feat: ACES tonemap + Bloom 后处理链(Extract/BlurH/BlurV 半分辨率)
- ACES(Narkowicz) 经 push 开关启用,exposure 接 ImGui 滑条 - RG: TextureDesc 支持 sizeScale 相对尺寸;per-pass 渲染尺寸解析 (半分辨率 pass 的 viewport 由此决定) - RG Toposort 重写:RAW+WAR+WAW 按声明序逐资源建边,支持多写者 ping-pong 资源(旧逻辑对 reader 连接所有 writer,ping-pong 成环) - GetPhysicalView 缺物理镜像时 throw(ENGINE_FATAL 只记日志不中止) - 全屏 pass 通用 16B push + 公共录制 lambda,Extract/Blur/Tonemap 复用
This commit is contained in:
@@ -15,6 +15,7 @@
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#include <Engine/ECS/EntityHandle.h>
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#include <Engine/ECS/Components.h>
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Renderer/Renderer.h>
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#include <imgui.h>
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@@ -130,6 +131,29 @@ protected:
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}
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}
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// Tonemap + Bloom 参数(HDR 后处理输出端)
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auto& renderer = GetRenderer();
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ImGui::Separator();
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ImGui::Text("Tonemap");
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f32 exposure = renderer.GetExposure();
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if (ImGui::SliderFloat("exposure", &exposure, 0.1f, 4.0f)) {
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renderer.SetExposure(exposure);
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}
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bool aces = renderer.GetUseACES();
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if (ImGui::Checkbox("ACES", &aces)) {
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renderer.SetUseACES(aces);
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}
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ImGui::Text("Bloom");
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f32 threshold = renderer.GetBloomThreshold();
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if (ImGui::SliderFloat("threshold", &threshold, 0.0f, 2.0f)) {
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renderer.SetBloomThreshold(threshold);
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}
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f32 strength = renderer.GetBloomStrength();
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if (ImGui::SliderFloat("strength", &strength, 0.0f, 2.0f)) {
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renderer.SetBloomStrength(strength);
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}
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ImGui::Separator();
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ImGui::Text("fps: %.1f frame: %llu",
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1.0f / GetDeltaTime(),
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@@ -70,8 +70,9 @@ namespace Engine::RG {
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struct TextureDesc {
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vk::Format format = vk::Format::eUndefined;
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u32 width = 0; // 0 = 跟随目标(swapchain)尺寸
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u32 width = 0; // 0 = 跟随目标(swapchain)尺寸 × sizeScale
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u32 height = 0;
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f32 sizeScale = 1.0f; // 相对尺寸(后处理降采样用,如 bloom 0.5)
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};
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// ---------- 物理镜像 ----------
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@@ -154,6 +155,7 @@ namespace Engine::RG {
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ExecuteFn exec;
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bool sideEffect = false; // 无读写但必须执行(compute 写 buffer 等)
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bool culled = false;
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vk::Extent2D extent{}; // 本 pass 的渲染尺寸(写入附件的最大分辨率,Compile 期解析)
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// Compile 期预算好的 barrier:每个资源两个变体
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// steady = 该槽位已被使用过(从 resting 状态出发)
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@@ -64,7 +64,7 @@ namespace Engine {
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void BuildGraph(); // 声明 pass 结构 + 首次 Compile
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void HandleResize();
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void UpdateShadowDescriptors();
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void UpdateTonemapDescriptors();
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void UpdateFullscreenDescriptors();
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Window& m_Window;
