feat: 特性开关 + Pass 调试视图接口(ImGui 可控,统一帧契约)
三个运行时开关(Shadows/TAA/Bloom)与 9 种调试视图(Final/ TemporalDiff/HDR/TAAColor/Bloom/Velocity/ShadowMap0-2)。 统一设计:开关状态收敛 FrameSceneData 契约,SceneRenderer 唯一 写入、各 pass 只读(零虚接口路由);调试视图经 tonemap push int 路由已绑定的中间目标(声明超集、运行时零重绑);HDR 域 资源过同一 tonemap 保证观感可比。 - Shadows:ShadowPass lambda 空转 + frag cascadeSplits.w 短路 - TAA:alpha=0 直通 + SceneRenderer 停投影抖动(同一持有者同步) - Bloom:3 子 pass 空转 + tonemap 强度归零 - Renderer 门面 Get/Set 转发,App ImGui 3 Checkbox + Combo - PostProcessParams 瘦身为纯数值参数,showTemporalDiff 被取缔
This commit is contained in:
@@ -7,10 +7,10 @@
|
||||
|
||||
namespace Engine::Passes
|
||||
{
|
||||
TAAPass::TAAPass(FullscreenGpu& gpu, f32 historyAlpha,
|
||||
TAAPass::TAAPass(FullscreenGpu& gpu, FrameSceneData& frame, f32 historyAlpha,
|
||||
RG::TextureHandle hdrColor, RG::TextureHandle velocity,
|
||||
RG::TextureHandle taaColor)
|
||||
: m_Gpu(gpu), m_HistoryAlpha(historyAlpha),
|
||||
: m_Gpu(gpu), m_Frame(frame), m_HistoryAlpha(historyAlpha),
|
||||
m_HDR(hdrColor), m_Velocity(velocity), m_TAAColor(taaColor)
|
||||
{
|
||||
m_Sets.resize(kMaxFramesInFlight);
|
||||
@@ -23,9 +23,12 @@ namespace Engine::Passes
|
||||
{
|
||||
rg.AddPass("TAA",
|
||||
[this](RG::RenderGraphContext& ctx) {
|
||||
// TAA 关闭:alpha=0 → mix(cur, hist, 0) 直通当前帧
|
||||
//(抖动已由 SceneRenderer 同步停掉,画面静止无锯齿晃动)
|
||||
const f32 alpha = m_Frame.taaEnabled ? m_HistoryAlpha : 0.0f;
|
||||
m_Gpu.RecordFullscreen(ctx, ctx.View(m_TAAColor), m_Gpu.taaFrag,
|
||||
m_Sets[ctx.frame.frameSlot],
|
||||
FullscreenPush{0.0f, m_HistoryAlpha, 0.0f, 0.0f});
|
||||
FullscreenPush{0.0f, alpha, 0.0f, 0.0f});
|
||||
})
|
||||
.Read(m_HDR, RG::ResourceUse::ShaderRead,
|
||||
vk::ShaderStageFlagBits::eFragment)
|
||||
|
||||
Reference in New Issue
Block a user