(stage ${glsl_file} EXT)
string(SUBSTRING ${stage} 1 -1 stage)
set(spv ${SHADER_OUT_DIR}/${glsl_file}.spv) set(spv ${SHADER_OUT_DIR}/${glsl_file}.spv)
get_filename_component(spv_dir ${spv} DIRECTORY) # 保留子目录
add_custom_command( add_custom_command(
OUTPUT ${spv} 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} DEPENDS ${SHADER_SRC_DIR}/${glsl_file}
VERBATIM) VERBATIM)
set_source_files_properties(${spv} PROPERTIES GENERATED TRUE) set_source_files_properties(${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}) set_property(DIRECTORY APPEND PROPERTY HZ_SHADER_SPV_FILES ${spv})
endfunction() endfunction()
auto_compile_shader(simple_shader.vert vert) file(GLOB_RECURSE SHADER_SOURCES
auto_compile_shader(simple_shader.frag frag) 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
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@@ -1,23 +1,131 @@
// //
// Created by atdunbg on 2026/9/20. // 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/Core/Application.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Core/Log.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() int main()
{ {
try { SandboxApp app;
Engine::Window window("HelloVulkan", 1280, 720);
Engine::Renderer renderer(window);
while (!window.ShouldClose()) { try {
window.PollEvents(); app.Run();
renderer.Render();
}
} }
catch (const std::exception& e) { catch (const std::exception& e) {
ENGINE_FATAL("Exception: {}", e.what()); ENGINE_FATAL("Exception: {}", e.what());
@@ -0,0 +1,37 @@
//
// Created by atdunbg on 2026/9/22.
//
// AssetHandle:资产句柄 = (池内索引, 生成号),与 Entity/RG 句柄同一哲学。
//
// 组件、场景数据只存句柄;所有权归 AssetManager。
// 悬空句柄(generation 不匹配)会被 Get 显式拒绝,杜绝 use-after-free。
//
#ifndef HELLOVULKAN_ASSETHANDLE_H
#define HELLOVULKAN_ASSETHANDLE_H
#include <Engine/Core/Types.h>
// Model 前向声明(句柄不依赖完整类型)
namespace Engine { class Model; }
namespace Engine::Assets {
inline constexpr u32 kInvalidAssetIndex = 0xFFFFFFFF;
template<typename T>
struct AssetHandle {
u32 index = kInvalidAssetIndex;
u32 generation = 0;
bool Valid() const { return index != kInvalidAssetIndex; }
explicit operator bool() const { return Valid(); }
bool operator==(const AssetHandle& o) const = default;
};
// 常用别名
using ModelHandle = AssetHandle<Engine::Model>;
} // namespace Engine::Assets
#endif //HELLOVULKAN_ASSETHANDLE_H
+173
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@@ -0,0 +1,173 @@
//
// Created by atdunbg on 2026/9/22.
//
// AssetManager:引擎资产层。
//
// 职责划分(对照 Renderer):
// - 资产层:路径 → 解析/加载 → 缓存去重 → 句柄分发 + 生命周期管理
// - 渲染层:拿已解析资产创建/绑定 GPU 资源
//
// Model 的构造仍需要 GPU 上下文(buffer/image upload),这是现阶段的
// 折中:资产层"使用"GPU 层的接口,但 Renderer 不再知道磁盘和缓存。
// 后续演进:把 Model 拆成 CPU 解析数据 + GPU 上传两段,实现真正的
// 异步加载(IO 线程解析 → 主线程/上传队列提交),本文件结构已为此留好位置。
//
// 组件存句柄不存指针的理由:
// shared_ptr 会引入共享所有权 → 原子引用计数(swap-remove 拷贝时)
// + 不可预测的销毁时机(GPU 可能还在用)+ 热重载被引用计数卡死。
// 句柄 + 单一所有者(本类)是引擎级标准形态。
//
#ifndef HELLOVULKAN_ASSETMANAGER_H
#define HELLOVULKAN_ASSETMANAGER_H
#include <Engine/Core/Types.h>
#include <Engine/Core/Log.h>
#include <Engine/Assets/AssetHandle.h>
#include <Engine/Renderer/Model.h>
#include <functional>
#include <string>
#include <unordered_map>
#include <vector>
namespace Engine {
class Device;
class MemoryAllocator;
class DescriptorManager;
namespace Assets {
// ---------- 通用资产缓存(不感知 Vulkan / 磁盘细节由 loader 决定) ----------
template<typename T>
class AssetCache {
public:
// loader:path → 资产实例(失败返回 nullptr)
using LoaderFn = std::function<Scope<T>(const std::string&)>;
// 加载(带路径去重)。失败返回无效句柄。
AssetHandle<T> Load(const std::string& path, const LoaderFn& loader)
{
if (auto it = m_ByPath.find(path); it != m_ByPath.end()) {
return it->second;
}
Scope<T> asset = loader(path);
if (!asset) {
ENGINE_ERROR("AssetCache: failed to load '{}'", path);
return {};
}
AssetHandle<T> h;
if (!m_Free.empty()) {
h.index = m_Free.back();
m_Free.pop_back();
h.generation = m_Entries[h.index].generation;
m_Entries[h.index] = Entry{path, h.generation, std::move(asset), true};
} else {
h.index = static_cast<u32>(m_Entries.size());
h.generation = 1;
m_Entries.push_back(Entry{path, h.generation, std::move(asset), true});
}
m_ByPath.emplace(path, h);
return h;
}
// 句柄 → 资产指针。悬空句柄 FATAL(bug 信号);已卸载返回 nullptr。
T* Get(AssetHandle<T> h) const
{
if (!h.Valid() || h.index >= m_Entries.size()) {
ENGINE_FATAL("AssetCache::Get: invalid handle (index={}, gen={})",
h.index, h.generation);
}
const Entry& e = m_Entries[h.index];
if (e.generation != h.generation) {
ENGINE_FATAL("AssetCache::Get: stale handle for '{}' (gen {} != {})",
e.path, h.generation, e.generation);
}
return e.alive ? e.asset.get() : nullptr;
}
// 卸载:句柄即刻失效(generation 递增),路径缓存清除。
// 注意:GPU 侧何时安全释放由上层(Renderer fence)保证——
// 本类只管所有权,不管 GPU 生命周期。
void Unload(AssetHandle<T> h)
{
if (!h.Valid() || h.index >= m_Entries.size()) return;
Entry& e = m_Entries[h.index];
if (e.generation != h.generation || !e.alive) return;
m_ByPath.erase(e.path);
e.path.clear();
e.asset.reset();
e.alive = false;
++e.generation;
m_Free.push_back(h.index);
}
const std::string& Path(AssetHandle<T> h) const
{
static const std::string kEmpty;
if (!h.Valid() || h.index >= m_Entries.size()) return kEmpty;
const Entry& e = m_Entries[h.index];
return (e.generation == h.generation && e.alive) ? e.path : kEmpty;
}
u32 Count() const
{
return static_cast<u32>(m_Entries.size()) - static_cast<u32>(m_Free.size());
}
private:
struct Entry {
std::string path;
u32 generation = 1;
Scope<T> asset;
bool alive = false;
};
std::vector<Entry> m_Entries;
std::vector<u32> m_Free;
std::unordered_map<std::string, AssetHandle<T>> m_ByPath;
};
// ---------- AssetManager:全引擎资产入口 ----------
// (ModelHandle 别名来自 AssetHandle.h)
class AssetManager {
public:
// GPU 上下文由组合根(Application)在 Renderer 装配完成后注入
AssetManager(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptors,
vk::DescriptorSetLayout textureLayout);
~AssetManager() = default;
AssetManager(const AssetManager&) = delete;
AssetManager& operator=(const AssetManager&) = delete;
ModelHandle LoadModel(const std::string& path);
Model* GetModel(ModelHandle h) const { return m_Models.Get(h); }
void UnloadModel(ModelHandle h) { m_Models.Unload(h); }
AssetCache<Model>& Models() { return m_Models; }
// 后续扩展点:TextureHandle / MaterialHandle / ShaderHandle
// 各自一个 AssetCache<T> + 便捷方法,模式与 Model 完全一致。
private:
Device& m_Device;
MemoryAllocator& m_Allocator;
DescriptorManager& m_Descriptors;
vk::DescriptorSetLayout m_TextureLayout;
AssetCache<Model> m_Models;
};
} // namespace Assets
} // namespace Engine
#endif //HELLOVULKAN_ASSETMANAGER_H
+101
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@@ -0,0 +1,101 @@
//
// Created by atdunbg on 2026/9/22.
//
// Application:程序生命周期基类。
//
// 分层目标:main 不再知道 Window/Renderer 的存在——
// main 只 new 一个派生类并 Run();
// 派生类通过生命周期钩子(OnInit/OnUpdate/OnRender/OnShutdown)
// 和事件钩子(OnEvent + 类型化事件)定义程序行为;
// runtime、editor 等不同程序形态只是不同的派生类。
//
// 主循环固定为:PollEvents → OnUpdate(dt) → OnRender → 判退出。
// dt 由框架统一计时(含首帧与卡顿钳制),派生层无需自己管理。
//
#ifndef HELLOVULKAN_APPLICATION_H
#define HELLOVULKAN_APPLICATION_H
#include <Engine/Core/Types.h>
#include <Engine/Core/Event.h>
#include <chrono>
#include <string>
namespace Engine {
class Window;
class Renderer;
namespace ECS { class Scene; }
namespace Assets { class AssetManager; }
class Application {
public:
Application(std::string title, u32 width, u32 height);
virtual ~Application();
Application(const Application&) = delete;
Application& operator=(const Application&) = delete;
// 进入主循环(阻塞直到 Close() 或窗口关闭)
void Run();
// 请求退出(当帧结束后生效)
void Close() { m_Running = false; }
// ---- 供派生类访问的模块 ----
Window& GetWindow() const { return *m_Window; }
Renderer& GetRenderer() const { return *m_Renderer; }
ECS::Scene& GetScene() const { return *m_Scene; }
Assets::AssetManager& GetAssets() const { return *m_Assets; }
f32 GetDeltaTime() const { return m_DeltaTime; }
u64 GetFrameCount() const { return m_FrameCount; }
protected:
// ---- 生命周期钩子 ----
// 框架装配完成(Window/Renderer 可用),派生类做初始化(建场景等)
virtual void OnInit() {}
// 每帧逻辑更新(输入、动画、物理……)
virtual void OnUpdate(f32 deltaTime) {}
// 每帧渲染;默认实现驱动 Renderer 主循环,派生类可覆写
virtual void OnRender();
// 主循环结束后、析构前(保存、清理场景等)
virtual void OnShutdown() {}
// ---- 事件钩子 ----
// OnEvent 收到所有事件(原始入口,适合做全局日志/拦截);
// 类型化钩子按事件类型分别回调,派生类按需覆写。
virtual void OnEvent(const Event& event) {}
virtual void OnWindowClose(const Event& event);
virtual void OnWindowResize(const Event& event) {}
virtual void OnWindowFocus(const Event& event) {}
virtual void OnWindowLostFocus(const Event& event) {}
virtual void OnKeyPress(const Event& event) {}
virtual void OnKeyRelease(const Event& event) {}
virtual void OnMouseButtonPress(const Event& event) {}
virtual void OnMouseButtonRelease(const Event& event) {}
virtual void OnMouseMove(const Event& event) {}
virtual void OnMouseScroll(const Event& event) {}
private:
void DispatchEvent(const Event& event);
Scope<Window> m_Window;
Scope<ECS::Scene> m_Scene;
Scope<Renderer> m_Renderer;
Scope<Assets::AssetManager> m_Assets;
bool m_Running = false;
f32 m_DeltaTime = 0.0f;
u64 m_FrameCount = 0;
std::chrono::steady_clock::time_point m_LastFrameTime;
};
} // namespace Engine
#endif //HELLOVULKAN_APPLICATION_H
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@@ -0,0 +1,76 @@
//
// Created by atdunbg on 2026/9/22.
//
// Event:轻量级事件。
//
// 设计取舍:不用继承体系(每事件一个类 + dynamic_cast 分发),
// 用单个 POD 结构 + 类型枚举。事件每帧可能产生成百上千条
// (MouseMove 尤其频繁),POD 按值传递/排队最便宜;
// 类型安全由字段约定保证,规模上来后再演进为 variant/队列池。
//
#ifndef HELLOVULKAN_EVENT_H
#define HELLOVULKAN_EVENT_H
#include <Engine/Core/Types.h>
namespace Engine {
enum class EventType : u8 {
None = 0,
// 窗口
WindowClose,
WindowResize,
WindowFocus,
WindowLostFocus,
// 键盘
KeyPress,
KeyRelease,
// 鼠标
MouseButtonPress,
MouseButtonRelease,
MouseMove,
MouseScroll,
};
struct Event {
EventType type = EventType::None;
// 键盘(GLFW key code)/ 鼠标按钮
i32 key = 0;
i32 button = 0;
// 鼠标位置 / 滚轮
f32 x = 0.0f;
f32 y = 0.0f;
f32 deltaX = 0.0f;
f32 deltaY = 0.0f;
// 窗口尺寸
i32 width = 0;
i32 height = 0;
};
inline const char* ToString(EventType type)
{
switch (type) {
case EventType::WindowClose: return "WindowClose";
case EventType::WindowResize: return "WindowResize";
case EventType::WindowFocus: return "WindowFocus";
case EventType::WindowLostFocus: return "WindowLostFocus";
case EventType::KeyPress: return "KeyPress";
case EventType::KeyRelease: return "KeyRelease";
case EventType::MouseButtonPress: return "MouseButtonPress";
case EventType::MouseButtonRelease: return "MouseButtonRelease";
case EventType::MouseMove: return "MouseMove";
case EventType::MouseScroll: return "MouseScroll";
default: return "None";
}
}
} // namespace Engine
#endif //HELLOVULKAN_EVENT_H
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//
// Created by atdunbg on 2026/9/22.
//
// FrameContext:一帧在 GPU 侧的全部上下文。
// 引擎中所有 per-frame 资源(命令缓冲、UBO ring、描述符池等)
// 都以 frameSlot 为索引,保证 kMaxFramesInFlight 帧并发时互不踩踏。
//
#ifndef HELLOVULKAN_FRAMECONTEXT_H
#define HELLOVULKAN_FRAMECONTEXT_H
#include <Engine/Core/Types.h>
#include <vulkan/vulkan.hpp>
namespace Engine {
// 引擎统一的最大并发帧数。
// 所有 per-frame 资源必须以此为 ring 长度,不允许再出现"单独一个"的帧资源。
inline constexpr u32 kMaxFramesInFlight = 2;
struct FrameContext {
u32 frameSlot = 0; // 帧-in-flight 槽位 [0, kMaxFramesInFlight)
u32 imageIndex = 0; // 本次 acquire 到的 swapchain image 索引
vk::CommandBuffer cmd;
};
} // namespace Engine
#endif //HELLOVULKAN_FRAMECONTEXT_H
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@@ -0,0 +1,52 @@
//
// Created by atdunbg on 2026/9/22.
//
// UUID:64 位随机唯一标识,实体的稳定外部身份。
//
// 用途:序列化、跨场景引用、编辑器对象选择——这些场景需要
// "实体销毁重建后 ID 不变"或"独立于槽位分配"的稳定标识。
// ECS 内部遍历仍用 (index, generation) 句柄(性能),UUID 只做外部身份。
//
#ifndef HELLOVULKAN_UUID_H
#define HELLOVULKAN_UUID_H
#include <Engine/Core/Types.h>
#include <functional>
#include <random>
namespace Engine {
struct UUID {
UUID() = default;
explicit UUID(u64 value) : m_Value(value) {}
// 生成全局唯一 ID(非确定性种子,跨进程不重复)
static UUID New()
{
static std::mt19937_64 rng{std::random_device{}()};
return UUID{rng()};
}
u64 Value() const { return m_Value; }
bool Valid() const { return m_Value != 0; }
bool operator==(const UUID& o) const = default;
bool operator!=(const UUID& o) const = default;
private:
u64 m_Value = 0; // 0 保留为"无效"
};
} // namespace Engine
namespace std {
template<> struct hash<Engine::UUID> {
size_t operator()(const Engine::UUID& id) const noexcept {
return std::hash<std::uint64_t>{}(id.Value());
}
};
}
#endif //HELLOVULKAN_UUID_H
+14
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@@ -11,6 +11,7 @@
#include <functional> #include <functional>
#include "Types.h" #include "Types.h"
#include "Event.h"
struct GLFWwindow; struct GLFWwindow;
@@ -27,6 +28,11 @@ namespace Engine {
bool ShouldClose() const; bool ShouldClose() const;
void PollEvents(); void PollEvents();
// 事件出口:GLFW 回调 → Event → 上层回调(由 Application 注册)。
// 未注册时事件直接丢弃。
using EventCallbackFn = std::function<void(const Event&)>;
void SetEventCallback(EventCallbackFn callback) { m_EventCallback = std::move(callback); }
vk::SurfaceKHR CreateSurface(vk::Instance instance); vk::SurfaceKHR CreateSurface(vk::Instance instance);
void DestroySurface(vk::Instance instance, vk::SurfaceKHR surface); void DestroySurface(vk::Instance instance, vk::SurfaceKHR surface);
@@ -57,7 +63,15 @@ namespace Engine {
std::string m_Title; std::string m_Title;
bool m_FramebufferResized = false; bool m_FramebufferResized = false;
EventCallbackFn m_EventCallback;
// GLFW 静态回调(通过 window user pointer 找回 this)
static void FramebufferResizeCallback(GLFWwindow* window, int width, int height); static void FramebufferResizeCallback(GLFWwindow* window, int width, int height);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
static void CursorPosCallback(GLFWwindow* window, double xpos, double ypos);
static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
static void WindowFocusCallback(GLFWwindow* window, int focused);
}; };
} // namespace Engine } // namespace Engine
+62
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@@ -0,0 +1,62 @@
//
// Created by atdunbg on 2026/9/22.