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@@ -97,7 +97,8 @@ namespace Engine {
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vk::ShaderEXT m_ShadowVertShader{};
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vk::ShaderEXT m_ShadowFragShader{};
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// Tonemap pass 装配:Set0 = HDR 颜色图,push = {exposure}(fragment)
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// Tonemap pass 装配:Set0 = {HDR 颜色图, Bloom 图},push = 16B
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//(全屏 pass 通用:exposure/aces/bloomStrength/pad)
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vk::PipelineLayout m_TonemapPipelineLayout;
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vk::DescriptorSetLayout m_TonemapSetLayout;
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std::vector<vk::DescriptorSet> m_TonemapDescriptorSets; // 每帧槽位一个
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@@ -105,11 +106,21 @@ namespace Engine {
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vk::ShaderEXT m_TonemapVertShader{};
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vk::ShaderEXT m_TonemapFragShader{};
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// Bloom:Extract(HDR→A) → BlurH(A→B) → BlurV(B→A),半分辨率
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// 与 Tonemap 共用 set layout/pipeline layout/vertex shader
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std::vector<vk::DescriptorSet> m_BloomExtractSets; // 每帧槽位
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std::vector<vk::DescriptorSet> m_BloomBlurHSets;
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std::vector<vk::DescriptorSet> m_BloomBlurVSets;
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vk::ShaderEXT m_BloomExtractFrag{};
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vk::ShaderEXT m_BloomBlurFrag{};
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// ---- RenderGraph 资源句柄 ----
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RG::TextureHandle m_Backbuffer{};
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RG::TextureHandle m_Depth{};
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RG::TextureHandle m_ShadowMap{};
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RG::TextureHandle m_HDRColor{}; // Forward 输出(线性 HDR),Tonemap 归一
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RG::TextureHandle m_BloomA{}; // 半分辨率:提取 + 垂直模糊结果
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RG::TextureHandle m_BloomB{}; // 半分辨率:水平模糊中间结果
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// ---- 当帧绑定(Render() 期间有效,供 pass 回调读取)----
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ECS::Scene* m_BoundScene = nullptr;
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@@ -119,6 +130,24 @@ namespace Engine {
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// 可选叠加层(不拥有;Application 持有)
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ImGuiLayer* m_ImGuiLayer = nullptr;
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// ---- Tonemap/Bloom 参数(ImGui 可调)----
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f32 m_Exposure = 1.0f;
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bool m_UseACES = true;
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f32 m_BloomThreshold = 1.0f; // HDR 域亮度阈值
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f32 m_BloomStrength = 0.8f; // 叠加强度
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public:
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f32 GetExposure() const { return m_Exposure; }
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void SetExposure(f32 e) { m_Exposure = e; }
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bool GetUseACES() const { return m_UseACES; }
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void SetUseACES(bool b) { m_UseACES = b; }
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f32 GetBloomThreshold() const { return m_BloomThreshold; }
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void SetBloomThreshold(f32 v) { m_BloomThreshold = v; }
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f32 GetBloomStrength() const { return m_BloomStrength; }
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void SetBloomStrength(f32 v) { m_BloomStrength = v; }
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private:
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vk::Extent2D m_Extent{};
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u32 m_CurrentFrame = 0;
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};
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@@ -8,6 +8,7 @@
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#include <algorithm>
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#include <set>
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#include <stdexcept>
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namespace Engine::RG {
