feat: HDR 管线 + Tonemap pass,显示变换显式建模
管线:Shadow → Forward(写 HDRColor R16G16B16A16F) → Tonemap → ImGui(loadOp=Load) → Present。对齐 UE/Unity 结构:场景线性值 进 HDR 离屏图,Tonemap(全屏三角,exposure push + gamma 编码) 显式完成显示变换,Backbuffer 只接收显示空间颜色。 - Swapchain 改 B8G8R8A8Unorm:Srgb 附件会硬件二次提亮,UI 泛白 (#4296FA→#8CCBFC);Unorm 下写什么显示什么,编码责任归 Tonemap - Shader object push range 规则落地:程序级声明——同一 pass 的 全部 shader EXT range 定义必须一致(VUID-08878),layout 同样 按 vertex|fragment 声明,push 调用点覆盖全部声明 stage(VUID-01796) - Tonemap 装配:Set0 = HDR 图(per-frame-slot 描述符 + GetPhysicalView), clamp 占位待 ACES 替换,bloom/FXAA 等后处理在 HDR 域插 pass - CMake 加 imgui_demo.cpp(ShowDemoWindow 链接) - 修复:m_TonemapDescriptorSets 未 resize 即下标写入(启动即崩) 验证:5 pass 全活,validation 0 error 0 warning,UI 原生色彩无泛白
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@@ -147,6 +147,42 @@ 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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{0, 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_TonemapPipelineLayout = m_DescriptorManager->CreatePipelineLayout(
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std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
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sizeof(f32));
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m_TonemapSampler = m_Device->GetDevice().createSampler(
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vk::SamplerCreateInfo{}
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.setMagFilter(vk::Filter::eLinear)
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.setMinFilter(vk::Filter::eLinear)
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.setMipmapMode(vk::SamplerMipmapMode::eNearest)
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.setAddressModeU(vk::SamplerAddressMode::eClampToEdge)
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.setAddressModeV(vk::SamplerAddressMode::eClampToEdge)
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.setAddressModeW(vk::SamplerAddressMode::eClampToEdge));
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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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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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m_TonemapVertShader = tonemapVert.Handle;
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m_TonemapFragShader = tonemapFrag.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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}
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// 8. Swapchain(只管呈现;深度图由 RenderGraph 创建)
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m_Swapchain = CreateScope<Swapchain>(*m_Device, *m_Allocator, m_Window);
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m_Extent = m_Swapchain->GetExtent();
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@@ -162,6 +198,7 @@ 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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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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@@ -171,13 +208,17 @@ namespace Engine
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m_ShadowDescriptorSets[slot] =
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m_DescriptorManager->AllocateDescriptorSet(m_ShadowSetLayout);
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m_TonemapDescriptorSets[slot] =
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m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
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}
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// 11. RenderGraph:声明 + 编译(场景在 Render(Scene&) 时按帧绑定)
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BuildGraph();
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// Compile 已分配物理镜像:把各槽位的阴影图 view 绑进描述符
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// Compile 已分配物理镜像:把各槽位的阴影图/HDR view 绑进描述符
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UpdateShadowDescriptors();
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UpdateTonemapDescriptors();
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ENGINE_INFO("Renderer initialized");
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}
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@@ -200,13 +241,22 @@ namespace Engine
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if (m_ShadowFragShader) {
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vkDevice.destroyShaderEXT(m_ShadowFragShader);
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}
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if (m_TonemapVertShader) {
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vkDevice.destroyShaderEXT(m_TonemapVertShader);
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}
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if (m_TonemapFragShader) {
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vkDevice.destroyShaderEXT(m_TonemapFragShader);
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}
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vkDevice.destroySampler(m_ShadowSampler);
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vkDevice.destroySampler(m_TonemapSampler);
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vkDevice.destroyPipelineLayout(m_PipelineLayout);
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vkDevice.destroyPipelineLayout(m_ShadowPipelineLayout);
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vkDevice.destroyPipelineLayout(m_TonemapPipelineLayout);
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vkDevice.destroyDescriptorSetLayout(m_UBOSetLayout);
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vkDevice.destroyDescriptorSetLayout(m_TextureSetLayout);
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vkDevice.destroyDescriptorSetLayout(m_ShadowSetLayout);
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vkDevice.destroyDescriptorSetLayout(m_TonemapSetLayout);
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}
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vk::Format Renderer::GetSwapchainFormat() const
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@@ -243,6 +293,13 @@ namespace Engine
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"ShadowMap",
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RG::TextureDesc{vk::Format::eD32Sfloat, kShadowMapSize, kShadowMapSize});
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// HDR 颜色图:Forward 的输出(线性光照值),Tonemap 显式完成
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// 显示变换后写入 Backbuffer。对齐 UE/Unity 管线:
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// SceneColor(HDR) → tonemapper → UI(UI 在 tonemap 之后叠加)
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m_HDRColor = m_RenderGraph->CreateTexture(
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"HDRColor",
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RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat});
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// ---- Shadow pass:光源视角写深度(所有渲染体都写入,不做实体级开关——
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// castShadow 应由材质/实体数据驱动剔除,而非 pass 逻辑特判)----
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m_RenderGraph->AddPass("Shadow",
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@@ -321,8 +378,10 @@ namespace Engine
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if (!model) return;
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const ShadowPush push{m_LightSpace, transform.world};
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// stage 必须覆盖 layout range 声明的全部 stage(VUID-01796)
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cmd.pushConstants(m_ShadowPipelineLayout,
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vk::ShaderStageFlagBits::eVertex,
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vk::ShaderStageFlagBits::eVertex |
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vk::ShaderStageFlagBits::eFragment,
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0, kShadowPushSize, &push);
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for (auto& mesh : model->GetMeshes()) {
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@@ -345,7 +404,7 @@ namespace Engine
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std::array<float, 4>{0.1f, 0.1f, 0.1f, 1.0f});
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vk::RenderingAttachmentInfo colorAttachment;
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colorAttachment.setImageView(ctx.View(m_Backbuffer))
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colorAttachment.setImageView(ctx.View(m_HDRColor))
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.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eClear)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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@@ -447,8 +506,10 @@ namespace Engine
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Model* model = m_BoundAssets->GetModel(meshRenderer.model);
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if (!model) return;
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// stage 必须覆盖 layout range 声明的全部 stage(VUID-01796)