//
// Components:内置组件集合。
// 组件是纯数据(POD 倾向),逻辑在系统/应用层。
//
#ifndef HELLOVULKAN_COMPONENTS_H
#define HELLOVULKAN_COMPONENTS_H
#include <Engine/Core/Types.h>
#include <Engine/Core/UUID.h>
#include <Engine/Renderer/Camera.h>
#include <Engine/Assets/AssetHandle.h>
#include <glm/glm.hpp>
#include <string>
namespace Engine {
class Model;
}
namespace Engine::ECS {
// 实体稳定身份:CreateEntity 时自动分配,用于序列化/跨引用。
// ECS 内部遍历不用它(用 index+generation 句柄,性能)。
struct IdComponent {
UUID uuid;
};
// 实体名(调试/查询用;大规模场景建议演进为哈希 id)
struct NameComponent {
std::string name;
};
// 世界变换。当前直接存世界矩阵(渲染热路径友好);
// 需要 SRT 编辑时再加 LocalTransform 组件 + 层级同步系统。
struct TransformComponent {
glm::mat4 world{1.0f};
};
// 网格渲染体:引用共享的 Model 资产。
// 存句柄不存指针/Ref:所有权归 AssetManager,悬空由句柄 generation 拦截。
struct MeshRendererComponent {
Assets::ModelHandle model;
};
// 相机。一个场景中 primary=true 的实体是当前渲染视角。
struct CameraComponent {
Camera camera;
bool primary = false;
};
// 方向光
struct LightComponent {
glm::vec3 direction{0.0f, -1.0f, 0.0f};
glm::vec4 color{1.0f, 1.0f, 1.0f, 1.0f};
};
} // namespace Engine::ECS
#endif //HELLOVULKAN_COMPONENTS_H
+32
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@@ -0,0 +1,32 @@
//
// Created by atdunbg on 2026/9/22.
//
// Entity:实体句柄 = (池内索引, 生成号)。
//
// 生成号用于甄别悬空引用:实体销毁后索引会回收复用,
// 旧的 Entity 句柄因 generation 不匹配会被 Registry 拒绝,
// 从机制上杜绝"引用到复用后的错误实体"这类隐式 bug。
//
#ifndef HELLOVULKAN_ENTITY_H
#define HELLOVULKAN_ENTITY_H
#include <Engine/Core/Types.h>
namespace Engine {
struct Entity {
static constexpr u32 kInvalid = 0xFFFFFFFF;
u32 index = kInvalid; // 实体槽位索引
u32 generation = 0; // 槽位复用计数
bool Valid() const { return index != kInvalid; }
explicit operator bool() const { return Valid(); }
bool operator==(const Entity& o) const = default;
bool operator!=(const Entity& o) const = default;
};
} // namespace Engine
#endif //HELLOVULKAN_ENTITY_H
+312
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@@ -0,0 +1,312 @@
//
// Created by atdunbg on 2026/9/22.
//
// Registry:稀疏集 ECS 核心。
//
// 数据结构(与 EnTT 同族,自研实现):
// - 每个组件类型一个 ComponentPool<T>:sparse 索引表 + dense 实体/组件数组
// - Add/Remove/Get 全部 O(1);Remove 用 swap-remove(O(1),代价是
// dense 顺序会变——渲染遍历只要求"每帧确定",不要求跨帧稳定)
// - Each<A,B,...> 以最小的池为主表遍历,其余池做 O(1) Contains 探测,
// 复杂度 O(min(|A|,|B|,...))——大场景下的关键保证
//
// 约束(引擎级正确性):
// - 悬空句柄:generation 不匹配直接 FATAL,不静默
// - 遍历中禁止结构变更(Add/Remove 组件、Create/Destroy 实体),
// 会使池失效——销毁走延迟队列(Scene::DestroyEntity → FlushDestroyQueue)
// - 全程无虚调用开销在热路径上(Get/Add 直接走模板池)
//
#ifndef HELLOVULKAN_REGISTRY_H
#define HELLOVULKAN_REGISTRY_H
#include <Engine/Core/Types.h>
#include <Engine/Core/Log.h>
#include <Engine/ECS/Entity.h>
#include <array>
#include <tuple>
#include <vector>
#include <memory>
namespace Engine::ECS {
// ---------- 组件类型 ID(编译期静态分配) ----------
using ComponentTypeId = u32;
namespace detail {
inline ComponentTypeId NextComponentTypeId()
{
static ComponentTypeId counter = 0;
return counter++;
}
}
template<typename T>
ComponentTypeId ComponentTypeIdOf()
{
static const ComponentTypeId id = detail::NextComponentTypeId();
return id;
}
// ---------- 类型擦除池接口(Registry 管理生命周期 + 视图主表遍历用) ----------
class IPool {
public:
virtual ~IPool() = default;
virtual u32 Size() const = 0;
virtual Entity EntityAt(u32 denseIndex) const = 0;
virtual bool Remove(Entity e) = 0; // 不存在返回 false
};
// ---------- 稀疏集组件池 ----------
template<typename T>
class ComponentPool final : public IPool {
public:
static constexpr u32 kInvalid = 0xFFFFFFFF;
T& Add(Entity e, T component)
{
if (Contains(e)) {
ENGINE_FATAL("ComponentPool: entity ({},{}) already has this component",
e.index, e.generation);
}
if (e.index >= m_Sparse.size()) {
m_Sparse.resize(e.index + 1, kInvalid);
}
m_Sparse[e.index] = static_cast<u32>(m_Components.size());
m_Entities.push_back(e);
m_Components.push_back(std::move(component));
return m_Components.back();
}
bool Contains(Entity e) const
{
return e.index < m_Sparse.size() &&
m_Sparse[e.index] != kInvalid &&
m_Entities[m_Sparse[e.index]] == e;
}
T& Get(Entity e)
{
if (!Contains(e)) {
ENGINE_FATAL("ComponentPool: entity ({},{}) does not have this component",
e.index, e.generation);
}
return m_Components[m_Sparse[e.index]];
}
const T& Get(Entity e) const
{
return const_cast<ComponentPool*>(this)->Get(e);
}
bool Remove(Entity e) override
{
if (!Contains(e)) return false;
const u32 denseIdx = m_Sparse[e.index];
const u32 lastIdx = static_cast<u32>(m_Components.size()) - 1;
if (denseIdx != lastIdx) {
// swap-remove:尾元素补位
m_Entities[denseIdx] = m_Entities[lastIdx];
m_Components[denseIdx] = std::move(m_Components[lastIdx]);
m_Sparse[m_Entities[denseIdx].index] = denseIdx;
}
m_Sparse[e.index] = kInvalid;
m_Entities.pop_back();
m_Components.pop_back();
return true;
}
u32 Size() const override { return static_cast<u32>(m_Components.size()); }
Entity EntityAt(u32 denseIndex) const override { return m_Entities[denseIndex]; }
private:
std::vector<u32> m_Sparse; // 实体索引 -> dense 下标(kInvalid = 无)
std::vector<Entity> m_Entities; // dense:与 m_Components 平行
std::vector<T> m_Components; // dense:组件数据(连续内存,缓存友好)
};
// ---------- Registry ----------
class Registry {
public:
Registry() = default;
~Registry() = default;
Registry(const Registry&) = delete;
Registry& operator=(const Registry&) = delete;
// ---- 实体生命周期 ----
Entity Create()
{
if (!m_FreeIndices.empty()) {
const u32 index = m_FreeIndices.back();
m_FreeIndices.pop_back();
m_Records[index].alive = true; // generation 已在 Destroy 时递增
return Entity{index, m_Records[index].generation};
}
m_Records.push_back({0, true});
return Entity{static_cast<u32>(m_Records.size() - 1), 0};
}
void Destroy(Entity e)
{
if (!IsAlive(e)) {
ENGINE_FATAL("Registry::Destroy: stale entity ({},{})",
e.index, e.generation);
}
for (auto& pool : m_Pools) {
if (pool) pool->Remove(e); // 不在池中就跳过
}
auto& record = m_Records[e.index];
record.alive = false;
++record.generation;
m_FreeIndices.push_back(e.index);
}
bool IsAlive(Entity e) const
{
return e.Valid() && e.index < m_Records.size() &&
m_Records[e.index].alive &&
m_Records[e.index].generation == e.generation;
}
// ---- 组件操作 ----
template<typename T, typename... Args>
T& Add(Entity e, Args&&... args)
{
if (!IsAlive(e)) {
ENGINE_FATAL("Registry::Add: stale entity ({},{})", e.index, e.generation);
}
return AssurePool<T>().Add(e, T{std::forward<Args>(args)...});
}
template<typename T>
T& Get(Entity e)
{
if (!IsAlive(e)) {
ENGINE_FATAL("Registry::Get: stale entity ({},{})", e.index, e.generation);
}
auto* pool = GetPool<T>();
if (!pool) {
ENGINE_FATAL("Registry::Get: no component pool of this type exists");
}
return pool->Get(e);
}
template<typename T>
T* TryGet(Entity e)
{
if (!IsAlive(e)) return nullptr;
auto* pool = GetPool<T>();
return (pool && pool->Contains(e)) ? &pool->Get(e) : nullptr;
}
template<typename T>
bool Has(Entity e)
{
if (!IsAlive(e)) return false;
auto* pool = GetPool<T>();
return pool && pool->Contains(e);
}
template<typename T>
bool Remove(Entity e)
{
if (!IsAlive(e)) return false;
auto* pool = GetPool<T>();
return pool && pool->Remove(e);
}
// ---- 遍历(视图)----
// fn(Entity, Ts&...);以最小的池为主表,复杂度 O(min pool size)。
// 遍历中禁止结构变更(见文件头约束)。
template<typename... Ts, typename Fn>
void Each(Fn&& fn)
{
static_assert(sizeof...(Ts) > 0, "Each requires at least one component type");
std::tuple<ComponentPool<Ts>*...> pools{GetPool<Ts>()...};
// 任一类型池不存在 → 空集
bool allExist = true;
std::apply([&allExist](auto*... p) {
((p || (allExist = false)) && ...);
}, pools);
if (!allExist) return;
// 主池:取最小者
const std::array<IPool*, sizeof...(Ts)> basePools{GetPool<Ts>()...};
IPool* primary = nullptr;
u32 minSize = 0xFFFFFFFF;
for (auto* p : basePools) {
if (p && p->Size() < minSize) {
minSize = p->Size();
primary = p;
}
}
if (!primary) return;
for (u32 i = 0; i < primary->Size(); ++i) {
const Entity e = primary->EntityAt(i);
if (!IsAlive(e)) continue;
bool all = true;
std::apply([&](auto*... p) {
all = (p->Contains(e) && ...); // 短路折叠
}, pools);
if (!all) continue;
std::apply([&](auto*... p) {
fn(e, p->Get(e)...);
}, pools);
}
}
private:
template<typename T>
ComponentPool<T>* GetPool()
{
const ComponentTypeId id = ComponentTypeIdOf<T>();
if (id >= m_Pools.size() || !m_Pools[id]) return nullptr;
return static_cast<ComponentPool<T>*>(m_Pools[id].get());
}
template<typename T>
ComponentPool<T>& AssurePool()
{
const ComponentTypeId id = ComponentTypeIdOf<T>();
if (id >= m_Pools.size()) {
m_Pools.resize(id + 1);
}
if (!m_Pools[id]) {
m_Pools[id] = std::make_unique<ComponentPool<T>>();
}
return static_cast<ComponentPool<T>&>(*m_Pools[id]);
}
struct EntityRecord {
u32 generation = 0;
bool alive = false;
};
std::vector<EntityRecord> m_Records;
std::vector<u32> m_FreeIndices; // 可复用槽位
std::vector<std::unique_ptr<IPool>> m_Pools; // 按 ComponentTypeId 索引
};
} // namespace Engine::ECS
#endif //HELLOVULKAN_REGISTRY_H
+84
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@@ -0,0 +1,84 @@
//
// Created by atdunbg on 2026/9/22.
//
// Scene:世界容器 = Registry + 场景级设置 + 安全的生命周期封装。
//
// 销毁策略:DestroyEntity 只入队,FlushDestroyQueue 在帧尾统一执行,
// 保证遍历(Each)过程中组件池结构不变——这是 ECS 正确性的关键约束。
//
#ifndef HELLOVULKAN_SCENE_H
#define HELLOVULKAN_SCENE_H
#include <Engine/Core/Types.h>
#include <Engine/ECS/Registry.h>
#include <Engine/ECS/Components.h>
#include <string>
#include <vector>
namespace Engine::ECS {
class Scene {
public:
Scene() = default;
~Scene() = default;
Scene(const Scene&) = delete;
Scene& operator=(const Scene&) = delete;
// ---- 场景级设置 ----
struct Settings {
glm::vec4 ambientColor{0.15f, 0.15f, 0.2f, 0.0f};
};
Settings& GetSettings() { return m_Settings; }
// ---- 实体 ----
Entity CreateEntity(std::string name = {});
void DestroyEntity(Entity e); // 延迟:帧尾统一销毁
void FlushDestroyQueue(); // 每帧末尾由 Application 调用
bool IsAlive(Entity e) const { return m_Registry.IsAlive(e); }
// 按稳定 UUID 查实体(序列化/跨引用场景);找不到返回无效句柄
Entity FindEntityByUUID(UUID uuid);
Registry& GetRegistry() { return m_Registry; }
// ---- 组件便捷接口(转发 Registry)----
template<typename T, typename... Args>
T& AddComponent(Entity e, Args&&... args)
{
return m_Registry.Add<T>(e, std::forward<Args>(args)...);
}
template<typename T>
T& GetComponent(Entity e) { return m_Registry.Get<T>(e); }
template<typename T>
T* TryGetComponent(Entity e) { return m_Registry.TryGet<T>(e); }
template<typename T>
bool HasComponent(Entity e) { return m_Registry.Has<T>(e); }
template<typename T>
void RemoveComponent(Entity e) { m_Registry.Remove<T>(e); }
template<typename... Ts, typename Fn>
void Each(Fn&& fn) { m_Registry.Each<Ts...>(std::forward<Fn>(fn)); }
// ---- 常用查询 ----
// primary 相机(渲染视角来源);无则返回 nullptr
CameraComponent* GetPrimaryCamera();
private:
Registry m_Registry;
std::vector<Entity> m_PendingDestroy;
Settings m_Settings;
};
} // namespace Engine::ECS
#endif //HELLOVULKAN_SCENE_H
@@ -0,0 +1,299 @@
//
// Created by atdunbg on 2026/9/22.