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@@ -164,6 +165,22 @@ namespace Engine::RG {
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for (auto& entry : m_Textures) ResolveUsage(entry);
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// 每 pass 渲染尺寸 = 其写入附件的最大分辨率(半分辨率后处理的
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// viewport/渲染区域由此决定);无写入(如 Present)回退目标尺寸
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for (auto& pass : m_Passes) {
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u32 w = 0, h = 0;
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for (const auto& use : pass.uses) {
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if (!IsWriteUse(use.use)) continue;
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const auto& d = m_Textures[use.resIndex].desc;
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w = std::max(w, d.width ? d.width
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: std::max(1u, u32(m_TargetExtent.width * d.sizeScale)));
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h = std::max(h, d.height ? d.height
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: std::max(1u, u32(m_TargetExtent.height * d.sizeScale)));
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}
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pass.extent = vk::Extent2D(w ? w : m_TargetExtent.width,
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h ? h : m_TargetExtent.height);
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}
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CullPasses();
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Toposort();
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ComputeLifetimes();
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@@ -272,34 +289,43 @@ namespace Engine::RG {
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void RenderGraph::Toposort()
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{
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// writer → reader 建边(去重),Kahn 拓扑排序。
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// 声明顺序通常已是拓扑序,但引擎级实现必须显式校验,
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// 避免上层重构 pass 顺序时引入环。
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// 按资源在声明序上的使用序列建边,Kahn 拓扑排序。
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// RAW:reader → 依赖声明序上它的上一个 writer
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// WAR:writer → 依赖上一次 write 之后出现过的所有 reader
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// WAW:writer → 上一个 writer
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// 多写者(ping-pong 资源)合法:若对 reader 连接"所有"
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// writer(含声明序在其后的),BlurH 会同时收到 Extract→BlurH 与
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// BlurV→BlurH,而 BlurH→BlurV 又存在,直接成环。
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// 声明顺序通常已是拓扑序,但引擎级实现必须显式校验。
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std::vector<std::vector<u32>> writers(m_Textures.size());
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for (u32 i = 0; i < m_Passes.size(); ++i) {
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const u32 N = static_cast<u32>(m_Passes.size());
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std::vector<std::set<u32>> adj(N);
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std::vector<u32> indegree(N, 0);
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auto addEdge = [&](u32 from, u32 to) {
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if (from == to) return;
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if (adj[from].insert(to).second) ++indegree[to];
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};
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constexpr u32 kNoWriter = UINT32_MAX;
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std::vector<u32> lastWriter(m_Textures.size(), kNoWriter);
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std::vector<std::set<u32>> pendingReaders(m_Textures.size());
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for (u32 i = 0; i < N; ++i) {
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if (m_Passes[i].culled) continue;
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for (const auto& use : m_Passes[i].uses) {
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auto& lw = lastWriter[use.resIndex];
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auto& readers = pendingReaders[use.resIndex];
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if (IsWriteUse(use.use)) {
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writers[use.resIndex].push_back(i);
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}
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}
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}
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std::vector<std::set<u32>> adj(m_Passes.size());
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std::vector<u32> indegree(m_Passes.size(), 0);