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cmd.pushConstants(m_PipelineLayout,
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vk::ShaderStageFlagBits::eVertex,
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vk::ShaderStageFlagBits::eVertex |
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vk::ShaderStageFlagBits::eFragment,
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0, sizeof(glm::mat4), &transform.world);
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for (auto& mesh : model->GetMeshes()) {
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@@ -461,11 +522,89 @@ namespace Engine
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cmd.endRendering();
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})
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.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
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.Write(m_HDRColor, RG::ResourceUse::ColorAttachment)
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.Write(m_Depth, RG::ResourceUse::DepthAttachment)
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.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment);
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// ---- Tonemap pass:HDR → 显示空间,全屏三角无顶点缓冲 ----
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// 显示变换在此显式建模(此前隐式依赖 Srgb 附件,是设计欠账)。
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// Backbuffer 从此只接收"显示空间"颜色:tonemap 直接写、ImGui 叠加。
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m_RenderGraph->AddPass("Tonemap",
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[this](RG::RenderGraphContext& ctx) {
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const vk::CommandBuffer cmd = ctx.cmd;
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vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue(
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std::array<float, 4>{0.0f, 0.0f, 0.0f, 1.0f});
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vk::RenderingAttachmentInfo colorAttachment;
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colorAttachment.setImageView(ctx.View(m_Backbuffer))
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.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eClear)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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.setClearValue(clearValue);
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vk::RenderingInfo renderingInfo;
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renderingInfo.setRenderArea({{0, 0}, ctx.extent})
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.setLayerCount(1)
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.setColorAttachments(colorAttachment);
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cmd.beginRendering(renderingInfo);
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std::array<vk::ShaderStageFlagBits, 2> stages = {
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vk::ShaderStageFlagBits::eVertex,
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vk::ShaderStageFlagBits::eFragment
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};
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std::array<vk::ShaderEXT, 2> shaders = {
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m_TonemapVertShader, m_TonemapFragShader};
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cmd.bindShadersEXT(stages, shaders);
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
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m_TonemapPipelineLayout, 0,
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m_TonemapDescriptorSets[ctx.frame.frameSlot], {});
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// ---- 动态状态(无深度附件、无顶点输入)----
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cmd.setRasterizerDiscardEnable(VK_FALSE);
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cmd.setDepthTestEnable(VK_FALSE);
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cmd.setDepthWriteEnable(VK_FALSE);
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cmd.setDepthBoundsTestEnable(VK_FALSE);
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cmd.setStencilTestEnable(VK_FALSE);
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cmd.setDepthBiasEnable(VK_FALSE);
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cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
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cmd.setCullMode(vk::CullModeFlagBits::eNone);
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cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
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cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
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cmd.setPrimitiveRestartEnable(VK_FALSE);
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cmd.setVertexInputEXT(
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std::array<vk::VertexInputBindingDescription2EXT, 0>{},
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std::array<vk::VertexInputAttributeDescription2EXT, 0>{});
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cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
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vk::SampleMask sampleMask = 0xFFFFFFFF;
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cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
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cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
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cmd.setAlphaToOneEnableEXT(VK_FALSE);
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vk::Viewport viewport(0.0f, 0.0f,
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static_cast<float>(ctx.extent.width),
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static_cast<float>(ctx.extent.height),
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0.0f, 1.0f);
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cmd.setViewportWithCount(viewport);
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cmd.setScissorWithCount(vk::Rect2D({0, 0}, ctx.extent));
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const f32 exposure = 1.0f; // TODO: 接 ImGui 曝光滑条
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cmd.pushConstants(m_TonemapPipelineLayout,
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vk::ShaderStageFlagBits::eVertex |
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vk::ShaderStageFlagBits::eFragment,
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0, sizeof(f32), &exposure);
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cmd.draw(3, 1, 0, 0);
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cmd.endRendering();
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})
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.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
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.Read(m_HDRColor, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment);
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// ---- ImGui pass:叠加层(loadOp=Load,不清屏)----
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// 框架只负责把 draw data 录进 cmd;UI 内容全部由派生类
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// 在 OnRenderOverlay() 里构建,框架自身不画任何 ImGui 控件。
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@@ -520,8 +659,9 @@ namespace Engine
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// RG 重编译:物理镜像按新尺寸轮换
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m_RenderGraph->SetTargetExtent(m_Extent);
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// 重编译后物理镜像可能变化,阴影描述符重新绑定
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// 重编译后物理镜像可能变化,描述符重新绑定
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UpdateShadowDescriptors();
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UpdateTonemapDescriptors();
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}
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void Renderer::UpdateShadowDescriptors()
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@@ -535,6 +675,16 @@ namespace Engine
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}
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}
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void Renderer::UpdateTonemapDescriptors()
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{
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for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
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m_DescriptorManager->UpdateTexture(
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m_TonemapDescriptorSets[slot], 0,
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m_TonemapSampler,
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m_RenderGraph->GetPhysicalView(m_HDRColor, slot));
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}
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}
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void Renderer::Render(ECS::Scene& scene, Assets::AssetManager& assets)
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{
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m_BoundScene = &scene;
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