//
// RenderGraph:声明式帧图内核。
//
// 设计原则(面向引擎,非 demo):
// 1. 声明与执行分离:图结构(pass + 虚拟资源)只声明一次并 Compile,
// 每帧 Execute 零图结构开销、零堆分配(barrier 列表全部编译期预算)。
// 2. 虚拟资源 + 生成号句柄:上层永远不持有裸 vulkan 句柄,
// 生命周期、layout、物理内存全部由图管理。
// 3. 物理资源池:真实 GpuImage 按 (format, extent, usage) 池化复用,
// 每个虚拟资源按帧槽位拥有 kMaxFramesInFlight 个物理实例,
// 从根上避免帧间读写竞争,同时杜绝每帧重建 GPU 资源。
// 4. 自动同步:layout/访问状态链在 Compile 期解算,产出批量
// vk::ImageMemoryBarrier2(Synchronization2),上层不再手写 barrier。
//
// 已知边界(后续演进点):
// - 暂不支持异步 compute queue / 跨队列信号量
// - 暂不支持内存别名(需 VMA)与帧历史资源(TAA 等)
// - 同一 pass 内对同一资源"读+写"(input attachment / RWM)未建模
//
#ifndef HELLOVULKAN_RENDERGRAPH_H
#define HELLOVULKAN_RENDERGRAPH_H
#include <Engine/Core/Types.h>
#include <Engine/Core/FrameContext.h>
#include <Engine/Vulkan/MemoryAllocator.h>
#include <vulkan/vulkan.hpp>
#include <functional>
#include <string>
#include <unordered_map>
#include <vector>
namespace Engine::RG {
// ---------- 句柄 ----------
// 带生成号的索引句柄:图永远不会删除条目(只追加),
// 生成号用于上层误持过期句柄时的校验,防止 use-after-free 式错误。
inline constexpr u32 kInvalidHandle = 0xFFFFFFFF;
template<typename Tag>
struct Handle {
u32 index = kInvalidHandle;
u32 generation = 0;
bool Valid() const { return index != kInvalidHandle; }
explicit operator bool() const { return Valid(); }
};
struct TextureTag;
using TextureHandle = Handle<TextureTag>;
// ---------- 资源使用方式 ----------
// 声明 pass 怎么用资源;layout/access/stage 映射和 image usage
// 都由这里推导,上层不需要(也不允许)手写。
enum class ResourceUse : u8 {
ColorAttachment,
DepthAttachment,
ShaderRead,
TransferSrc,
TransferDst,
Present, // 仅用于 swapchain 导入资源:transition 到 ePresentSrcKHR
};
// ---------- 虚拟纹理描述 ----------
struct TextureDesc {
vk::Format format = vk::Format::eUndefined;
u32 width = 0; // 0 = 跟随目标(swapchain)尺寸
u32 height = 0;
};
// ---------- 物理镜像 ----------
struct PhysicalImage {
vk::Image image{};
vk::ImageView view{};
vk::Extent2D extent{};
vk::Format format{};
vk::ImageUsageFlags usage{};
MemoryAllocator::Allocation allocation{};
bool valid = false;
};
// ---------- Pass 上下文(Execute 回调收到的) ----------
struct RenderGraphContext {
vk::CommandBuffer cmd;
FrameContext frame;
vk::Extent2D extent{};
// 按句柄取当前帧槽位的物理资源(image/view)
vk::ImageView View(TextureHandle h) const;
vk::Image Image(TextureHandle h) const;
class RenderGraph* graph = nullptr;
};
using ExecuteFn = std::function<void(RenderGraphContext&)>;
// ---------- 图内部结构 ----------
struct TextureEntry {
std::string name;
u32 index = 0; // 自身在 m_Textures 中的下标
TextureDesc desc;
bool imported = false; // swapchain 导入资源无物理实例
u32 generation = 1;
// Compile 期推导
vk::ImageUsageFlags usage{};
vk::ImageAspectFlagBits aspect = vk::ImageAspectFlagBits::eColor;
i32 firstPass = -1;
i32 lastPass = -1;
// 物理实例:每个帧槽位一个,created 资源才拥有
std::vector<PhysicalImage*> physical;
// 导入资源每帧绑定
vk::Image importedImage{};
vk::ImageView importedView{};
// 帧槽位状态:物理镜像是否已被使用过(决定 entry barrier 变体)
struct SlotState {
bool used = false;
};
std::vector<SlotState> slots;
// Compile 期状态链解算用(执行序上的"当前"状态)
vk::ImageLayout chainLayout = vk::ImageLayout::eUndefined;
vk::PipelineStageFlags2 chainStage{};
vk::AccessFlags2 chainAccess{};
bool chainWasWrite = false;
// 稳态:上一轮执行结束时(lastPass 之后)的状态。
// 同一帧槽位再次进入图时,entry barrier 从这里出发。
vk::ImageLayout restingLayout = vk::ImageLayout::eUndefined;
vk::PipelineStageFlags2 restingStage{};
vk::AccessFlags2 restingAccess{};
};
struct PassNode {
std::string name;
struct Use {
u32 resIndex;
ResourceUse use;
vk::ShaderStageFlags readStage; // ShaderRead 时的消费 stage
};
std::vector<Use> uses;
ExecuteFn exec;
bool sideEffect = false; // 无读写但必须执行(compute 写 buffer 等)
bool culled = false;
// Compile 期预算好的 barrier:每个资源两个变体
// steady = 该槽位已被使用过(从 resting 状态出发)
// first = 该槽位首次使用(从 Undefined 出发)
// imported 资源恒用 first(acquire 后 layout 语义上为 Undefined)
struct BarrierPair {
u32 resIndex;
vk::ImageMemoryBarrier2 steady;
vk::ImageMemoryBarrier2 first;
};
std::vector<BarrierPair> barriers;
};
// ---------- RenderGraph ----------
class RenderGraph {
public:
RenderGraph(Device& device, MemoryAllocator& allocator, u32 framesInFlight);
~RenderGraph();
RenderGraph(const RenderGraph&) = delete;
RenderGraph& operator=(const RenderGraph&) = delete;
// ---- 声明阶段(AddPass 之后不得再声明资源;全部声明完成后 Compile)----
// 声明一张图拥有的瞬时纹理(此时不分配任何 GPU 内存)
TextureHandle CreateTexture(std::string name, const TextureDesc& desc);
// 导入 swapchain 颜色附件(每帧通过 SetImportedImage 绑定物理 image)
TextureHandle ImportSwapchain(std::string name, vk::Format format);
// 每帧 acquire 后调用,把当帧 swapchain image 绑到导入资源
void SetImportedImage(TextureHandle h, vk::Image image, vk::ImageView view);
// ---- Pass 声明 ----
class PassBuilder {
public:
PassBuilder& Write(TextureHandle h, ResourceUse use);
PassBuilder& Read(TextureHandle h, ResourceUse use,
vk::ShaderStageFlags stage = vk::ShaderStageFlagBits::eFragment);
PassBuilder& SideEffect();
private:
friend class RenderGraph;
PassBuilder(RenderGraph& graph, u32 passIndex)
: m_Graph(graph), m_PassIndex(passIndex) {}
RenderGraph& m_Graph;
u32 m_PassIndex;
};
[[nodiscard]] PassBuilder AddPass(std::string name, ExecuteFn exec);
// ---- 编译与执行 ----
// 编译:死 pass 剔除 → 拓扑排序 → 生命周期 → barrier 预算 → 物理分配。
// 目标尺寸变化时调用 SetTargetExtent 会自动重编译并轮换物理资源。
void Compile();
void SetTargetExtent(vk::Extent2D extent);
vk::Extent2D GetTargetExtent() const { return m_TargetExtent; }
// 每帧执行:按编译好的顺序录命令。要求 cmd 处于 recording 状态。
void Execute(const FrameContext& frame);
// ---- 统计 ----
u32 GetPassCount() const;
u32 GetActivePassCount() const;
u32 GetTextureCount() const;
u32 GetBarrierCount() const;
u32 GetPooledImageCount() const;
private:
friend struct RenderGraphContext;
// 编译子步骤
void ResolveUsage(TextureEntry& entry);
void CullPasses();
void Toposort();
void ComputeLifetimes();
void PrecomputeBarriers();
void AllocatePhysical();
void ReleasePhysical();
void PurgePool(vk::Extent2D target);
PhysicalImage* AcquirePhysical(vk::Format format, vk::Extent2D extent,
vk::ImageUsageFlags usage,
vk::ImageAspectFlagBits aspect);
TextureEntry& GetEntry(TextureHandle h);
const TextureEntry& GetEntry(TextureHandle h) const;
void CheckHandle(TextureHandle h) const;
void CheckMutable() const; // 声明期校验:Compile 后禁止再改图
static vk::ImageLayout UseLayout(ResourceUse use);
static vk::PipelineStageFlags2 UseDstStage(const PassNode::Use& use);
static vk::PipelineStageFlags2 UseSrcStage(ResourceUse use);
static vk::AccessFlags2 UseDstAccess(const PassNode::Use& use);
static vk::AccessFlags2 UseSrcAccess(ResourceUse use);
Device& m_Device;
MemoryAllocator& m_Allocator;
u32 m_FramesInFlight;
bool m_Compiled = false;
std::vector<TextureEntry> m_Textures;
std::vector<PassNode> m_Passes;
u32 m_ActivePassCount = 0;
vk::Extent2D m_TargetExtent{};
// 拓扑排序后的执行序(存 pass 下标)
std::vector<u32> m_ExecutionOrder;
// 物理资源池:key = (format, extent, usage),value = 空闲镜像列表
struct PoolKey {
u32 format;
u32 width;
u32 height;
u32 usage;
bool operator==(const PoolKey& o) const {
return format == o.format && width == o.width &&
height == o.height && usage == o.usage;
}
};
struct PoolKeyHash {
size_t operator()(const PoolKey& k) const {
size_t h = std::hash<u64>{}(
(static_cast<u64>(k.format) << 32) ^ k.usage);
h ^= std::hash<u64>{}((static_cast<u64>(k.width) << 32) ^ k.height) << 1;
return h;
}
};
std::unordered_map<PoolKey, std::vector<Scope<PhysicalImage>>, PoolKeyHash> m_Pool;
// Execute 用的 barrier 暂存(成员变量,避免每帧堆分配)
std::vector<vk::ImageMemoryBarrier2> m_ScratchBarriers;
};
} // namespace Engine::RG
#endif //HELLOVULKAN_RENDERGRAPH_H
+66
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@@ -0,0 +1,66 @@
//
// Created by atdunbg on 2026/9/22.
//
// Camera:独立的相机模块。
// 职责:输入驱动的运动更新 + 视图/投影矩阵计算。
// 不再依赖具体渲染器——Renderer/RenderGraph 只消费它的矩阵输出。
//
#ifndef HELLOVULKAN_CAMERA_H
#define HELLOVULKAN_CAMERA_H
#include <Engine/Core/Types.h>
#include <glm/glm.hpp>
namespace Engine {
class Window;
class Camera {
public:
// 每帧调用:读取窗口输入,更新位置与朝向
void Update(Window& window, f32 deltaTime);
glm::mat4 GetView() const;
// Vulkan 投影:内部完成 Y 翻转(clip space Y 向下)和 [0,1] 深度
glm::mat4 GetProjection(f32 aspect, f32 nearZ, f32 farZ) const;
glm::vec3 GetPosition() const { return m_Position; }
void SetPosition(const glm::vec3& pos) { m_Position = pos; }
void SetYaw(f32 yaw) { m_Yaw = yaw; }
void SetPitch(f32 pitch) { m_Pitch = pitch; }
f32 GetYaw() const { return m_Yaw; }
f32 GetPitch() const { return m_Pitch; }
void SetMoveSpeed(f32 speed) { m_MoveSpeed = speed; }
void SetMouseSensitivity(f32 sens) { m_MouseSensitivity = sens; }
// 鼠标视角默认关闭(需要先做 cursor capture 再打开)
void SetMouseLookEnabled(bool enabled) { m_MouseLookEnabled = enabled; }
bool IsMouseLookEnabled() const { return m_MouseLookEnabled; }
glm::vec3 GetForward() const { return m_Forward; }
glm::vec3 GetRight() const { return m_Right; }
glm::vec3 GetUp() const { return m_Up; }
private:
void UpdateBasis();
glm::vec3 m_Position{0.0f, 0.0f, 7.0f};
f32 m_Yaw = -90.0f; // 朝向 -Z
f32 m_Pitch = 0.0f;
f32 m_MoveSpeed = 2.5f;
f32 m_MouseSensitivity = 0.1f;
bool m_MouseLookEnabled = false;
// 缓存的方向基向量,Update 时刷新,避免每帧三角函数重复计算
glm::vec3 m_Forward{0.0f, 0.0f, -1.0f};
glm::vec3 m_Right{1.0f, 0.0f, 0.0f};
glm::vec3 m_Up{0.0f, 1.0f, 0.0f};
};
} // namespace Engine
#endif //HELLOVULKAN_CAMERA_H
+35 -37
View File
@@ -8,14 +8,13 @@
#pragma once #pragma once
#include <Engine/Core/Types.h> #include <Engine/Core/Types.h>
#include <Engine/Core/FrameContext.h>
#include <Engine/RenderGraph/RenderGraph.h>
#include <vulkan/vulkan.hpp> #include <vulkan/vulkan.hpp>
#include <chrono> #include <vector>
#include "Engine/Vulkan/Texture.h"
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "Model.h"
namespace Engine { namespace Engine {
class Window; class Window;
@@ -24,16 +23,20 @@ namespace Engine {
class DescriptorManager; class DescriptorManager;
class ShaderManager; class ShaderManager;
class Swapchain; class Swapchain;
class CommandManager;
class SyncManager; class SyncManager;
class Buffer; class CommandManager;
class UniformBuffer; class UniformBuffer;
class Model;
struct Object { namespace ECS { class Scene; }
glm::mat4 transform = glm::mat4(1.0f); namespace Assets { class AssetManager; }
Model* model = nullptr;
};
// Renderer 职责(收敛后):
// 1. 装配底层模块(Device/Swapchain/Sync/Command/Descriptor/Shader)
// 2. 声明并驱动 RenderGraph(pass 结构在这里组装)
// 3. Render(Scene&, AssetManager&):从 ECS 场景读取相机/灯光/渲染体,
// 经资产层解析句柄后绘制
// 不拥有场景,不加载资产(资产归 AssetManager,磁盘 IO 与这里无关)。
class Renderer { class Renderer {
public: public:
Renderer(Window& window); Renderer(Window& window);
@@ -42,15 +45,21 @@ namespace Engine {
Renderer(const Renderer&) = delete; Renderer(const Renderer&) = delete;
Renderer& operator=(const Renderer&) = delete; Renderer& operator=(const Renderer&) = delete;
void Render(); void Render(ECS::Scene& scene, Assets::AssetManager& assets);
// ---- 组合根(Application)装配其他模块时需要的访问器 ----
Device& GetDevice() const { return *m_Device; }
MemoryAllocator& GetAllocator() const { return *m_Allocator; }
DescriptorManager& GetDescriptorManager() const { return *m_DescriptorManager; }
vk::DescriptorSetLayout GetTextureSetLayout() const { return m_TextureSetLayout; }
private: private:
void RecordCommands(vk::CommandBuffer cmd, u32 imageIndex); void BuildGraph(); // 声明 pass 结构 + 首次 Compile
void TransitionImageLayout(vk::CommandBuffer cmd, vk::Image image, void HandleResize();
vk::ImageLayout oldLayout, vk::ImageLayout newLayout);
Window& m_Window; Window& m_Window;
// ---- 底层模块(析构序:后声明者先析构,RG 在 Device/Allocator 之前)----
Scope<Device> m_Device; Scope<Device> m_Device;
Scope<MemoryAllocator> m_Allocator; Scope<MemoryAllocator> m_Allocator;
Scope<DescriptorManager> m_DescriptorManager; Scope<DescriptorManager> m_DescriptorManager;
@@ -58,38 +67,27 @@ namespace Engine {
Scope<Swapchain> m_Swapchain; Scope<Swapchain> m_Swapchain;
Scope<SyncManager> m_SyncManager; Scope<SyncManager> m_SyncManager;
Scope<CommandManager> m_CommandManager; Scope<CommandManager> m_CommandManager;
Scope<Model> m_Model;
std::vector<Object> m_Objects;
Scope<UniformBuffer> m_UniformBuffer; Scope<UniformBuffer> m_UniformBuffer;
Scope<RG::RenderGraph> m_RenderGraph;
// ---- 管线装配(shader object 方案,无 vk::Pipeline)----
vk::PipelineLayout m_PipelineLayout; vk::PipelineLayout m_PipelineLayout;
vk::DescriptorSetLayout m_UBOSetLayout; vk::DescriptorSetLayout m_UBOSetLayout;
vk::DescriptorSet m_UBODescriptorSet;
vk::DescriptorSetLayout m_TextureSetLayout; vk::DescriptorSetLayout m_TextureSetLayout;
std::vector<vk::DescriptorSet> m_UBODescriptorSets; // 每帧槽位一个
vk::ShaderEXT m_VertShader{};
vk::ShaderEXT m_FragShader{};
// ---- RenderGraph 资源句柄 ----
RG::TextureHandle m_Backbuffer{};
RG::TextureHandle m_Depth{};
vk::ShaderEXT m_VertShader; // ---- 当帧绑定(Render() 期间有效,供 pass 回调读取)----
vk::ShaderEXT m_FragShader; ECS::Scene* m_BoundScene = nullptr;
Assets::AssetManager* m_BoundAssets = nullptr;
vk::Extent2D m_Extent; vk::Extent2D m_Extent{};
vk::Format m_Format;
static constexpr u32 kMaxFramesInFlight = 2;
u32 m_CurrentFrame = 0; u32 m_CurrentFrame = 0;
// 相机
glm::vec3 m_CameraPos = glm::vec3(0.0f, 0.0f, 7.0f);
f32 m_CameraYaw = -90.0f; // 朝向 -Z
f32 m_CameraPitch = 0.0f;
f32 m_CameraSpeed = 2.5f;
f32 m_MouseSensitivity = 0.1f;
f32 m_DeltaTime = 0.016f;
f32 m_LastFrameTime = 0.0f;
std::chrono::steady_clock::time_point m_StartTime;
}; };
} // namespace Engine } // namespace Engine
+14 -6
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@@ -5,32 +5,40 @@
#ifndef HELLOVULKAN_COMMANDMANAGER_H #ifndef HELLOVULKAN_COMMANDMANAGER_H
#define HELLOVULKAN_COMMANDMANAGER_H #define HELLOVULKAN_COMMANDMANAGER_H