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for (u32 q = 0; q < m_Passes.size(); ++q) {
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if (m_Passes[q].culled) continue;
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std::set<u32> seenWriters;
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for (const auto& use : m_Passes[q].uses) {
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if (IsWriteUse(use.use)) continue;
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for (u32 p : writers[use.resIndex]) {
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if (p == q || m_Passes[p].culled) continue;
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if (seenWriters.insert(p).second) {
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adj[p].insert(q);
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++indegree[q];
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}
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for (u32 r : readers) addEdge(r, i); // WAR
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readers.clear();
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if (lw != kNoWriter) addEdge(lw, i); // WAW
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lw = i;
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} else {
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if (lw != kNoWriter) addEdge(lw, i); // RAW
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readers.insert(i);
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}
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}
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}
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@@ -309,7 +335,7 @@ namespace Engine::RG {
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// 同层按声明序出队,保证确定性
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std::set<u32> ready;
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for (u32 i = 0; i < m_Passes.size(); ++i) {
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for (u32 i = 0; i < N; ++i) {
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if (!m_Passes[i].culled && indegree[i] == 0) ready.insert(i);
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}
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@@ -458,9 +484,14 @@ namespace Engine::RG {
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for (auto& entry : m_Textures) {
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if (entry.imported || entry.firstPass < 0) continue;
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// 显式尺寸优先;否则 = 目标尺寸 × sizeScale(后处理降采样)
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vk::Extent2D extent{
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entry.desc.width ? entry.desc.width : m_TargetExtent.width,
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entry.desc.height ? entry.desc.height : m_TargetExtent.height
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entry.desc.width
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? entry.desc.width
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: std::max(1u, u32(m_TargetExtent.width * entry.desc.sizeScale)),
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entry.desc.height
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? entry.desc.height
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: std::max(1u, u32(m_TargetExtent.height * entry.desc.sizeScale))
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};
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for (u32 slot = 0; slot < m_FramesInFlight; ++slot) {
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@@ -567,8 +598,11 @@ namespace Engine::RG {
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const auto& entry = GetEntry(h);
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if (entry.imported) return entry.importedView;
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if (frameSlot >= entry.physical.size() || !entry.physical[frameSlot]) {
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ENGINE_FATAL("RenderGraph: no physical image for '{}' slot {} "
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"(compile first?)", entry.name, frameSlot);
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// ENGINE_FATAL 只记日志不中止,这里必须 throw 才能拦住空指针
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//(Application::Run 的 catch 会接住并干净退出)
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throw std::runtime_error(
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"RenderGraph: no physical image for '" + entry.name +
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"' slot " + std::to_string(frameSlot));
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}
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return entry.physical[frameSlot]->view;
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}
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@@ -614,7 +648,7 @@ namespace Engine::RG {
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RenderGraphContext ctx;
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ctx.cmd = frame.cmd;
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ctx.frame = frame;
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ctx.extent = m_TargetExtent;
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ctx.extent = pass.extent;
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ctx.graph = this;
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pass.exec(ctx);
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}
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@@ -56,6 +56,16 @@ namespace Engine
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constexpr u32 kShadowMapSize = 2048;
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constexpr u32 kShadowPushSize = static_cast<u32>(2 * sizeof(glm::mat4));
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// 全屏 pass 通用 push(16B):所有全屏 pass(Tonemap/Bloom 系)
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// 统一声明与推送,规避 VUID-08878 的"range 定义必须一致"
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struct FullscreenPush {
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f32 exposure;
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f32 param0; // 各 pass 自定语义(tonemap: aces 开关)
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f32 param1;
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f32 param2;
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};
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constexpr u32 kFullscreenPushSize = static_cast<u32>(sizeof(FullscreenPush));
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// 光源正交包围盒(覆盖当前场景;后续按场景 AABB 自适应)
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constexpr f32 kLightOrthoExtent = 15.0f;
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constexpr f32 kLightDistance = 30.0f;
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@@ -147,16 +157,19 @@ namespace Engine
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.setCompareEnable(VK_FALSE);
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m_ShadowSampler = m_Device->GetDevice().createSampler(shadowSamplerInfo);
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// 7.5 Tonemap pass 装配:Set0 = HDR 颜色图,push = {exposure}
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std::vector<DescriptorBinding> tonemapBindings = {
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// 7.5 全屏后处理装配(Tonemap + Bloom 共用一套 layout/sampler):
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// Set0 = {HDR 颜色图, Bloom 图},push = 16B 通用结构
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std::vector<DescriptorBinding> fullscreenBindings = {
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{0, vk::DescriptorType::eCombinedImageSampler,
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vk::ShaderStageFlagBits::eFragment},
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{1, vk::DescriptorType::eCombinedImageSampler,
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vk::ShaderStageFlagBits::eFragment},
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};
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m_TonemapSetLayout = m_DescriptorManager->CreateLayout(tonemapBindings);
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m_TonemapSetLayout = m_DescriptorManager->CreateLayout(fullscreenBindings);
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m_TonemapPipelineLayout = m_DescriptorManager->CreatePipelineLayout(
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
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sizeof(f32));
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kFullscreenPushSize);
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m_TonemapSampler = m_Device->GetDevice().createSampler(
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vk::SamplerCreateInfo{}
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@@ -170,17 +183,32 @@ namespace Engine
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auto tonemapVert = m_ShaderManager->CreateFromFile(
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shaderDir + "tonemap.vert.spv",
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vk::ShaderStageFlagBits::eVertex,
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout}, sizeof(f32));
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
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kFullscreenPushSize);
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auto tonemapFrag = m_ShaderManager->CreateFromFile(
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shaderDir + "tonemap.frag.spv",
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vk::ShaderStageFlagBits::eFragment,
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout}, sizeof(f32));
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