#include <Engine/Core/Types.h>
#include <Engine/Core/FrameContext.h>
#include <vulkan/vulkan.hpp> #include <vulkan/vulkan.hpp>
#include <vector>
namespace Engine { namespace Engine {
class Device; class Device;
// 每个帧槽位独立命令缓冲。
//
// 关键正确性约束:kMaxFramesInFlight 帧并发时,第 N 帧录制时第 N-1 帧的
// 命令缓冲可能仍在 GPU 上执行,因此绝不能共享/复用同一个 command buffer。
// 每个 frameSlot 一个 buffer,reset 只发生在"该槽位 fence 已确认完成"之后。
class CommandManager { class CommandManager {
public: public:
CommandManager(Device& device); CommandManager(Device& device, u32 frameCount);
~CommandManager(); ~CommandManager();
CommandManager(const CommandManager&) = delete; CommandManager(const CommandManager&) = delete;
CommandManager& operator=(const CommandManager&) = delete; CommandManager& operator=(const CommandManager&) = delete;
// 开始录制 // 开始录制指定帧槽位的命令缓冲
vk::CommandBuffer BeginFrame(); vk::CommandBuffer BeginFrame(u32 frameSlot);
// 结束录制 // 结束录制
void EndFrame(); void EndFrame(u32 frameSlot);
vk::CommandBuffer GetBuffer() const { return m_Buffer; } vk::CommandBuffer GetBuffer(u32 frameSlot) const { return m_Buffers[frameSlot]; }
private: private:
Device& m_Device; Device& m_Device;
vk::CommandPool m_Pool; vk::CommandPool m_Pool;
vk::CommandBuffer m_Buffer; std::vector<vk::CommandBuffer> m_Buffers;
}; };
} // namespace Engine } // namespace Engine
+5
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@@ -34,6 +34,11 @@ public:
uint32_t FindMemoryType(uint32_t typeFilter, vk::MemoryPropertyFlags props) const; uint32_t FindMemoryType(uint32_t typeFilter, vk::MemoryPropertyFlags props) const;
// 在候选列表中找到第一个满足 tiling+features 的格式,找不到则 FATAL
vk::Format FindSupportedFormat(const std::vector<vk::Format>& candidates,
vk::ImageTiling tiling,
vk::FormatFeatureFlags features) const;
// 1.4 特性查询 // 1.4 特性查询
bool IsDynamicRenderingSupported() const { return m_DynamicRenderingSupported; } bool IsDynamicRenderingSupported() const { return m_DynamicRenderingSupported; }
bool IsShaderObjectSupported() const { return m_ShaderObjectSupported; } bool IsShaderObjectSupported() const { return m_ShaderObjectSupported; }
+2 -13
View File
@@ -33,10 +33,8 @@ namespace Engine
const std::vector<vk::Image>& GetImages() const { return m_Images; } const std::vector<vk::Image>& GetImages() const { return m_Images; }
const std::vector<vk::ImageView>& GetImageViews() const { return m_ImageViews; } const std::vector<vk::ImageView>& GetImageViews() const { return m_ImageViews; }
vk::ImageView GetDepthImageView() const { return m_DepthImageView; } // 深度图不在 Swapchain 管理——渲染目标(含深度)统一由 RenderGraph 创建。
vk::Format GetDepthFormat() const { return m_DepthFormat; } // Swapchain 只负责"呈现"这一件事。
vk::Image GetDepthImage() const { return m_DepthImage; }
void Recreate(Window& window); void Recreate(Window& window);
private: private:
@@ -47,10 +45,6 @@ namespace Engine
vk::PresentModeKHR ChoosePresentMode(const std::vector<vk::PresentModeKHR>& modes); vk::PresentModeKHR ChoosePresentMode(const std::vector<vk::PresentModeKHR>& modes);
vk::Extent2D ChooseExtent(const vk::SurfaceCapabilitiesKHR& caps, Window& window); vk::Extent2D ChooseExtent(const vk::SurfaceCapabilitiesKHR& caps, Window& window);
void CreateDepthResources();
void DestroyDepthResources();
vk::Format FindDepthFormat();
Device& m_Device; Device& m_Device;
@@ -58,11 +52,6 @@ namespace Engine
std::vector<vk::Image> m_Images; std::vector<vk::Image> m_Images;
std::vector<vk::ImageView> m_ImageViews; std::vector<vk::ImageView> m_ImageViews;
vk::Image m_DepthImage;
vk::DeviceMemory m_DepthMemory;
vk::ImageView m_DepthImageView;
vk::Format m_DepthFormat;
MemoryAllocator& m_Allocator; MemoryAllocator& m_Allocator;
vk::Format m_Format; vk::Format m_Format;
+17 -8
View File
@@ -5,33 +5,42 @@
#ifndef HELLOVULKAN_UNIFORMBUFFER_H #ifndef HELLOVULKAN_UNIFORMBUFFER_H
#define HELLOVULKAN_UNIFORMBUFFER_H #define HELLOVULKAN_UNIFORMBUFFER_H
#include <Engine/Core/Types.h> #include <Engine/Core/Types.h>
#include <Engine/Core/FrameContext.h>
#include <Engine/Vulkan/Buffer.h> #include <Engine/Vulkan/Buffer.h>
#include <vulkan/vulkan.hpp> #include <vulkan/vulkan.hpp>
#include <vector>
namespace Engine { namespace Engine {
class Device; class Device;
class MemoryAllocator; class MemoryAllocator;
// Per-frame UBO ring:每个帧槽位一个独立 buffer。
//
// 正确性:CPU 在第 N 帧写 UBO 时,GPU 可能仍在读取第 N-1 帧的同槽位数据。
// 共享单个 buffer 会产生数据竞争;ring 化后每槽位的写入严格发生在
// 该槽位 fence 确认完成之后。
// 后续演进方向:单个大 ring buffer + 动态 offset(省描述符、省内存),
// 接口已按"写入哪个槽位"设计,届时只是内部实现替换。
class UniformBuffer { class UniformBuffer {
public: public:
UniformBuffer(Device& device, MemoryAllocator& allocator, u64 size); UniformBuffer(Device& device, MemoryAllocator& allocator,
~UniformBuffer(); u64 size, u32 frameCount);
~UniformBuffer() = default;
UniformBuffer(const UniformBuffer&) = delete; UniformBuffer(const UniformBuffer&) = delete;
UniformBuffer& operator=(const UniformBuffer&) = delete; UniformBuffer& operator=(const UniformBuffer&) = delete;
vk::Buffer Get() const { return m_Buffer->Get(); } vk::Buffer Get(u32 frameSlot) const { return m_Buffers[frameSlot]->Get(); }
u64 GetSize() const { return m_Size; } u64 GetSize() const { return m_Size; }
// 每帧更新数据 // 写入指定帧槽位的 UBO(仅在该槽位 fence 确认完成后调用)
void Update(const void* data, u64 size); void Update(u32 frameSlot, const void* data, u64 size);
private: private:
Scope<Buffer> m_Buffer; std::vector<Scope<Buffer>> m_Buffers;
u64 m_Size; u64 m_Size = 0;
}; };
} // namespace Engine } // namespace Engine
+31
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@@ -0,0 +1,31 @@
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/Assets/AssetManager.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/Vulkan/MemoryAllocator.h>
#include <Engine/Vulkan/DescriptorManager.h>
#include <Engine/Core/Log.h>
namespace Engine::Assets {
AssetManager::AssetManager(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptors,
vk::DescriptorSetLayout textureLayout)
: m_Device(device), m_Allocator(allocator),
m_Descriptors(descriptors), m_TextureLayout(textureLayout)
{
ENGINE_INFO("AssetManager created");
}
ModelHandle AssetManager::LoadModel(const std::string& path)
{
return m_Models.Load(path, [this](const std::string& p) -> Scope<Model> {
// GPU 上传在此发生:资产层调用渲染层接口完成 buffer/image 创建
return CreateScope<Model>(
m_Device, m_Allocator, m_Descriptors, m_TextureLayout, p);
});
}
} // namespace Engine::Assets
+115
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@@ -0,0 +1,115 @@
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/Core/Application.h>
#include <Engine/Core/Window.h>
#include <Engine/Core/Log.h>
#include <Engine/ECS/Scene.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Vulkan/Device.h>
#include <algorithm>
namespace Engine {
Application::Application(std::string title, u32 width, u32 height)
{
m_Window = CreateScope<Window>(std::move(title), width, height);
// 事件通道:GLFW 回调 → 本类 DispatchEvent → 派生类钩子
m_Window->SetEventCallback(
[this](const Event& e) { DispatchEvent(e); });
// 场景(ECS 世界)+ 渲染器
m_Scene = CreateScope<ECS::Scene>();
m_Renderer = CreateScope<Renderer>(*m_Window);
// 资产层:复用渲染器的 GPU 上下文;
// 声明在 Renderer 之后 → 析构先于 Renderer(它引用其子模块)
m_Assets = CreateScope<Assets::AssetManager>(
m_Renderer->GetDevice(),
m_Renderer->GetAllocator(),
m_Renderer->GetDescriptorManager(),
m_Renderer->GetTextureSetLayout());
}
Application::~Application()
{
// 关键:必须在成员析构之前等 GPU 空闲。
//
// 成员析构序(后声明先析构)是 m_Assets → m_Renderer → m_Scene → m_Window:
// 资产层持有全部 GPU buffer/texture/sampler,会先于 Renderer 析构,
// 而 Renderer 的 waitIdle 在它自己的析构里——那时资产已经销毁了。
// 若最后一帧命令缓冲仍在 GPU 上执行,就会出现
// VUID-vkDestroyBuffer-buffer-00922(资源销毁时仍在使用)。
// 这里显式等待,保证成员按任意顺序析构都是安全的。
if (m_Renderer) {
m_Renderer->GetDevice().GetDevice().waitIdle();
}
}
void Application::Run()
{
ENGINE_INFO("Application starting");
m_Running = true;
m_LastFrameTime = std::chrono::steady_clock::now();
OnInit();
while (m_Running && !m_Window->ShouldClose()) {
m_Window->PollEvents();
auto now = std::chrono::steady_clock::now();
f32 dt = std::chrono::duration<f32>(now - m_LastFrameTime).count();
// 钳制卡顿(断点/窗口拖动导致的超大 dt),避免物理/动画穿模
m_DeltaTime = std::clamp(dt, 0.0f, 0.25f);
m_LastFrameTime = now;
OnUpdate(m_DeltaTime);
// 延迟销毁在渲染前统一 flush,保证渲染遍历时池结构不变
m_Scene->FlushDestroyQueue();
OnRender();
++m_FrameCount;
}
OnShutdown();
ENGINE_INFO("Application stopped ({} frames)", m_FrameCount);
}
void Application::OnRender()
{
m_Renderer->Render(*m_Scene, *m_Assets);
}
void Application::DispatchEvent(const Event& event)
{
OnEvent(event);
switch (event.type) {
case EventType::WindowClose: OnWindowClose(event); break;
case EventType::WindowResize: OnWindowResize(event); break;
case EventType::WindowFocus: OnWindowFocus(event); break;
case EventType::WindowLostFocus: OnWindowLostFocus(event); break;
case EventType::KeyPress: OnKeyPress(event); break;
case EventType::KeyRelease: OnKeyRelease(event); break;
case EventType::MouseButtonPress: OnMouseButtonPress(event); break;
case EventType::MouseButtonRelease: OnMouseButtonRelease(event); break;
case EventType::MouseMove: OnMouseMove(event); break;
case EventType::MouseScroll: OnMouseScroll(event); break;
default: break;
}
}
void Application::OnWindowClose(const Event& event)
{
// 默认行为:直接退出。需要"退出确认"的程序覆写本钩子。
Close();
}
} // namespace Engine
+72
View File
@@ -14,6 +14,73 @@ namespace Engine
{ {
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window)); auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
self->m_FramebufferResized = true; self->m_FramebufferResized = true;
if (self->m_EventCallback) {
Event e;
e.type = EventType::WindowResize;
e.width = width;
e.height = height;
self->m_EventCallback(e);
}
}
void Window::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback || key == GLFW_KEY_UNKNOWN) return;
Event e;
e.key = key;
e.type = (action == GLFW_PRESS) ? EventType::KeyPress
: (action == GLFW_RELEASE) ? EventType::KeyRelease
: EventType::None; // GLFW_REPEAT 暂不透出
if (e.type != EventType::None) self->m_EventCallback(e);
}
void Window::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback) return;
Event e;
e.button = button;
e.type = (action == GLFW_PRESS) ? EventType::MouseButtonPress
: EventType::MouseButtonRelease;
self->m_EventCallback(e);
}
void Window::CursorPosCallback(GLFWwindow* window, double xpos, double ypos)
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback) return;
Event e;
e.type = EventType::MouseMove;
e.x = static_cast<f32>(xpos);
e.y = static_cast<f32>(ypos);
self->m_EventCallback(e);
}
void Window::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback) return;
Event e;
e.type = EventType::MouseScroll;
e.deltaX = static_cast<f32>(xoffset);
e.deltaY = static_cast<f32>(yoffset);
self->m_EventCallback(e);
}
void Window::WindowFocusCallback(GLFWwindow* window, int focused)
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback) return;
Event e;
e.type = focused ? EventType::WindowFocus : EventType::WindowLostFocus;
self->m_EventCallback(e);
} }
Window::Window(const std::string& title, u32 width, u32 height) Window::Window(const std::string& title, u32 width, u32 height)
@@ -42,6 +109,11 @@ namespace Engine
glfwSetWindowUserPointer(m_Window, this); glfwSetWindowUserPointer(m_Window, this);
glfwSetFramebufferSizeCallback(m_Window, FramebufferResizeCallback); glfwSetFramebufferSizeCallback(m_Window, FramebufferResizeCallback);
glfwSetKeyCallback(m_Window, KeyCallback);
glfwSetMouseButtonCallback(m_Window, MouseButtonCallback);
glfwSetCursorPosCallback(m_Window, CursorPosCallback);
glfwSetScrollCallback(m_Window, ScrollCallback);
glfwSetWindowFocusCallback(m_Window, WindowFocusCallback);
} }
Window::~Window() Window::~Window()
+62
View File
@@ -0,0 +1,62 @@
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/ECS/Scene.h>
#include <Engine/Core/Log.h>
namespace Engine::ECS {
Entity Scene::CreateEntity(std::string name)
{
Entity e = m_Registry.Create();
// IdComponent 自动挂载:每个实体出生即有稳定 UUID
m_Registry.Add<IdComponent>(e, IdComponent{UUID::New()});
if (!name.empty()) {
m_Registry.Add<NameComponent>(e, NameComponent{std::move(name)});
}
return e;
}
Entity Scene::FindEntityByUUID(UUID uuid)
{
if (!uuid.Valid()) return {};
Entity found{};
m_Registry.Each<IdComponent>([&](Entity e, IdComponent& id) {
if (!found && id.uuid == uuid) found = e;
});
return found;
}
void Scene::DestroyEntity(Entity e)
{
if (!m_Registry.IsAlive(e)) {
ENGINE_FATAL("Scene::DestroyEntity: stale entity ({},{})",
e.index, e.generation);
}
m_PendingDestroy.push_back(e);
}
void Scene::FlushDestroyQueue()
{
if (m_PendingDestroy.empty()) return;
for (Entity e : m_PendingDestroy) {
if (m_Registry.IsAlive(e)) {
m_Registry.Destroy(e);
}
}
m_PendingDestroy.clear();
}
CameraComponent* Scene::GetPrimaryCamera()
{
CameraComponent* found = nullptr;
m_Registry.Each<CameraComponent>([&](Entity, CameraComponent& cc) {
if (!found && cc.primary) found = &cc;
});
return found;
}
} // namespace Engine::ECS
+781
View File
@@ -0,0 +1,781 @@
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/RenderGraph/RenderGraph.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/Core/Log.h>
#include <algorithm>
#include <set>
namespace Engine::RG {
namespace {
bool IsWriteUse(ResourceUse use)
{
switch (use) {
case ResourceUse::ColorAttachment:
case ResourceUse::DepthAttachment:
case ResourceUse::TransferDst:
case ResourceUse::Present:
return true;
case ResourceUse::ShaderRead:
case ResourceUse::TransferSrc:
return false;
}