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kFullscreenPushSize);
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auto bloomExtractFrag = m_ShaderManager->CreateFromFile(
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shaderDir + "bloom_extract.frag.spv",
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vk::ShaderStageFlagBits::eFragment,
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
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kFullscreenPushSize);
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auto bloomBlurFrag = m_ShaderManager->CreateFromFile(
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shaderDir + "bloom_blur.frag.spv",
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vk::ShaderStageFlagBits::eFragment,
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
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kFullscreenPushSize);
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m_TonemapVertShader = tonemapVert.Handle;
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m_TonemapFragShader = tonemapFrag.Handle;
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m_BloomExtractFrag = bloomExtractFrag.Handle;
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m_BloomBlurFrag = bloomBlurFrag.Handle;
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if (!m_TonemapVertShader || !m_TonemapFragShader) {
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ENGINE_FATAL("Failed to create tonemap shader objects");
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if (!m_TonemapVertShader || !m_TonemapFragShader ||
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!m_BloomExtractFrag || !m_BloomBlurFrag) {
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ENGINE_FATAL("Failed to create fullscreen shader objects");
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}
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// 8. Swapchain(只管呈现;深度图由 RenderGraph 创建)
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@@ -199,6 +227,9 @@ namespace Engine
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m_UBODescriptorSets.resize(kMaxFramesInFlight);
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m_ShadowDescriptorSets.resize(kMaxFramesInFlight);
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m_TonemapDescriptorSets.resize(kMaxFramesInFlight);
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m_BloomExtractSets.resize(kMaxFramesInFlight);
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m_BloomBlurHSets.resize(kMaxFramesInFlight);
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m_BloomBlurVSets.resize(kMaxFramesInFlight);
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for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
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m_UBODescriptorSets[slot] =
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m_DescriptorManager->AllocateDescriptorSet(m_UBOSetLayout);
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@@ -211,6 +242,13 @@ namespace Engine
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m_TonemapDescriptorSets[slot] =
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m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
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m_BloomExtractSets[slot] =
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m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
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m_BloomBlurHSets[slot] =
|
||||
m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
|
||||
m_BloomBlurVSets[slot] =
|
||||
m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
|
||||
}
|
||||
|
||||
// 11. RenderGraph:声明 + 编译(场景在 Render(Scene&) 时按帧绑定)
|
||||
@@ -218,7 +256,7 @@ namespace Engine
|
||||
|
||||
// Compile 已分配物理镜像:把各槽位的阴影图/HDR view 绑进描述符
|
||||
UpdateShadowDescriptors();
|
||||
UpdateTonemapDescriptors();
|
||||
UpdateFullscreenDescriptors();
|
||||
|
||||
ENGINE_INFO("Renderer initialized");
|
||||
}
|
||||
@@ -247,6 +285,12 @@ namespace Engine
|
||||
if (m_TonemapFragShader) {
|
||||
vkDevice.destroyShaderEXT(m_TonemapFragShader);
|
||||
}
|
||||
if (m_BloomExtractFrag) {
|
||||
vkDevice.destroyShaderEXT(m_BloomExtractFrag);
|
||||
}
|
||||
if (m_BloomBlurFrag) {
|
||||
vkDevice.destroyShaderEXT(m_BloomBlurFrag);
|
||||
}
|
||||
|
||||
vkDevice.destroySampler(m_ShadowSampler);
|
||||
vkDevice.destroySampler(m_TonemapSampler);
|
||||
@@ -300,6 +344,14 @@ namespace Engine
|
||||
"HDRColor",
|
||||
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat});
|
||||
|
||||
// Bloom ping-pong:半分辨率(sizeScale 相对目标尺寸,resize 自动跟随)
|
||||
m_BloomA = m_RenderGraph->CreateTexture(
|
||||
"BloomA",
|
||||
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat, 0, 0, 0.5f});
|
||||
m_BloomB = m_RenderGraph->CreateTexture(
|
||||
"BloomB",
|
||||
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat, 0, 0, 0.5f});
|
||||
|
||||
// ---- Shadow pass:光源视角写深度(所有渲染体都写入,不做实体级开关——
|
||||