return false;
}
} // namespace
// ---------- 构造 / 析构 ----------
RenderGraph::RenderGraph(Device& device, MemoryAllocator& allocator, u32 framesInFlight)
: m_Device(device), m_Allocator(allocator), m_FramesInFlight(framesInFlight)
{
}
RenderGraph::~RenderGraph()
{
ReleasePhysical();
const auto& vkDevice = m_Device.GetDevice();
for (auto& [key, images] : m_Pool) {
for (auto& img : images) {
if (!img->valid) continue;
vkDevice.destroyImageView(img->view);
vkDevice.destroyImage(img->image);
m_Allocator.Free(img->allocation);
}
}
m_Pool.clear();
}
// ---------- 资源声明 ----------
TextureHandle RenderGraph::CreateTexture(std::string name, const TextureDesc& desc)
{
CheckMutable();
TextureHandle h{static_cast<u32>(m_Textures.size()), 1};
TextureEntry entry;
entry.name = std::move(name);
entry.index = h.index;
entry.desc = desc;
entry.imported = false;
entry.generation = h.generation;
entry.physical.resize(m_FramesInFlight, nullptr);
entry.slots.resize(m_FramesInFlight);
m_Textures.push_back(std::move(entry));
return h;
}
TextureHandle RenderGraph::ImportSwapchain(std::string name, vk::Format format)
{
CheckMutable();
TextureHandle h{static_cast<u32>(m_Textures.size()), 1};
TextureEntry entry;
entry.name = std::move(name);
entry.index = h.index;
entry.desc.format = format;
entry.imported = true;
entry.generation = h.generation;
entry.physical.resize(m_FramesInFlight, nullptr);
entry.slots.resize(m_FramesInFlight);
m_Textures.push_back(std::move(entry));
return h;
}
void RenderGraph::SetImportedImage(TextureHandle h, vk::Image image, vk::ImageView view)
{
auto& entry = GetEntry(h);
if (!entry.imported) {
ENGINE_FATAL("RenderGraph: SetImportedImage on non-imported resource '{}'", entry.name);
}
entry.importedImage = image;
entry.importedView = view;
}
// ---------- Pass 声明 ----------
RenderGraph::PassBuilder RenderGraph::AddPass(std::string name, ExecuteFn exec)
{
CheckMutable();
PassNode node;
node.name = std::move(name);
node.exec = std::move(exec);
m_Passes.push_back(std::move(node));
return PassBuilder(*this, static_cast<u32>(m_Passes.size() - 1));
}
RenderGraph::PassBuilder& RenderGraph::PassBuilder::Write(TextureHandle h, ResourceUse use)
{
m_Graph.CheckMutable();
m_Graph.m_Passes[m_PassIndex].uses.push_back({h.index, use, {}});
return *this;
}
RenderGraph::PassBuilder& RenderGraph::PassBuilder::Read(TextureHandle h, ResourceUse use,
vk::ShaderStageFlags stage)
{
m_Graph.CheckMutable();
m_Graph.m_Passes[m_PassIndex].uses.push_back({h.index, use, stage});
return *this;
}
RenderGraph::PassBuilder& RenderGraph::PassBuilder::SideEffect()
{
m_Graph.CheckMutable();
m_Graph.m_Passes[m_PassIndex].sideEffect = true;
return *this;
}
// ---------- 编译 ----------
void RenderGraph::Compile()
{
if (m_TargetExtent.width == 0 || m_TargetExtent.height == 0) {
ENGINE_FATAL("RenderGraph: Compile before SetTargetExtent");
}
ReleasePhysical();
// 清理上一次编译的中间结果
for (auto& entry : m_Textures) {
entry.usage = {};
entry.firstPass = -1;
entry.lastPass = -1;
entry.chainLayout = vk::ImageLayout::eUndefined;
entry.chainStage = {};
entry.chainAccess = {};
entry.chainWasWrite = false;
}
for (auto& pass : m_Passes) {
pass.culled = false;
pass.barriers.clear();
}
for (auto& entry : m_Textures) ResolveUsage(entry);
CullPasses();
Toposort();
ComputeLifetimes();
PrecomputeBarriers();
AllocatePhysical();
m_Compiled = true;
m_ActivePassCount = static_cast<u32>(
std::count_if(m_Passes.begin(), m_Passes.end(),
[](const PassNode& p) { return !p.culled; }));
ENGINE_INFO("RenderGraph compiled: {} passes ({} active), {} textures, {} barriers, {} gpu images",
m_Passes.size(), m_ActivePassCount, m_Textures.size(),
GetBarrierCount(), GetPooledImageCount());
}
void RenderGraph::SetTargetExtent(vk::Extent2D extent)
{
if (extent == m_TargetExtent) return;
// 尺寸变化:调用方必须保证 GPU 空闲(通常在 swapchain recreate 的 waitIdle 之后)
ReleasePhysical();
PurgePool(extent);
// 物理镜像全部换新,槽位状态清零
for (auto& entry : m_Textures) {
for (auto& slot : entry.slots) slot.used = false;
}
m_TargetExtent = extent;
Compile();
}
void RenderGraph::ResolveUsage(TextureEntry& entry)
{
if (entry.imported) return;
vk::ImageUsageFlags usage{};
for (const auto& pass : m_Passes) {
for (const auto& use : pass.uses) {
if (use.resIndex != entry.index) continue;
switch (use.use) {
case ResourceUse::ColorAttachment:
case ResourceUse::Present:
usage |= vk::ImageUsageFlagBits::eColorAttachment;
break;
case ResourceUse::DepthAttachment:
usage |= vk::ImageUsageFlagBits::eDepthStencilAttachment;
entry.aspect = vk::ImageAspectFlagBits::eDepth;
break;
case ResourceUse::ShaderRead:
usage |= vk::ImageUsageFlagBits::eSampled;
break;
case ResourceUse::TransferSrc:
usage |= vk::ImageUsageFlagBits::eTransferSrc;
break;
case ResourceUse::TransferDst:
usage |= vk::ImageUsageFlagBits::eTransferDst;
break;
}
}
}
entry.usage = usage;
}
void RenderGraph::CullPasses()
{
// 引用计数剔除:一个 pass 存活当且仅当
// a) 声明了 sideEffect,或
// b) 它读写某个导入资源(对外可见),或
// c) 它写出的某个资源被某个存活 pass 读取。
// 迭代到不动点(最多 pass 数轮)。
std::vector<bool> kept(m_Passes.size(), false);
std::vector<bool> readByKept(m_Textures.size(), false);
bool changed = true;
while (changed) {
changed = false;
for (u32 i = 0; i < m_Passes.size(); ++i) {
if (kept[i]) continue;
const auto& pass = m_Passes[i];
bool keep = pass.sideEffect;
for (const auto& use : pass.uses) {
if (IsWriteUse(use.use) && readByKept[use.resIndex]) {
keep = true;
} else if (m_Textures[use.resIndex].imported) {
keep = true;
}
}
if (!keep) continue;
kept[i] = true;
changed = true;
for (const auto& use : pass.uses) {
if (!IsWriteUse(use.use)) readByKept[use.resIndex] = true;
}
}
}
for (u32 i = 0; i < m_Passes.size(); ++i) {
m_Passes[i].culled = !kept[i];
}
}
void RenderGraph::Toposort()
{
// writer → reader 建边(去重),Kahn 拓扑排序。
// 声明顺序通常已是拓扑序,但引擎级实现必须显式校验,
// 避免上层重构 pass 顺序时引入环。
std::vector<std::vector<u32>> writers(m_Textures.size());
for (u32 i = 0; i < m_Passes.size(); ++i) {
if (m_Passes[i].culled) continue;
for (const auto& use : m_Passes[i].uses) {
if (IsWriteUse(use.use)) {
writers[use.resIndex].push_back(i);
}
}
}
std::vector<std::set<u32>> adj(m_Passes.size());
std::vector<u32> indegree(m_Passes.size(), 0);
for (u32 q = 0; q < m_Passes.size(); ++q) {
if (m_Passes[q].culled) continue;
std::set<u32> seenWriters;
for (const auto& use : m_Passes[q].uses) {
if (IsWriteUse(use.use)) continue;
for (u32 p : writers[use.resIndex]) {
if (p == q || m_Passes[p].culled) continue;
if (seenWriters.insert(p).second) {
adj[p].insert(q);
++indegree[q];
}
}
}
}
m_ExecutionOrder.clear();
m_ExecutionOrder.reserve(m_Passes.size());
// 同层按声明序出队,保证确定性
std::set<u32> ready;
for (u32 i = 0; i < m_Passes.size(); ++i) {
if (!m_Passes[i].culled && indegree[i] == 0) ready.insert(i);
}
while (!ready.empty()) {
u32 p = *ready.begin();
ready.erase(ready.begin());
m_ExecutionOrder.push_back(p);
for (u32 q : adj[p]) {
if (--indegree[q] == 0) ready.insert(q);
}
}
u32 activeCount = 0;
for (const auto& pass : m_Passes) {
if (!pass.culled) ++activeCount;
}
if (m_ExecutionOrder.size() != activeCount) {
ENGINE_FATAL("RenderGraph: cycle detected in pass declarations");
}
}
void RenderGraph::ComputeLifetimes()
{
for (u32 pos = 0; pos < m_ExecutionOrder.size(); ++pos) {
const u32 passIdx = m_ExecutionOrder[pos];
for (const auto& use : m_Passes[passIdx].uses) {
auto& entry = m_Textures[use.resIndex];
if (entry.firstPass < 0) entry.firstPass = static_cast<i32>(pos);
entry.lastPass = static_cast<i32>(pos);
}
}
}
void RenderGraph::PrecomputeBarriers()
{
// 两阶段:
// Pass A:按执行序推演每个资源的状态链,得到稳态(resting)。
// Pass B:真正生成 barrier。
//
// entry barrier(资源在该 pass 首次被使用)有两个变体:
// first — 该物理实例的槽位尚未用过:old = Undefined(无历史依赖)
// steady — 槽位已用过:old = resting(上一轮执行结束时的状态)。
// 同一槽位两次进入图之间有 CPU fence 全等保,状态链闭合。
// imported 资源(swapchain)acquire 后 layout 语义上总是 Undefined,恒用 first。
//
// 非 entry:layout 变化或存在写读/读写/写写依赖时插入(read-read 无害跳过)。
// ---- Pass A:状态链推演 ----
for (const u32 passIdx : m_ExecutionOrder) {
for (const auto& use : m_Passes[passIdx].uses) {
auto& entry = m_Textures[use.resIndex];
entry.chainLayout = UseLayout(use.use);
entry.chainStage = UseDstStage(use);
entry.chainAccess = UseDstAccess(use);
entry.chainWasWrite = IsWriteUse(use.use);
}
}
for (auto& entry : m_Textures) {
if (entry.imported || entry.firstPass < 0) continue;
entry.restingLayout = entry.chainLayout;
entry.restingStage = entry.chainStage;
entry.restingAccess = entry.chainAccess;
}
// ---- Pass B:barrier 生成 ----
for (auto& entry : m_Textures) {
entry.chainLayout = vk::ImageLayout::eUndefined;
entry.chainStage = {};
entry.chainAccess = {};
entry.chainWasWrite = false;
}
for (u32 pos = 0; pos < m_ExecutionOrder.size(); ++pos) {
auto& pass = m_Passes[m_ExecutionOrder[pos]];
for (const auto& use : pass.uses) {
auto& entry = m_Textures[use.resIndex];
const vk::ImageLayout desiredLayout = UseLayout(use.use);
const vk::PipelineStageFlags2 dstStage = UseDstStage(use);
const vk::AccessFlags2 dstAccess = UseDstAccess(use);
const bool curIsWrite = IsWriteUse(use.use);
auto makeBarrier = [&](vk::ImageLayout oldLayout,
vk::PipelineStageFlags2 srcStage,
vk::AccessFlags2 srcAccess) {
vk::ImageMemoryBarrier2 b;
b.setSrcStageMask(srcStage)
.setSrcAccessMask(srcAccess)
.setDstStageMask(dstStage)
.setDstAccessMask(dstAccess)
.setOldLayout(oldLayout)
.setNewLayout(desiredLayout)
// image 句柄由 AllocatePhysical/每帧导入回填
.setSubresourceRange({entry.aspect, 0, 1, 0, 1});
return b;
};
if (entry.firstPass == static_cast<i32>(pos)) {
// entry barrier:两个变体
vk::ImageMemoryBarrier2 first = makeBarrier(
vk::ImageLayout::eUndefined,
vk::PipelineStageFlagBits2::eNone,
vk::AccessFlagBits2::eNone);
vk::ImageMemoryBarrier2 steady;
if (entry.imported) {
// swapchain:每帧 acquire 后都是 Undefined,两变体相同
steady = first;
} else {
steady = makeBarrier(entry.restingLayout,
entry.restingStage,
entry.restingAccess);
}
pass.barriers.push_back({use.resIndex, steady, first});
entry.chainLayout = desiredLayout;
entry.chainStage = dstStage;
entry.chainAccess = dstAccess;
entry.chainWasWrite = curIsWrite;
continue;
}
// 非 entry:layout 变化,或存在写读/读写/写写依赖时插入
bool need = entry.chainLayout != desiredLayout ||
entry.chainWasWrite || curIsWrite;
if (!need) continue;
vk::ImageMemoryBarrier2 b = makeBarrier(
entry.chainLayout, entry.chainStage, entry.chainAccess);
pass.barriers.push_back({use.resIndex, b, b});
entry.chainLayout = desiredLayout;
entry.chainStage = dstStage;
entry.chainAccess = dstAccess;
entry.chainWasWrite = curIsWrite;
}
}
}
void RenderGraph::AllocatePhysical()
{
for (auto& entry : m_Textures) {
if (entry.imported || entry.firstPass < 0) continue;
vk::Extent2D extent{
entry.desc.width ? entry.desc.width : m_TargetExtent.width,
entry.desc.height ? entry.desc.height : m_TargetExtent.height
};
for (u32 slot = 0; slot < m_FramesInFlight; ++slot) {
entry.physical[slot] = AcquirePhysical(
entry.desc.format, extent, entry.usage, entry.aspect);
}
// barrier 的 image 句柄在 Execute 期按帧槽位绑定(见 Execute)
}
}
void RenderGraph::ReleasePhysical()
{
for (auto& entry : m_Textures) {
if (entry.imported) continue;
for (u32 slot = 0; slot < entry.physical.size(); ++slot) {
auto* img = entry.physical[slot];
if (!img) continue;
PoolKey key{
static_cast<u32>(img->format),
img->extent.width, img->extent.height,
static_cast<u32>(img->usage)
};
m_Pool[key].push_back(Scope<PhysicalImage>(img));
entry.physical[slot] = nullptr;
}
}
}
void RenderGraph::PurgePool(vk::Extent2D target)
{
const auto& vkDevice = m_Device.GetDevice();
for (auto it = m_Pool.begin(); it != m_Pool.end();) {
if (it->first.width != target.width || it->first.height != target.height) {
for (auto& img : it->second) {
if (!img->valid) continue;
vkDevice.destroyImageView(img->view);
vkDevice.destroyImage(img->image);
m_Allocator.Free(img->allocation);
}
it = m_Pool.erase(it);
} else {
++it;
}
}
}
PhysicalImage* RenderGraph::AcquirePhysical(vk::Format format, vk::Extent2D extent,
vk::ImageUsageFlags usage,
vk::ImageAspectFlagBits aspect)
{
PoolKey key{static_cast<u32>(format), extent.width, extent.height,
static_cast<u32>(usage)};
// 池中取空闲镜像
auto it = m_Pool.find(key);
if (it != m_Pool.end() && !it->second.empty()) {
PhysicalImage* img = it->second.back().release();
it->second.pop_back();
return img;
}
// 新建:所有权归 TextureEntry.physical,Release 时归还池
auto img = CreateScope<PhysicalImage>();
img->extent = extent;
img->format = format;
img->usage = usage;
img->valid = true;
const auto& vkDevice = m_Device.GetDevice();
vk::ImageCreateInfo imageInfo;
imageInfo.setImageType(vk::ImageType::e2D)
.setFormat(format)
.setExtent({extent.width, extent.height, 1})
.setMipLevels(1)
.setArrayLayers(1)
.setSamples(vk::SampleCountFlagBits::e1)
.setTiling(vk::ImageTiling::eOptimal)
.setUsage(usage)
.setSharingMode(vk::SharingMode::eExclusive)
.setInitialLayout(vk::ImageLayout::eUndefined);
img->image = vkDevice.createImage(imageInfo);
auto reqs = vkDevice.getImageMemoryRequirements(img->image);
img->allocation = m_Allocator.Allocate(reqs, vk::MemoryPropertyFlagBits::eDeviceLocal);
vkDevice.bindImageMemory(img->image, img->allocation.Memory, img->allocation.Offset);
vk::ImageViewCreateInfo viewInfo;
viewInfo.setImage(img->image)
.setViewType(vk::ImageViewType::e2D)
.setFormat(format)
.setSubresourceRange({aspect, 0, 1, 0, 1});
img->view = vkDevice.createImageView(viewInfo);
return img.release();
}
// ---------- 执行 ----------
void RenderGraph::Execute(const FrameContext& frame)
{
for (const u32 passIdx : m_ExecutionOrder) {
auto& pass = m_Passes[passIdx];