// castShadow 应由材质/实体数据驱动剔除,而非 pass 逻辑特判)----
|
||||
m_RenderGraph->AddPass("Shadow",
|
||||
@@ -527,11 +579,12 @@ namespace Engine
|
||||
.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment);
|
||||
|
||||
// ---- Tonemap pass:HDR → 显示空间,全屏三角无顶点缓冲 ----
|
||||
// 显示变换在此显式建模(此前隐式依赖 Srgb 附件,是设计欠账)。
|
||||
// Backbuffer 从此只接收"显示空间"颜色:tonemap 直接写、ImGui 叠加。
|
||||
m_RenderGraph->AddPass("Tonemap",
|
||||
[this](RG::RenderGraphContext& ctx) {
|
||||
// ---- 全屏 pass 公共录制:动态状态/draw 全一致,仅附件 view、
|
||||
// 输入 set、push 值不同(Extract/BlurH/BlurV/Tonemap 复用)----
|
||||
auto recordFullscreen =
|
||||
[this](RG::RenderGraphContext& ctx, vk::ImageView view,
|
||||
vk::ShaderEXT frag, const vk::DescriptorSet& set,
|
||||
const FullscreenPush& push) {
|
||||
const vk::CommandBuffer cmd = ctx.cmd;
|
||||
|
||||
vk::ClearValue clearValue;
|
||||
@@ -539,7 +592,7 @@ namespace Engine
|
||||
std::array<float, 4>{0.0f, 0.0f, 0.0f, 1.0f});
|
||||
|
||||
vk::RenderingAttachmentInfo colorAttachment;
|
||||
colorAttachment.setImageView(ctx.View(m_Backbuffer))
|
||||
colorAttachment.setImageView(view)
|
||||
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
|
||||
.setLoadOp(vk::AttachmentLoadOp::eClear)
|
||||
.setStoreOp(vk::AttachmentStoreOp::eStore)
|
||||
@@ -557,12 +610,11 @@ namespace Engine
|
||||
vk::ShaderStageFlagBits::eFragment
|
||||
};
|
||||
std::array<vk::ShaderEXT, 2> shaders = {
|
||||
m_TonemapVertShader, m_TonemapFragShader};
|
||||
m_TonemapVertShader, frag};
|
||||
cmd.bindShadersEXT(stages, shaders);
|
||||
|
||||
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
|
||||
m_TonemapPipelineLayout, 0,
|
||||
m_TonemapDescriptorSets[ctx.frame.frameSlot], {});
|
||||
m_TonemapPipelineLayout, 0, set, {});
|
||||
|
||||
// ---- 动态状态(无深度附件、无顶点输入)----
|
||||
cmd.setRasterizerDiscardEnable(VK_FALSE);
|
||||
@@ -592,17 +644,65 @@ namespace Engine
|
||||
cmd.setViewportWithCount(viewport);
|
||||
cmd.setScissorWithCount(vk::Rect2D({0, 0}, ctx.extent));
|
||||
|
||||
const f32 exposure = 1.0f; // TODO: 接 ImGui 曝光滑条
|
||||
cmd.pushConstants(m_TonemapPipelineLayout,
|
||||
vk::ShaderStageFlagBits::eVertex |
|
||||
vk::ShaderStageFlagBits::eFragment,
|
||||
0, sizeof(f32), &exposure);
|
||||
0, kFullscreenPushSize, &push);
|
||||
|
||||
cmd.draw(3, 1, 0, 0);
|
||||
cmd.endRendering();
|
||||
};
|
||||
|
||||
// ---- Bloom:Extract(HDR 软阈值)→ BlurH → BlurV,全部半分辨率 ----
|
||||
m_RenderGraph->AddPass("BloomExtract",
|
||||
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
|
||||
recordFullscreen(ctx, ctx.View(m_BloomA), m_BloomExtractFrag,
|
||||
m_BloomExtractSets[ctx.frame.frameSlot],
|
||||
FullscreenPush{0.0f, m_BloomThreshold, 0.0f, 0.0f});
|
||||
})
|
||||
.Read(m_HDRColor, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment)
|
||||
.Write(m_BloomA, RG::ResourceUse::ColorAttachment);
|
||||
|
||||
m_RenderGraph->AddPass("BloomBlurH",
|
||||
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
|
||||
recordFullscreen(ctx, ctx.View(m_BloomB), m_BloomBlurFrag,
|
||||
m_BloomBlurHSets[ctx.frame.frameSlot],
|
||||
FullscreenPush{0.0f,
|
||||
1.0f / ctx.extent.width, 0.0f,
|
||||
0.0f});
|
||||
})
|
||||
.Read(m_BloomA, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment)
|
||||
.Write(m_BloomB, RG::ResourceUse::ColorAttachment);
|
||||
|
||||
m_RenderGraph->AddPass("BloomBlurV",
|
||||
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
|
||||
recordFullscreen(ctx, ctx.View(m_BloomA), m_BloomBlurFrag,
|
||||
m_BloomBlurVSets[ctx.frame.frameSlot],
|
||||
FullscreenPush{0.0f, 0.0f,
|
||||
1.0f / ctx.extent.height,
|
||||
0.0f});
|
||||
})
|
||||
.Read(m_BloomB, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment)
|
||||
.Write(m_BloomA, RG::ResourceUse::ColorAttachment);
|
||||
|
||||
// ---- Tonemap pass:HDR(+bloom)→ 显示空间,全屏三角无顶点缓冲 ----
|
||||
// 显示变换在此显式建模(此前隐式依赖 Srgb 附件,是设计欠账)。
|
||||
// Backbuffer 从此只接收"显示空间"颜色:tonemap 直接写、ImGui 叠加。
|
||||
m_RenderGraph->AddPass("Tonemap",
|
||||
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
|
||||
recordFullscreen(ctx, ctx.View(m_Backbuffer), m_TonemapFragShader,
|
||||
m_TonemapDescriptorSets[ctx.frame.frameSlot],
|
||||
FullscreenPush{m_Exposure,
|
||||
m_UseACES ? 1.0f : 0.0f,
|
||||
m_BloomStrength, 0.0f});
|
||||
})
|
||||
.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
|
||||
.Read(m_HDRColor, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment)
|
||||
.Read(m_BloomA, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment);
|
||||
|
||||
// ---- ImGui pass:叠加层(loadOp=Load,不清屏)----
|
||||
@@ -661,7 +761,7 @@ namespace Engine
|
||||
|
||||
// 重编译后物理镜像可能变化,描述符重新绑定
|
||||
UpdateShadowDescriptors();
|
||||
UpdateTonemapDescriptors();
|
||||
UpdateFullscreenDescriptors();
|
||||
}
|
||||
|
||||
void Renderer::UpdateShadowDescriptors()
|
||||
@@ -675,13 +775,32 @@ namespace Engine
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::UpdateTonemapDescriptors()
|
||||
void Renderer::UpdateFullscreenDescriptors()
|
||||
{
|
||||