if (pass.culled) continue;
// barrier:按槽位状态挑选变体,批量提交
m_ScratchBarriers.clear();
for (const auto& bp : pass.barriers) {
auto& entry = m_Textures[bp.resIndex];
bool useFirst;
if (entry.imported) {
useFirst = true; // 恒为 Undefined 起点
} else {
auto& slot = entry.slots[frame.frameSlot];
useFirst = !slot.used;
slot.used = true;
}
vk::ImageMemoryBarrier2 b = useFirst ? bp.first : bp.steady;
// image 句柄在执行期绑定:imported 用当帧 acquire 的 image,
// created 用当前帧槽位的物理镜像(每个槽位各有一份)
b.setImage(entry.imported
? entry.importedImage
: entry.physical[frame.frameSlot]->image);
m_ScratchBarriers.push_back(b);
}
if (!m_ScratchBarriers.empty()) {
vk::DependencyInfo dep;
dep.setImageMemoryBarriers(m_ScratchBarriers);
frame.cmd.pipelineBarrier2(dep);
}
if (pass.exec) {
RenderGraphContext ctx;
ctx.cmd = frame.cmd;
ctx.frame = frame;
ctx.extent = m_TargetExtent;
ctx.graph = this;
pass.exec(ctx);
}
}
}
// ---------- RenderGraphContext ----------
vk::ImageView RenderGraphContext::View(TextureHandle h) const
{
const auto& entry = graph->GetEntry(h);
if (entry.imported) return entry.importedView;
return entry.physical[frame.frameSlot]->view;
}
vk::Image RenderGraphContext::Image(TextureHandle h) const
{
const auto& entry = graph->GetEntry(h);
if (entry.imported) return entry.importedImage;
return entry.physical[frame.frameSlot]->image;
}
// ---------- 工具 / 统计 ----------
TextureEntry& RenderGraph::GetEntry(TextureHandle h)
{
CheckHandle(h);
return m_Textures[h.index];
}
const TextureEntry& RenderGraph::GetEntry(TextureHandle h) const
{
CheckHandle(h);
return m_Textures[h.index];
}
void RenderGraph::CheckHandle(TextureHandle h) const
{
if (!h.Valid() || h.index >= m_Textures.size() ||
m_Textures[h.index].generation != h.generation) {
ENGINE_FATAL("RenderGraph: invalid texture handle (index={}, gen={})",
h.index, h.generation);
}
}
void RenderGraph::CheckMutable() const
{
// 图结构(资源/pass/use)只在声明期可变;Compile 后 barrier 已预算,
// 静默接受修改会产生错误同步,直接拒绝。
if (m_Compiled) {
ENGINE_FATAL("RenderGraph: graph is compiled; structural changes are not allowed");
}
}
vk::ImageLayout RenderGraph::UseLayout(ResourceUse use)
{
switch (use) {
case ResourceUse::ColorAttachment: return vk::ImageLayout::eColorAttachmentOptimal;
case ResourceUse::DepthAttachment: return vk::ImageLayout::eDepthAttachmentOptimal;
case ResourceUse::ShaderRead: return vk::ImageLayout::eShaderReadOnlyOptimal;
case ResourceUse::TransferSrc: return vk::ImageLayout::eTransferSrcOptimal;
case ResourceUse::TransferDst: return vk::ImageLayout::eTransferDstOptimal;
case ResourceUse::Present: return vk::ImageLayout::ePresentSrcKHR;
}
return vk::ImageLayout::eUndefined;
}
vk::PipelineStageFlags2 RenderGraph::UseDstStage(const PassNode::Use& use)
{
switch (use.use) {
case ResourceUse::ColorAttachment:
return vk::PipelineStageFlagBits2::eColorAttachmentOutput;
case ResourceUse::DepthAttachment:
return vk::PipelineStageFlagBits2::eEarlyFragmentTests |
vk::PipelineStageFlagBits2::eLateFragmentTests;
case ResourceUse::ShaderRead:
// ShaderStageFlags 与 PipelineStageFlags2 位值兼容,需显式转换
return vk::PipelineStageFlags2(
static_cast<VkPipelineStageFlags2>(
static_cast<VkShaderStageFlags>(use.readStage)));
case ResourceUse::TransferSrc:
case ResourceUse::TransferDst:
return vk::PipelineStageFlagBits2::eTransfer;
case ResourceUse::Present:
return vk::PipelineStageFlagBits2::eNone;
}
return vk::PipelineStageFlagBits2::eNone;
}
vk::PipelineStageFlags2 RenderGraph::UseSrcStage(ResourceUse use)
{
switch (use) {
case ResourceUse::ColorAttachment:
case ResourceUse::Present:
return vk::PipelineStageFlagBits2::eColorAttachmentOutput;
case ResourceUse::DepthAttachment:
return vk::PipelineStageFlagBits2::eEarlyFragmentTests |
vk::PipelineStageFlagBits2::eLateFragmentTests;
case ResourceUse::ShaderRead:
return vk::PipelineStageFlagBits2::eFragmentShader;
case ResourceUse::TransferSrc:
case ResourceUse::TransferDst:
return vk::PipelineStageFlagBits2::eTransfer;
}
return vk::PipelineStageFlagBits2::eNone;
}
vk::AccessFlags2 RenderGraph::UseDstAccess(const PassNode::Use& use)
{
switch (use.use) {
case ResourceUse::ColorAttachment:
return vk::AccessFlagBits2::eColorAttachmentWrite;
case ResourceUse::DepthAttachment:
return vk::AccessFlagBits2::eDepthStencilAttachmentWrite;
case ResourceUse::ShaderRead:
return vk::AccessFlagBits2::eShaderRead;
case ResourceUse::TransferSrc:
return vk::AccessFlagBits2::eTransferRead;
case ResourceUse::TransferDst:
return vk::AccessFlagBits2::eTransferWrite;
case ResourceUse::Present:
// layout-only 转换(交给 presentation engine),无访问掩码
return vk::AccessFlagBits2::eNone;
}
return vk::AccessFlagBits2::eNone;
}
vk::AccessFlags2 RenderGraph::UseSrcAccess(ResourceUse use)
{
switch (use) {
case ResourceUse::ColorAttachment:
case ResourceUse::Present:
return vk::AccessFlagBits2::eColorAttachmentWrite;
case ResourceUse::DepthAttachment:
return vk::AccessFlagBits2::eDepthStencilAttachmentWrite;
case ResourceUse::ShaderRead:
return vk::AccessFlagBits2::eShaderRead;
case ResourceUse::TransferSrc:
return vk::AccessFlagBits2::eTransferRead;
case ResourceUse::TransferDst:
return vk::AccessFlagBits2::eTransferWrite;
}
return vk::AccessFlagBits2::eNone;
}
u32 RenderGraph::GetPassCount() const { return static_cast<u32>(m_Passes.size()); }
u32 RenderGraph::GetActivePassCount() const { return m_ActivePassCount; }
u32 RenderGraph::GetTextureCount() const { return static_cast<u32>(m_Textures.size()); }
u32 RenderGraph::GetBarrierCount() const
{
u32 total = 0;
for (const auto& pass : m_Passes) {
total += static_cast<u32>(pass.barriers.size());
}
return total;
}
u32 RenderGraph::GetPooledImageCount() const
{
// 池中空闲 + 租借中(挂在资源上的物理镜像)
u32 total = 0;
for (const auto& [key, images] : m_Pool) {
total += static_cast<u32>(images.size());
}
for (const auto& entry : m_Textures) {
if (entry.imported) continue;
for (auto* img : entry.physical) {
if (img) ++total;
}
}
return total;
}
} // namespace Engine::RG
+64
View File
@@ -0,0 +1,64 @@
//
// Created by atdunbg on 2026/9/22.
//
#include <Engine/Renderer/Camera.h>
#include <Engine/Core/Window.h>
#include <glm/gtc/matrix_transform.hpp>
#include "GLFW/glfw3.h"
namespace Engine {
void Camera::Update(Window& window, f32 deltaTime)
{
// 鼠标旋转(需显式启用,配合 cursor capture 使用)
if (m_MouseLookEnabled)
{
f32 mouseDX = 0, mouseDY = 0;
window.GetMouseDelta(mouseDX, mouseDY);
if (mouseDX != 0 || mouseDY != 0)
{
m_Yaw += mouseDX * m_MouseSensitivity;
m_Pitch -= mouseDY * m_MouseSensitivity;
m_Pitch = glm::clamp(m_Pitch, -89.0f, 89.0f);
}
}
UpdateBasis();
f32 speed = m_MoveSpeed * deltaTime;
if (window.IsKeyPressed(GLFW_KEY_W)) m_Position += m_Forward * speed;
if (window.IsKeyPressed(GLFW_KEY_S)) m_Position -= m_Forward * speed;
if (window.IsKeyPressed(GLFW_KEY_A)) m_Position -= m_Right * speed;
if (window.IsKeyPressed(GLFW_KEY_D)) m_Position += m_Right * speed;
if (window.IsKeyPressed(GLFW_KEY_SPACE)) m_Position.y += speed;
if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT)) m_Position.y -= speed;
}
void Camera::UpdateBasis()
{
m_Forward.x = cosf(glm::radians(m_Yaw)) * cosf(glm::radians(m_Pitch));
m_Forward.y = sinf(glm::radians(m_Pitch));
m_Forward.z = sinf(glm::radians(m_Yaw)) * cosf(glm::radians(m_Pitch));
m_Forward = glm::normalize(m_Forward);
m_Right = glm::normalize(glm::cross(m_Forward, glm::vec3(0, 1, 0)));
m_Up = glm::normalize(glm::cross(m_Right, m_Forward));
}
glm::mat4 Camera::GetView() const
{
return glm::lookAt(m_Position, m_Position + m_Forward, m_Up);
}
glm::mat4 Camera::GetProjection(f32 aspect, f32 nearZ, f32 farZ) const
{
auto proj = glm::perspective(glm::radians(45.0f), aspect, nearZ, farZ);
proj[1][1] *= -1.0f; // Vulkan Y 翻转
return proj;
}
} // namespace Engine
+287 -373
View File
@@ -4,6 +4,11 @@
#include <Engine/Renderer/Renderer.h> #include <Engine/Renderer/Renderer.h>
#include <Engine/Renderer/Material.h> #include <Engine/Renderer/Material.h>
#include <Engine/Renderer/Model.h>
#include <Engine/Renderer/Vertex.h>
#include <Engine/ECS/Scene.h>
#include <Engine/ECS/Components.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Vulkan/Device.h> #include <Engine/Vulkan/Device.h>
#include <Engine/Vulkan/MemoryAllocator.h> #include <Engine/Vulkan/MemoryAllocator.h>
#include <Engine/Vulkan/DescriptorManager.h> #include <Engine/Vulkan/DescriptorManager.h>
@@ -20,26 +25,30 @@
#include <array> #include <array>
#include <limits> #include <limits>
#include <vector>
#include "Engine/Core/Stats.h"
#include "GLFW/glfw3.h"
namespace Engine namespace Engine
{ {
using namespace ECS; // TransformComponent / Entity 等直接使用
struct Light { namespace
glm::vec4 direction; {
glm::vec4 color; // rgb = 颜色,a = 强度 struct Light {
}; glm::vec4 direction; // xyz = 方向,w 未用
glm::vec4 color; // rgb = 颜色,a = 强度
};
struct UniformBufferObject { struct UniformBufferObject {
glm::mat4 view; glm::mat4 view;
glm::mat4 proj; glm::mat4 proj;
glm::vec4 ambientColor; glm::vec4 ambientColor;
Light lights[4]; Light lights[4];
}; };
constexpr u32 kUboBinding = 0;
constexpr u32 kUBOSetIndex = 0;
constexpr u32 kTextureSetIndex = 1;
constexpr u32 kMaxLights = 4;
}
Renderer::Renderer(Window& window) Renderer::Renderer(Window& window)
: m_Window(window) : m_Window(window)
@@ -55,7 +64,8 @@ namespace Engine
// 4. Set 0: UBO // 4. Set 0: UBO
std::vector<DescriptorBinding> uboBindings = { std::vector<DescriptorBinding> uboBindings = {
{0, vk::DescriptorType::eUniformBuffer, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment }, {kUboBinding, vk::DescriptorType::eUniformBuffer,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
}; };
m_UBOSetLayout = m_DescriptorManager->CreateLayout(uboBindings); m_UBOSetLayout = m_DescriptorManager->CreateLayout(uboBindings);
@@ -66,277 +76,350 @@ namespace Engine
m_TextureSetLayout = m_DescriptorManager->CreateLayout(texBindings); m_TextureSetLayout = m_DescriptorManager->CreateLayout(texBindings);
// 6. PipelineLayout:两个 set // 6. PipelineLayout:两个 set
std::vector<vk::DescriptorSetLayout> layouts = {
m_UBOSetLayout, m_TextureSetLayout
};
m_PipelineLayout = m_DescriptorManager->CreatePipelineLayout( m_PipelineLayout = m_DescriptorManager->CreatePipelineLayout(
layouts, sizeof(glm::mat4)); {m_UBOSetLayout, m_TextureSetLayout}, sizeof(glm::mat4));
// 7. ShaderManager // 7. ShaderManager(VK_EXT_shader_object)
m_ShaderManager = CreateScope<ShaderManager>(*m_Device); m_ShaderManager = CreateScope<ShaderManager>(*m_Device);
std::string shaderDir = "shaders/"; std::string shaderDir = "shaders/";
auto vert = m_ShaderManager->CreateFromFile( auto vert = m_ShaderManager->CreateFromFile(
shaderDir + "simple_shader.vert.spv", shaderDir + "simple_shader.vert.spv",
vk::ShaderStageFlagBits::eVertex, vk::ShaderStageFlagBits::eVertex,
layouts, sizeof(glm::mat4)); {m_UBOSetLayout, m_TextureSetLayout}, sizeof(glm::mat4));
auto frag = m_ShaderManager->CreateFromFile( auto frag = m_ShaderManager->CreateFromFile(
shaderDir + "simple_shader.frag.spv", shaderDir + "simple_shader.frag.spv",
vk::ShaderStageFlagBits::eFragment, vk::ShaderStageFlagBits::eFragment,
layouts, sizeof(glm::mat4)); {m_UBOSetLayout, m_TextureSetLayout}, sizeof(glm::mat4));
m_VertShader = vert.Handle; m_VertShader = vert.Handle;
m_FragShader = frag.Handle; m_FragShader = frag.Handle;
if (!m_VertShader || !m_FragShader) if (!m_VertShader || !m_FragShader) {
{
ENGINE_FATAL("Failed to create shader objects"); ENGINE_FATAL("Failed to create shader objects");
} }
// 8. Swapchain // 8. Swapchain(只管呈现;深度图由 RenderGraph 创建)
m_Swapchain = CreateScope<Swapchain>(*m_Device, *m_Allocator, window); m_Swapchain = CreateScope<Swapchain>(*m_Device, *m_Allocator, m_Window);
m_Extent = m_Swapchain->GetExtent(); m_Extent = m_Swapchain->GetExtent();
m_Format = m_Swapchain->GetFormat();
// 9. SyncManager // 9. Sync / Command(per-frame)
m_SyncManager = CreateScope<SyncManager>(*m_Device, kMaxFramesInFlight, m_Swapchain->GetImageCount()); m_SyncManager = CreateScope<SyncManager>(
*m_Device, kMaxFramesInFlight, m_Swapchain->GetImageCount());
m_CommandManager = CreateScope<CommandManager>(*m_Device, kMaxFramesInFlight);
// 10. CommandManager // 10. Per-frame UBO ring + 每槽位的 UBO descriptor set
m_CommandManager = CreateScope<CommandManager>(*m_Device);
// 11. Uniform Buffer
m_UniformBuffer = CreateScope<UniformBuffer>( m_UniformBuffer = CreateScope<UniformBuffer>(
*m_Device, *m_Allocator, sizeof(UniformBufferObject)); *m_Device, *m_Allocator, sizeof(UniformBufferObject), kMaxFramesInFlight);
// 12. UBO DescriptorSet m_UBODescriptorSets.resize(kMaxFramesInFlight);
m_UBODescriptorSet = m_DescriptorManager->AllocateDescriptorSet(m_UBOSetLayout); for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_DescriptorManager->UpdateUniformBuffer( m_UBODescriptorSets[slot] =
m_UBODescriptorSet, 0, m_UniformBuffer->Get(), m_UniformBuffer->GetSize()); m_DescriptorManager->AllocateDescriptorSet(m_UBOSetLayout);
m_DescriptorManager->UpdateUniformBuffer(
// 13. Model(模型自己加载纹理) m_UBODescriptorSets[slot], kUboBinding,
m_Model = CreateScope<Model>( m_UniformBuffer->Get(slot), m_UniformBuffer->GetSize());
*m_Device, *m_Allocator, *m_DescriptorManager,
m_TextureSetLayout,
"assets/models/backpack/backpack.obj");
// 14. 创建几个物体,摆一排
for (int i = 0; i < 3; ++i) {
Object obj;
obj.model = m_Model.get();
obj.transform = glm::translate(
glm::mat4(1.0f),
glm::vec3((i - 1) * 1.5f, 0.0f, 0.0f));
m_Objects.push_back(obj);
} }
m_StartTime = std::chrono::steady_clock::now(); // 11. RenderGraph:声明 + 编译(场景在 Render(Scene&) 时按帧绑定)