// 全屏 pass 的输入绑定(per-slot 物理镜像):
|
||||
// Tonemap = {0: HDRColor, 1: BloomA}
|
||||
// Extract = {0: HDRColor} (binding1 不用,可不写)
|
||||
// BlurH = {0: BloomA}
|
||||
// BlurV = {0: BloomB}
|
||||
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
|
||||
const vk::ImageView hdr =
|
||||
m_RenderGraph->GetPhysicalView(m_HDRColor, slot);
|
||||
const vk::ImageView bloomA =
|
||||
m_RenderGraph->GetPhysicalView(m_BloomA, slot);
|
||||
const vk::ImageView bloomB =
|
||||
m_RenderGraph->GetPhysicalView(m_BloomB, slot);
|
||||
|
||||
m_DescriptorManager->UpdateTexture(
|
||||
m_TonemapDescriptorSets[slot], 0,
|
||||
m_TonemapSampler,
|
||||
m_RenderGraph->GetPhysicalView(m_HDRColor, slot));
|
||||
m_TonemapDescriptorSets[slot], 0, m_TonemapSampler, hdr);
|
||||
m_DescriptorManager->UpdateTexture(
|
||||
m_TonemapDescriptorSets[slot], 1, m_TonemapSampler, bloomA);
|
||||
|
||||
m_DescriptorManager->UpdateTexture(
|
||||
m_BloomExtractSets[slot], 0, m_TonemapSampler, hdr);
|
||||
m_DescriptorManager->UpdateTexture(
|
||||
m_BloomBlurHSets[slot], 0, m_TonemapSampler, bloomA);
|
||||
m_DescriptorManager->UpdateTexture(
|
||||
m_BloomBlurVSets[slot], 0, m_TonemapSampler, bloomB);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 450
|
||||
|
||||
// Bloom 高斯模糊:可分离 9-tap,方向由 push 给出(H/V 各跑一次)。
|
||||
// 源图为半分辨率,线性采样 + 权重对应的偏移天然抗锯齿。
|
||||
|
||||
layout(location = 0) in vec2 fragUV;
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D srcImage;
|
||||
|
||||
layout(push_constant) uniform PushConstants {
|
||||
float exposure; // 未用(程序级统一布局)
|
||||
float stepX; // param0: UV 步长 x(水平 pass = 1/width,垂直 = 0)
|
||||
float stepY; // param1: UV 步长 y
|
||||
float _pad0;
|
||||
} pc;
|
||||
|
||||
const float weights[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
|
||||
void main() {
|
||||
vec2 off = vec2(pc.stepX, pc.stepY);
|
||||
|
||||
vec3 c = texture(srcImage, fragUV).rgb * weights[0];
|
||||
for (int i = 1; i < 5; ++i) {
|
||||
c += texture(srcImage, fragUV + off * float(i)).rgb * weights[i];
|
||||
c += texture(srcImage, fragUV - off * float(i)).rgb * weights[i];
|
||||
}
|
||||
outColor = vec4(c, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#version 450
|
||||
|
||||
// Bloom 提取:从 HDR 颜色图中滤出超过阈值的部分(软阈值,保留超出比例)。
|
||||
// 全屏 pass 通用 push(16B):param0 = 亮度阈值(HDR 域,1.0 = 仅高光溢出)。
|
||||
|
||||
layout(location = 0) in vec2 fragUV;
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D hdrImage;
|
||||
|
||||
layout(push_constant) uniform PushConstants {
|
||||
float exposure; // 未用(程序级统一布局)
|
||||
float threshold; // param0
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
} pc;
|
||||
|
||||
void main() {
|
||||
vec3 c = texture(hdrImage, fragUV).rgb;
|
||||
float l = max(c.r, max(c.g, c.b));
|
||||
|
||||
// 软阈值:只保留超出 threshold 的能量比例,避免硬切产生的块状边缘
|
||||
float k = max(l - pc.threshold, 0.0) / max(l, 1e-4);
|
||||
outColor = vec4(c * k, 1.0);
|
||||
}
|
||||
+24
-9
@@ -2,22 +2,37 @@
|
||||
|
||||
// Tonemap pass:HDR 线性颜色 → 显示空间。
|
||||
// 这是显示变换的显式建模(对齐 UE/Unity:HDR SceneColor → tonemapper → UI)。
|
||||
// 当前 = 曝光 + gamma 编码(与旧 Srgb 附件行为等价,观感不变);
|
||||
// ACES/Reinhard 色调曲线、bloom 等后处理在此 pass 基础上扩展。
|
||||
// ACES = Narkowicz 拟合(线性域映射到 [0,1]),可经 push constant 关闭
|
||||
// 退回纯 gamma(旧观感);bloom 等后处理在 HDR 域(Tonemap 之前)插 pass。
|
||||
|
||||
layout(location = 0) in vec2 fragUV;
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D hdrImage;
|
||||
layout(set = 0, binding = 1) uniform sampler2D bloomImage;
|
||||
|
||||
// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
|
||||
layout(push_constant) uniform PushConstants {
|
||||
float exposure; // 曝光系数(后续接 ImGui)
|
||||
float exposure; // 曝光系数
|
||||
float aces; // >0.5 启用 ACES 曲线,否则纯 gamma
|
||||
float bloomStrength; // bloom 叠加强度(0 = 关闭)
|
||||
float _pad0;
|
||||
} pc;
|
||||
|
||||
void main() {
|
||||
vec3 hdr = texture(hdrImage, fragUV).rgb * pc.exposure;
|
||||
|
||||
// 显示编码:linear → sRGB(gamma 2.2 近似)。
|
||||
// TODO: ACES 拟合曲线接入点(HDR 泛光/色调映射时替换此行)
|
||||
outColor = vec4(pow(clamp(hdr, 0.0, 1.0), vec3(1.0 / 2.2)), 1.0);
|
||||
vec3 acesFilm(vec3 x) {
|
||||
return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// bloom 在 HDR 域叠加(半分辨率模糊图线性采样上采样)
|
||||
vec3 hdr = texture(hdrImage, fragUV).rgb
|
||||
+ texture(bloomImage, fragUV).rgb * pc.bloomStrength;
|
||||
|
||||
hdr *= pc.exposure;
|
||||
|
||||
vec3 mapped = (pc.aces > 0.5)
|
||||
? acesFilm(hdr)
|
||||
: clamp(hdr, 0.0, 1.0);
|
||||
|
||||
outColor = vec4(pow(mapped, vec3(1.0 / 2.2)), 1.0);
|
||||
}
|
||||
|
||||
@@ -6,6 +6,14 @@
|
||||
// 光栅化插值后屏幕内 UV 恰好落在 [0,1]。
|
||||
layout(location = 0) out vec2 fragUV;
|
||||
|
||||
// 全屏 pass 通用 push(16B,与 tonemap.frag 及所有全屏 pass 一致,VUID-08878)
|
||||
layout(push_constant) uniform PushConstants {
|
||||
float exposure;
|
||||
float aces;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
} pc;
|
||||
|
||||
void main() {
|
||||
vec2 p = vec2(
|
||||
float((gl_VertexIndex << 1) & 2),
|
||||
|
||||
Reference in New Issue
Block a user