BuildGraph();
ENGINE_INFO("Renderer initialized"); ENGINE_INFO("Renderer initialized");
} }
Renderer::~Renderer() Renderer::~Renderer()
{ {
m_Device->GetDevice().waitIdle(); m_Device->GetDevice().waitIdle();
if (m_VertShader) if (m_VertShader) {
{
m_Device->GetDevice().destroyShaderEXT(m_VertShader); m_Device->GetDevice().destroyShaderEXT(m_VertShader);
} }
if (m_FragShader) if (m_FragShader) {
{
m_Device->GetDevice().destroyShaderEXT(m_FragShader); m_Device->GetDevice().destroyShaderEXT(m_FragShader);
} }
m_Device->GetDevice().destroyPipelineLayout(m_PipelineLayout); m_Device->GetDevice().destroyPipelineLayout(m_PipelineLayout);
m_Device->GetDevice().destroyDescriptorSetLayout(m_UBOSetLayout); m_Device->GetDevice().destroyDescriptorSetLayout(m_UBOSetLayout);
m_Device->GetDevice().destroyDescriptorSetLayout(m_TextureSetLayout); m_Device->GetDevice().destroyDescriptorSetLayout(m_TextureSetLayout);
} }
void Renderer::BuildGraph()
void Renderer::Render()
{ {
m_RenderGraph = CreateScope<RG::RenderGraph>(
*m_Device, *m_Allocator, kMaxFramesInFlight);
if (m_Window.WasResized()) // 导入 swapchain 颜色附件
{ m_Backbuffer = m_RenderGraph->ImportSwapchain(
"Backbuffer", m_Swapchain->GetFormat());
// 深度图:目标尺寸,格式由 Device 能力决定
const vk::Format depthFormat = m_Device->FindSupportedFormat(
{vk::Format::eD32Sfloat, vk::Format::eD32SfloatS8Uint,
vk::Format::eD24UnormS8Uint},
vk::ImageTiling::eOptimal,
vk::FormatFeatureFlagBits::eDepthStencilAttachment);
m_Depth = m_RenderGraph->CreateTexture(
"MainDepth", RG::TextureDesc{depthFormat});
// ---- Forward pass:直接渲染到 swapchain ----
// 场景数据每帧经 m_BoundScene 从 ECS 读取
m_RenderGraph->AddPass("Forward",
[this](RG::RenderGraphContext& ctx) {
const vk::CommandBuffer cmd = ctx.cmd;
vk::ClearValue clearValue;
clearValue.color = vk::ClearColorValue(
std::array<float, 4>{0.1f, 0.1f, 0.1f, 1.0f});
vk::RenderingAttachmentInfo colorAttachment;
colorAttachment.setImageView(ctx.View(m_Backbuffer))
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
.setClearValue(clearValue);
vk::RenderingAttachmentInfo depthAttachment;
depthAttachment.setImageView(ctx.View(m_Depth))
.setImageLayout(vk::ImageLayout::eDepthAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eDontCare)
.setClearValue(vk::ClearValue(
vk::ClearDepthStencilValue(1.0f, 0)));
vk::RenderingInfo renderingInfo;
renderingInfo.setRenderArea({{0, 0}, ctx.extent})
.setLayerCount(1)
.setColorAttachments(colorAttachment)
.setPDepthAttachment(&depthAttachment);
cmd.beginRendering(renderingInfo);
// 绑定 shader object
std::array<vk::ShaderStageFlagBits, 2> stages = {
vk::ShaderStageFlagBits::eVertex,
vk::ShaderStageFlagBits::eFragment
};
std::array<vk::ShaderEXT, 2> shaders = {m_VertShader, m_FragShader};
cmd.bindShadersEXT(stages, shaders);
// Set 0:本帧槽位的 UBO
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
m_PipelineLayout, kUBOSetIndex,
m_UBODescriptorSets[ctx.frame.frameSlot], {});
// ---- 动态状态 ----
cmd.setRasterizerDiscardEnable(VK_FALSE);
cmd.setDepthTestEnable(VK_TRUE);
cmd.setDepthWriteEnable(VK_TRUE);
cmd.setDepthCompareOp(vk::CompareOp::eLess);
cmd.setDepthBoundsTestEnable(VK_FALSE);
cmd.setStencilTestEnable(VK_FALSE);
cmd.setDepthBiasEnable(VK_FALSE);
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
cmd.setCullMode(vk::CullModeFlagBits::eNone);
cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
cmd.setPrimitiveRestartEnable(VK_FALSE);
auto binding = Vertex::GetBindingDescription();
auto attributes = Vertex::GetAttributeDescriptions();
cmd.setVertexInputEXT(binding, attributes);
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
vk::SampleMask sampleMask = 0xFFFFFFFF;
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
cmd.setAlphaToOneEnableEXT(VK_FALSE);
vk::Viewport viewport(0.0f, 0.0f,
static_cast<float>(ctx.extent.width),
static_cast<float>(ctx.extent.height),
0.0f, 1.0f);
cmd.setViewportWithCount(viewport);
vk::Rect2D scissor({0, 0}, ctx.extent);
cmd.setScissorWithCount(scissor);
vk::Bool32 blendEnable = VK_FALSE;
cmd.setColorBlendEnableEXT(0, blendEnable);
vk::ColorBlendEquationEXT blendEquation;
blendEquation.setSrcColorBlendFactor(vk::BlendFactor::eOne)
.setDstColorBlendFactor(vk::BlendFactor::eZero)
.setColorBlendOp(vk::BlendOp::eAdd)
.setSrcAlphaBlendFactor(vk::BlendFactor::eOne)
.setDstAlphaBlendFactor(vk::BlendFactor::eZero)
.setAlphaBlendOp(vk::BlendOp::eAdd);
cmd.setColorBlendEquationEXT(0, blendEquation);
vk::ColorComponentFlags colorWriteMask =
vk::ColorComponentFlagBits::eR |
vk::ColorComponentFlagBits::eG |
vk::ColorComponentFlagBits::eB |
vk::ColorComponentFlagBits::eA;
cmd.setColorWriteMaskEXT(0, colorWriteMask);
// ---- 绘制:遍历 ECS 渲染体 ----
// Each 以 Transform/MeshRenderer 中较小的池为主表——
// 大场景下遍历开销与最小池规模成正比
m_BoundScene->Each<TransformComponent, MeshRendererComponent>(
[&](Entity, TransformComponent& transform,
MeshRendererComponent& meshRenderer) {
// 句柄 → 资产(悬空句柄会被 AssetCache FATAL 拦截)
Model* model = m_BoundAssets->GetModel(meshRenderer.model);
if (!model) return;
cmd.pushConstants(m_PipelineLayout,
vk::ShaderStageFlagBits::eVertex,
0, sizeof(glm::mat4), &transform.world);
for (auto& mesh : model->GetMeshes()) {
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
m_PipelineLayout, kTextureSetIndex,
mesh->GetMaterial()->GetDescriptorSet(), {});
mesh->Draw(cmd);
}
});
cmd.endRendering();
})
.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
.Write(m_Depth, RG::ResourceUse::DepthAttachment);
// ---- Present pass:transition 到 ePresentSrcKHR ----
m_RenderGraph->AddPass("Present",
[](RG::RenderGraphContext&) {
// present 的 layout 转换由 RG 的 barrier 完成,
// 实际 vkQueuePresentKHR 由 Renderer 驱动。
})
.Read(m_Backbuffer, RG::ResourceUse::Present);
m_RenderGraph->SetTargetExtent(m_Extent); // 触发首次 Compile
}
void Renderer::HandleResize()
{
m_Device->GetDevice().waitIdle();
m_Swapchain->Recreate(m_Window);
m_Extent = m_Swapchain->GetExtent();
// image 数量可能变化
m_SyncManager = CreateScope<SyncManager>(
*m_Device, kMaxFramesInFlight, m_Swapchain->GetImageCount());
// RG 重编译:物理镜像按新尺寸轮换
m_RenderGraph->SetTargetExtent(m_Extent);
}
void Renderer::Render(ECS::Scene& scene, Assets::AssetManager& assets)
{
m_BoundScene = &scene;
m_BoundAssets = &assets;
if (m_Window.WasResized()) {
m_Window.ResetResizedFlag(); m_Window.ResetResizedFlag();
HandleResize();
m_Device->GetDevice().waitIdle();
m_Swapchain->Recreate(m_Window);
m_Extent = m_Swapchain->GetExtent();
m_SyncManager = CreateScope<SyncManager>(
*m_Device, kMaxFramesInFlight, m_Swapchain->GetImageCount());
} }
u32 frameIndex = m_CurrentFrame; const u32 frameSlot = m_CurrentFrame;
const auto& vkDevice = m_Device->GetDevice(); const auto& vkDevice = m_Device->GetDevice();
// 1. 更新 MVP 矩阵 // 1. UBO:从 ECS 场景组装(primary 相机 + 灯光 + 环境色)
auto now = std::chrono::steady_clock::now(); auto* cameraComp = scene.GetPrimaryCamera();
float currentTime = std::chrono::duration<float>(now - m_StartTime).count(); if (!cameraComp) {
m_DeltaTime = currentTime - m_LastFrameTime; // 无相机:跳过本帧(正常场景必有相机,这里只是安全网)
m_LastFrameTime = currentTime; return;
// 更新每个物体的 transform
for (size_t i = 0; i < m_Objects.size(); ++i) {
float angle = currentTime * glm::radians(60.0f) + i * 0.7f;
glm::mat4 t = glm::translate(
glm::mat4(1.0f),
glm::vec3((static_cast<float>(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));
m_Objects[i].transform = t * r;
} }
const Camera& camera = cameraComp->camera;
// 鼠标控制方向
/*
float mouseDX = 0, mouseDY = 0;
m_Window.GetMouseDelta(mouseDX, mouseDY);
if (mouseDX != 0 || mouseDY != 0)
{
m_CameraYaw += mouseDX * m_MouseSensitivity;
m_CameraPitch -= mouseDY * m_MouseSensitivity;
m_CameraPitch = glm::clamp(m_CameraPitch, -89.0f, 89.0f);
}
*/
// 相机前方向量
glm::vec3 forward;
forward.x = cosf(glm::radians(m_CameraYaw)) * cos(glm::radians(m_CameraPitch));
forward.y = sinf(glm::radians(m_CameraPitch));
forward.z = sinf(glm::radians(m_CameraYaw)) * cos(glm::radians(m_CameraPitch));
forward = glm::normalize(forward);
glm::vec3 right = glm::normalize(glm::cross(forward, glm::vec3(0, 1, 0)));
glm::vec3 up = glm::normalize(glm::cross(right, forward));
// WASD 移动
float speed = m_CameraSpeed * m_DeltaTime;
if (m_Window.IsKeyPressed(GLFW_KEY_W)) m_CameraPos += forward * speed;
if (m_Window.IsKeyPressed(GLFW_KEY_S)) m_CameraPos -= forward * speed;
if (m_Window.IsKeyPressed(GLFW_KEY_A)) m_CameraPos -= right * speed;
if (m_Window.IsKeyPressed(GLFW_KEY_D)) m_CameraPos += right * speed;
if (m_Window.IsKeyPressed(GLFW_KEY_SPACE)) m_CameraPos.y += speed;
if (m_Window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT)) m_CameraPos.y -= speed;
auto view = glm::lookAt(m_CameraPos,
m_CameraPos + forward,
up);
float aspect = static_cast<f32>(m_Extent.width) / float aspect = static_cast<f32>(m_Extent.width) /
static_cast<f32>(m_Extent.height); static_cast<f32>(m_Extent.height);
auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
proj[1][1] *= -1.0f; // Vulkan Y 翻转
UniformBufferObject ubo{}; UniformBufferObject ubo{};
ubo.view = view; ubo.view = camera.GetView();
ubo.proj = proj; ubo.proj = camera.GetProjection(aspect, 0.1f, 100.0f);
ubo.ambientColor = scene.GetSettings().ambientColor;
ubo.ambientColor = glm::vec4(0.15f, 0.15f, 0.2f, 0.0f); u32 lightCount = 0;
scene.Each<LightComponent>([&](Entity, LightComponent& light) {
if (lightCount >= kMaxLights) return;
ubo.lights[lightCount].direction =
glm::length(light.direction) > 0.0f
? glm::vec4(glm::normalize(light.direction), 0.0f)
: glm::vec4(0.0f);
ubo.lights[lightCount].color = light.color;
++lightCount;
});
for (u32 i = lightCount; i < kMaxLights; ++i) {
ubo.lights[i].direction = glm::vec4(0.0f);
ubo.lights[i].color = glm::vec4(0.0f);
}
// 主光:暖色,从左上方照下 // 此时本槽位的 fence 尚未 reset——先等它(保证 GPU 已完成本槽位上一轮),
ubo.lights[0].direction = glm::vec4(glm::normalize(glm::vec3(-0.5f, -1.0f, -0.3f)), 0.0f); // 再写 UBO,写-读竞争关闭。
ubo.lights[0].color = glm::vec4(1.0f, 0.95f, 0.9f, 1.0f); m_SyncManager->WaitFence(frameSlot);
m_UniformBuffer->Update(frameSlot, &ubo, sizeof(ubo));
m_SyncManager->ResetFence(frameSlot);
// 补光:冷色,从右下方照上 // 2. acquire swapchain image
ubo.lights[1].direction = glm::vec4(glm::normalize(glm::vec3(0.5f, -0.5f, 0.3f)), 0.0f);
ubo.lights[1].color = glm::vec4(0.3f, 0.5f, 1.0f, 0.8f);
// 未使用:强度 0
ubo.lights[2].direction = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
ubo.lights[2].color = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
ubo.lights[3].direction = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
ubo.lights[3].color = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
m_UniformBuffer->Update(&ubo, sizeof(ubo));
// 等待这一帧上一次完成
m_SyncManager->WaitFence(frameIndex);
// 2. 获取交换链 image
u32 imageIndex = 0; u32 imageIndex = 0;
try try {
{
const auto result = vkDevice.acquireNextImageKHR( const auto result = vkDevice.acquireNextImageKHR(
m_Swapchain->Get(), m_Swapchain->Get(),
std::numeric_limits<u64>::max(), std::numeric_limits<u64>::max(),
m_SyncManager->GetImageAvailable(frameIndex)); m_SyncManager->GetImageAvailable(frameSlot));
if (result.result == vk::Result::eErrorOutOfDateKHR) if (result.result == vk::Result::eErrorOutOfDateKHR) {
{ HandleResize();
m_Swapchain->Recreate(m_Window); return;
return; // ← fence 没被 reset,下帧 wait 立即返回
} }
imageIndex = result.value; imageIndex = result.value;
} }
catch (const vk::OutOfDateKHRError&) catch (const vk::OutOfDateKHRError&) {
{ HandleResize();
m_Swapchain->Recreate(m_Window);
return; return;
} }
// 3. acquire 成功, reset fence // 3. 录制:FrameContext + RenderGraph
m_SyncManager->ResetFence(frameIndex); FrameContext frame;
frame.frameSlot = frameSlot;
frame.imageIndex = imageIndex;
frame.cmd = m_CommandManager->BeginFrame(frameSlot);
// 4. 录制命令 m_RenderGraph->SetImportedImage(
auto cmd = m_CommandManager->BeginFrame(); m_Backbuffer,
m_Swapchain->GetImages()[imageIndex],
m_Swapchain->GetImageViews()[imageIndex]);
TransitionImageLayout(cmd, m_Swapchain->GetImages()[imageIndex], m_RenderGraph->Execute(frame);
vk::ImageLayout::eUndefined,
vk::ImageLayout::eColorAttachmentOptimal);
// 深度转换 m_CommandManager->EndFrame(frameSlot);
vk::ImageMemoryBarrier2 depthBarrier;
depthBarrier.setSrcStageMask(vk::PipelineStageFlagBits2::eEarlyFragmentTests)
.setSrcAccessMask(vk::AccessFlagBits2::eDepthStencilAttachmentWrite)
.setDstStageMask(vk::PipelineStageFlagBits2::eEarlyFragmentTests)
.setDstAccessMask(vk::AccessFlagBits2::eDepthStencilAttachmentWrite)
.setOldLayout(vk::ImageLayout::eUndefined)
.setNewLayout(vk::ImageLayout::eDepthAttachmentOptimal)
.setImage(m_Swapchain->GetDepthImage())
.setSubresourceRange({
vk::ImageAspectFlagBits::eDepth,
0, 1, 0, 1
});
vk::DependencyInfo depthDep; // 4. 提交
depthDep.setImageMemoryBarriers(depthBarrier);
cmd.pipelineBarrier2(depthDep);
RecordCommands(cmd, imageIndex);
TransitionImageLayout(cmd, m_Swapchain->GetImages()[imageIndex],
vk::ImageLayout::eColorAttachmentOptimal,
vk::ImageLayout::ePresentSrcKHR);
m_CommandManager->EndFrame();
// 5. 提交
std::array<vk::PipelineStageFlags, 1> waitStages = { std::array<vk::PipelineStageFlags, 1> waitStages = {
vk::PipelineStageFlagBits::eColorAttachmentOutput vk::PipelineStageFlagBits::eColorAttachmentOutput
}; };
std::array<vk::Semaphore, 1> waitSemaphores = { std::array<vk::Semaphore, 1> waitSemaphores = {
m_SyncManager->GetImageAvailable(frameIndex) m_SyncManager->GetImageAvailable(frameSlot)
}; };
std::array<vk::Semaphore, 1> signalSemaphores = { std::array<vk::Semaphore, 1> signalSemaphores = {
m_SyncManager->GetRenderFinished(imageIndex) m_SyncManager->GetRenderFinished(imageIndex)
}; };
vk::SubmitInfo submitInfo; vk::SubmitInfo submitInfo;
submitInfo.setCommandBuffers(cmd) submitInfo.setCommandBuffers(frame.cmd)
.setWaitSemaphores(waitSemaphores) .setWaitSemaphores(waitSemaphores)
.setWaitDstStageMask(waitStages) .setWaitDstStageMask(waitStages)
.setSignalSemaphores(signalSemaphores); .setSignalSemaphores(signalSemaphores);
m_Device->GetGraphicsQueue().submit(submitInfo, m_SyncManager->GetFrameFence(frameIndex)); m_Device->GetGraphicsQueue().submit(
submitInfo, m_SyncManager->GetFrameFence(frameSlot));
// 6. 呈现 // 5. 呈现
std::array<vk::SwapchainKHR, 1> swapchains = {m_Swapchain->Get()}; std::array<vk::SwapchainKHR, 1> swapchains = {m_Swapchain->Get()};
std::array<vk::Semaphore, 1> presentWait = { std::array<vk::Semaphore, 1> presentWait = {
m_SyncManager->GetRenderFinished(imageIndex) m_SyncManager->GetRenderFinished(imageIndex)
@@ -347,186 +430,17 @@ namespace Engine
.setSwapchains(swapchains) .setSwapchains(swapchains)
.setWaitSemaphores(presentWait); .setWaitSemaphores(presentWait);
try try {
{
auto result = m_Device->GetPresentQueue().presentKHR(presentInfo); auto result = m_Device->GetPresentQueue().presentKHR(presentInfo);
if (result == vk::Result::eSuboptimalKHR) if (result == vk::Result::eSuboptimalKHR) {
{ HandleResize();
m_Swapchain->Recreate(m_Window);
} }
} }
catch (const vk::OutOfDateKHRError&) catch (const vk::OutOfDateKHRError&) {
{ HandleResize();
m_Swapchain->Recreate(m_Window);
} }
if (m_Window.IsKeyPressed(GLFW_KEY_F1)) m_CurrentFrame = (m_CurrentFrame + 1) % kMaxFramesInFlight;
STATS.PrintComparison();
} }
void Renderer::RecordCommands(vk::CommandBuffer cmd, u32 imageIndex)
{
vk::ClearValue clearValue;
clearValue.color = vk::ClearColorValue(std::array<float, 4>{0.1f, 0.1f, 0.1f, 1.0f});
// 颜色附件
vk::RenderingAttachmentInfo colorAttachment;
colorAttachment.setImageView(m_Swapchain->GetImageViews()[imageIndex])
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
.setClearValue(clearValue);
// 深度附件
vk::RenderingAttachmentInfo depthAttachment;
depthAttachment.setImageView(m_Swapchain->GetDepthImageView())
.setImageLayout(vk::ImageLayout::eDepthAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eDontCare)
.setClearValue(vk::ClearValue(vk::ClearDepthStencilValue(1.0f, 0)));
vk::RenderingInfo renderingInfo;
renderingInfo.setRenderArea({{0, 0}, m_Extent})
.setLayerCount(1)
.setColorAttachments(colorAttachment)
.setPDepthAttachment(&depthAttachment);
cmd.beginRendering(renderingInfo);
// 绑定着色器
std::array<vk::ShaderStageFlagBits, 2> stages = {
vk::ShaderStageFlagBits::eVertex,
vk::ShaderStageFlagBits::eFragment
};
std::array<vk::ShaderEXT, 2> shaders = {m_VertShader, m_FragShader};
cmd.bindShadersEXT(stages, shaders);
// 绑定描述符集
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
m_PipelineLayout, 0,
m_UBODescriptorSet, {});
// ===== 动态状态 =====
cmd.setRasterizerDiscardEnable(VK_FALSE);
cmd.setDepthTestEnable(VK_TRUE);
cmd.setDepthWriteEnable(VK_TRUE);
cmd.setDepthCompareOp(vk::CompareOp::eLess);
cmd.setDepthBoundsTestEnable(VK_FALSE);
cmd.setStencilTestEnable(VK_FALSE);
cmd.setDepthBiasEnable(VK_FALSE);
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
cmd.setCullMode(vk::CullModeFlagBits::eNone);
cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
cmd.setPrimitiveRestartEnable(VK_FALSE);
// 顶点输入
/*
vk::VertexInputBindingDescription2EXT binding;
binding.setBinding(0)
.setStride(sizeof(f32) * 5)
.setInputRate(vk::VertexInputRate::eVertex)
.setDivisor(1);
std::array<vk::VertexInputAttributeDescription2EXT, 2> attributes;
// location 0: position
attributes[0].setLocation(0)
.setBinding(0)
.setFormat(vk::Format::eR32G32B32Sfloat)
.setOffset(0);
// location 1: uv
attributes[1].setLocation(1)
.setBinding(0)
.setFormat(vk::Format::eR32G32Sfloat)
.setOffset(sizeof(f32) * 3);
*/
auto binding = Vertex::GetBindingDescription();
auto attributes = Vertex::GetAttributeDescriptions();
cmd.setVertexInputEXT(binding, attributes);
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
vk::SampleMask sampleMask = 0xFFFFFFFF;
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
cmd.setAlphaToOneEnableEXT(VK_FALSE);
vk::Viewport viewport(0.0f, 0.0f,
static_cast<float>(m_Extent.width),
static_cast<float>(m_Extent.height),
0.0f, 1.0f);
cmd.setViewportWithCount(viewport);
vk::Rect2D scissor({0, 0}, m_Extent);
cmd.setScissorWithCount(scissor);
vk::Bool32 blendEnable = VK_FALSE;
cmd.setColorBlendEnableEXT(0, blendEnable);
vk::ColorBlendEquationEXT blendEquation;
blendEquation.setSrcColorBlendFactor(vk::BlendFactor::eOne)
.setDstColorBlendFactor(vk::BlendFactor::eZero)
.setColorBlendOp(vk::BlendOp::eAdd)
.setSrcAlphaBlendFactor(vk::BlendFactor::eOne)
.setDstAlphaBlendFactor(vk::BlendFactor::eZero)
.setAlphaBlendOp(vk::BlendOp::eAdd);
cmd.setColorBlendEquationEXT(0, blendEquation);
vk::ColorComponentFlags colorWriteMask =
vk::ColorComponentFlagBits::eR |
vk::ColorComponentFlagBits::eG |
vk::ColorComponentFlagBits::eB |
vk::ColorComponentFlagBits::eA;
cmd.setColorWriteMaskEXT(0, colorWriteMask);
// 绑定顶点缓冲并绘制
for (auto& obj : m_Objects) {
cmd.pushConstants(m_PipelineLayout,
vk::ShaderStageFlagBits::eVertex,
0, sizeof(glm::mat4), &obj.transform);
for (auto& mesh : obj.model->GetMeshes()) {
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
m_PipelineLayout, 1,
mesh->GetMaterial()->GetDescriptorSet(), {});
mesh->Draw(cmd);
}
}
/*
cmd.bindVertexBuffers(0, m_VertexBuffer->Get(), {0});
cmd.bindIndexBuffer(m_IndexBuffer->Get(), 0, vk::IndexType::eUint32);
// cmd.draw(3, 1, 0, 0);
cmd.drawIndexed(36, 1, 0, 0, 0);
*/
cmd.endRendering();
}
void Renderer::TransitionImageLayout(vk::CommandBuffer cmd, vk::Image image,
vk::ImageLayout oldLayout, vk::ImageLayout newLayout)
{
vk::ImageMemoryBarrier2 barrier;
barrier.setSrcStageMask(vk::PipelineStageFlagBits2::eColorAttachmentOutput)
.setSrcAccessMask(vk::AccessFlagBits2::eColorAttachmentWrite)
.setDstStageMask(vk::PipelineStageFlagBits2::eColorAttachmentOutput)
.setDstAccessMask(vk::AccessFlagBits2::eColorAttachmentWrite)
.setOldLayout(oldLayout)
.setNewLayout(newLayout)
.setImage(image)
.setSubresourceRange({
vk::ImageAspectFlagBits::eColor,
0, 1, 0, 1
});
vk::DependencyInfo dependencyInfo;
dependencyInfo.setImageMemoryBarriers(barrier);
cmd.pipelineBarrier2(dependencyInfo);
}
} // namespace Engine } // namespace Engine
+14 -12
View File
@@ -8,25 +8,26 @@
namespace Engine { namespace Engine {
CommandManager::CommandManager(Device& device) CommandManager::CommandManager(Device& device, u32 frameCount)
: m_Device(device) : m_Device(device)
{ {
// 创建命令池 // eResetCommandBuffer:允许单独 reset 某个 buffer,而不是整池 reset。
// 若改为 per-frame pool + 整池 reset,可在帧槽 fence 等待后一次 reset,
// 驱动开销更低——当前规模下单池多 buffer 已足够。
vk::CommandPoolCreateInfo poolInfo; vk::CommandPoolCreateInfo poolInfo;
poolInfo.setQueueFamilyIndex(m_Device.GetGraphicsFamily()) poolInfo.setQueueFamilyIndex(m_Device.GetGraphicsFamily())
.setFlags(vk::CommandPoolCreateFlagBits::eResetCommandBuffer); .setFlags(vk::CommandPoolCreateFlagBits::eResetCommandBuffer);
m_Pool = m_Device.GetDevice().createCommandPool(poolInfo); m_Pool = m_Device.GetDevice().createCommandPool(poolInfo);
// 分配一个命令缓冲
vk::CommandBufferAllocateInfo allocInfo; vk::CommandBufferAllocateInfo allocInfo;
allocInfo.setCommandPool(m_Pool) allocInfo.setCommandPool(m_Pool)
.setLevel(vk::CommandBufferLevel::ePrimary) .setLevel(vk::CommandBufferLevel::ePrimary)
.setCommandBufferCount(1); .setCommandBufferCount(frameCount);
m_Buffer = m_Device.GetDevice().allocateCommandBuffers(allocInfo)[0]; m_Buffers = m_Device.GetDevice().allocateCommandBuffers(allocInfo);
ENGINE_INFO("CommandManager created"); ENGINE_INFO("CommandManager created: {} frame buffers", frameCount);
} }
CommandManager::~CommandManager() CommandManager::~CommandManager()
@@ -34,20 +35,21 @@ namespace Engine {
m_Device.GetDevice().destroyCommandPool(m_Pool); m_Device.GetDevice().destroyCommandPool(m_Pool);
} }
vk::CommandBuffer CommandManager::BeginFrame() vk::CommandBuffer CommandManager::BeginFrame(u32 frameSlot)
{ {
m_Buffer.reset(); auto cmd = m_Buffers[frameSlot];
cmd.reset();
vk::CommandBufferBeginInfo beginInfo; vk::CommandBufferBeginInfo beginInfo;
beginInfo.setFlags(vk::CommandBufferUsageFlagBits::eOneTimeSubmit); beginInfo.setFlags(vk::CommandBufferUsageFlagBits::eOneTimeSubmit);
m_Buffer.begin(beginInfo); cmd.begin(beginInfo);
return m_Buffer; return cmd;
} }
void CommandManager::EndFrame() void CommandManager::EndFrame(u32 frameSlot)
{ {
m_Buffer.end(); m_Buffers[frameSlot].end();
} }
} // namespace Engine } // namespace Engine
+20
View File
@@ -310,6 +310,26 @@ uint32_t Device::FindMemoryType(uint32_t typeFilter, vk::MemoryPropertyFlags pro
return 0; return 0;
} }
vk::Format Device::FindSupportedFormat(const std::vector<vk::Format>& candidates,
vk::ImageTiling tiling,
vk::FormatFeatureFlags features) const
{
for (auto format : candidates) {
auto props = m_PhysicalDevice.getFormatProperties(format);
if (tiling == vk::ImageTiling::eLinear &&
(props.linearTilingFeatures & features) == features) {
return format;
}
if (tiling == vk::ImageTiling::eOptimal &&
(props.optimalTilingFeatures & features) == features) {
return format;
}
}
ENGINE_FATAL("No supported format found in candidate list");
return candidates.empty() ? vk::Format::eUndefined : candidates.front();
}
// ---------- 验证层检查 ---------- // ---------- 验证层检查 ----------
bool Device::CheckValidationLayerSupport() bool Device::CheckValidationLayerSupport()
-78
View File
@@ -99,14 +99,10 @@ namespace Engine
m_Extent.width, m_Extent.height, m_Extent.width, m_Extent.height,
m_Images.size(), m_Images.size(),
vk::to_string(m_Format)); vk::to_string(m_Format));
CreateDepthResources();
} }
void Swapchain::Destroy() void Swapchain::Destroy()
{ {
DestroyDepthResources();
const auto& vkDevice = m_Device.GetDevice(); const auto& vkDevice = m_Device.GetDevice();
for (auto view : m_ImageViews) for (auto view : m_ImageViews)
@@ -181,78 +177,4 @@ namespace Engine
return extent; return extent;
} }
vk::Format Swapchain::FindDepthFormat()
{
// 优先 D32_SFLOAT,退回 D32_SFLOAT_S8_UINT,再退回 D24_UNORM_S8_UINT
std::array<vk::Format, 3> candidates = {
vk::Format::eD32Sfloat,
vk::Format::eD32SfloatS8Uint,
vk::Format::eD24UnormS8Uint
};
for (auto format : candidates)
{
auto props = m_Device.GetPhysicalDevice().getFormatProperties(format);
if (props.optimalTilingFeatures & vk::FormatFeatureFlagBits::eDepthStencilAttachment)
{
return format;
}
}
ENGINE_FATAL("No depth format supported");
return vk::Format::eD32Sfloat;
}
void Swapchain::CreateDepthResources()
{
m_DepthFormat = FindDepthFormat();
vk::ImageCreateInfo imageInfo;
imageInfo.setImageType(vk::ImageType::e2D)
.setFormat(m_DepthFormat)
.setExtent({m_Extent.width, m_Extent.height, 1})
.setMipLevels(1)
.setArrayLayers(1)
.setSamples(vk::SampleCountFlagBits::e1)
.setTiling(vk::ImageTiling::eOptimal)
.setUsage(vk::ImageUsageFlagBits::eDepthStencilAttachment)
.setSharingMode(vk::SharingMode::eExclusive)
.setInitialLayout(vk::ImageLayout::eUndefined);
m_DepthImage = m_Device.GetDevice().createImage(imageInfo);
auto reqs = m_Device.GetDevice().getImageMemoryRequirements(m_DepthImage);
auto alloc = m_Allocator.Allocate(reqs, vk::MemoryPropertyFlagBits::eDeviceLocal);
m_DepthMemory = alloc.Memory;
m_Device.GetDevice().bindImageMemory(m_DepthImage, m_DepthMemory, alloc.Offset);
vk::ImageViewCreateInfo viewInfo;
viewInfo.setImage(m_DepthImage)
.setViewType(vk::ImageViewType::e2D)
.setFormat(m_DepthFormat)
.setSubresourceRange({
vk::ImageAspectFlagBits::eDepth,
0, 1, 0, 1
});
m_DepthImageView = m_Device.GetDevice().createImageView(viewInfo);
}
void Swapchain::DestroyDepthResources()
{
const auto& vkDevice = m_Device.GetDevice();
if (m_DepthImageView)
{
vkDevice.destroyImageView(m_DepthImageView);
m_DepthImageView = nullptr;
}
if (m_DepthImage)
{
vkDevice.destroyImage(m_DepthImage);
m_DepthImage = nullptr;
}
// 内存由 MemoryAllocator 统一释放
}
} // namespace Engine } // namespace Engine
+14 -16
View File
@@ -9,28 +9,26 @@
namespace Engine { namespace Engine {
UniformBuffer::UniformBuffer(Device& device, MemoryAllocator& allocator, u64 size) UniformBuffer::UniformBuffer(Device& device, MemoryAllocator& allocator,
u64 size, u32 frameCount)
: m_Size(size) : m_Size(size)
{ {
// Uniform Buffer 需要 CPU 每帧更新,所以用 HOST_VISIBLE | HOST_COHERENT m_Buffers.reserve(frameCount);
m_Buffer = CreateScope<Buffer>( for (u32 i = 0; i < frameCount; ++i) {
device, allocator, // Uniform Buffer 需要 CPU 每帧更新,所以用 HOST_VISIBLE | HOST_COHERENT
size, m_Buffers.push_back(CreateScope<Buffer>(
vk::BufferUsageFlagBits::eUniformBuffer, device, allocator, size,
vk::MemoryPropertyFlagBits::eHostVisible | vk::BufferUsageFlagBits::eUniformBuffer,
vk::MemoryPropertyFlagBits::eHostCoherent); vk::MemoryPropertyFlagBits::eHostVisible |
vk::MemoryPropertyFlagBits::eHostCoherent));
}
ENGINE_INFO("UniformBuffer created: {} bytes", size); ENGINE_INFO("UniformBuffer created: {} bytes x {} frames", size, frameCount);
} }
UniformBuffer::~UniformBuffer() void UniformBuffer::Update(u32 frameSlot, const void* data, u64 size)
{ {
// Buffer 析构时自动销毁 vk::Buffer,内存由 MemoryAllocator 统一释放 m_Buffers[frameSlot]->Upload(data, size);
}
void UniformBuffer::Update(const void* data, u64 size)
{
m_Buffer->Upload(data, size);
} }
} // namespace Engine } // namespace Engine
Submodule
+1
Submodule Lib/entt added at 85c6bba014