feat: ImGui 调试面板分组整理
Scene/Rendering/Environment/GPU Timings/Frame 五个 CollapsingHeader; 功能开关用 checkbox 条件显隐联动参数(Bloom 勾选才出现 threshold/ strength),无参数开关横排平铺。
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+122
-108
@@ -162,130 +162,144 @@ namespace
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void OnRenderOverlay() override
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{
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ImGui::Begin("Scene Debug");
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// 阴影光源方向:拖动滑条实时看影子变化
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if (auto* light = m_KeyLight.TryGetComponent<LightComponent>())
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{
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ImGui::Text("Key Light (shadow caster)");
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ImGui::SliderFloat3("direction",
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&light->direction.x, -1.0f, 1.0f);
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ImGui::SliderFloat("intensity", &light->color.a, 0.0f, 20.0f);
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if (ImGui::Button("reset"))
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{
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light->direction = glm::vec3(-0.5f, -0.6f, -0.35f);
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light->color.a = 2.0f;
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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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{
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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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{
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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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// ---- Scene:场景内容(灯/动画) ----
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if (ImGui::CollapsingHeader("Scene", ImGuiTreeNodeFlags_DefaultOpen))
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{
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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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{
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renderer.SetBloomStrength(strength);
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}
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ImGui::Text("Features");
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bool shadows = renderer.GetShadowsEnabled();
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if (ImGui::Checkbox("Shadows", &shadows))
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{
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renderer.SetShadowsEnabled(shadows);
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}
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bool taa = renderer.GetTAAEnabled();
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if (ImGui::Checkbox("TAA", &taa))
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{
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renderer.SetTAAEnabled(taa);
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}
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bool bloom = renderer.GetBloomEnabled();
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if (ImGui::Checkbox("Bloom", &bloom))
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{
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renderer.SetBloomEnabled(bloom);
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}
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// 动态环境切换(Assets 层加载 → Renderer 换绑;缓存去重)
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ImGui::Separator();
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ImGui::Text("Environment (IBL)");
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int envIdx = m_EnvIndex;
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if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount))
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{
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const auto ref = GetAssets().LoadEnvironment(kEnvPaths[envIdx]);
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if (ref.Valid())
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// 阴影光源(无开关,控件平铺聚拢)
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if (auto* light = m_KeyLight.TryGetComponent<LightComponent>())
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{
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renderer.SetEnvironment(GetAssets().GetEnvironment(ref));
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m_EnvIndex = envIdx;
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ImGui::Text("Key Light (shadow caster)");
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ImGui::SliderFloat3("direction",
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&light->direction.x, -1.0f, 1.0f);
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ImGui::SliderFloat("intensity", &light->color.a, 0.0f, 20.0f);
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if (ImGui::Button("reset"))
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{
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light->direction = glm::vec3(-0.5f, -0.6f, -0.35f);
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light->color.a = 2.0f;
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}
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}
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ImGui::Checkbox("Pause Animation", &m_PauseAnim);
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}
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// ---- Rendering:渲染管线参数与开关 ----
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if (ImGui::CollapsingHeader("Rendering", ImGuiTreeNodeFlags_DefaultOpen))
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{
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// Tonemap(无开关,平铺)
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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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{
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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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{
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renderer.SetUseACES(aces);
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}
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// Bloom:开关即显隐——勾上才显示参数
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bool bloom = renderer.GetBloomEnabled();
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if (ImGui::Checkbox("Bloom", &bloom))
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{
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renderer.SetBloomEnabled(bloom);
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}
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if (bloom)
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{
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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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{
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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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{
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renderer.SetBloomStrength(strength);
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}
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}
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// 无参数的纯开关:横排平铺
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bool shadows = renderer.GetShadowsEnabled();
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if (ImGui::Checkbox("Shadows", &shadows))
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{
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renderer.SetShadowsEnabled(shadows);
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}
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ImGui::SameLine();
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bool taa = renderer.GetTAAEnabled();
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if (ImGui::Checkbox("TAA", &taa))
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{
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renderer.SetTAAEnabled(taa);
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}
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}
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ImGui::Text("(switch = compute pre-integrate, ms-level)");
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// 调试视图:单看某个 pass 的中间输出(类 UE pass debug)
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const auto& viewNames = renderer.GetDebugViewNames();
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int view = renderer.GetDebugView();
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if (ImGui::Combo("Debug View", &view, viewNames.data(),
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static_cast<int>(viewNames.size())))
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// ---- Environment:IBL 环境 + 调试视图(决定"看什么") ----
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if (ImGui::CollapsingHeader("Environment", ImGuiTreeNodeFlags_DefaultOpen))
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{
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renderer.SetDebugView(view);
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}
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ImGui::Checkbox("Pause Animation", &m_PauseAnim);
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// 动态环境切换(Assets 层加载 → Renderer 换绑;缓存去重)
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ImGui::Text("Environment (IBL)");
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int envIdx = m_EnvIndex;
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if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount))
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{
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const auto ref = GetAssets().LoadEnvironment(kEnvPaths[envIdx]);
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if (ref.Valid())
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{
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renderer.SetEnvironment(GetAssets().GetEnvironment(ref));
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m_EnvIndex = envIdx;
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}
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}
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ImGui::Text("(switch = compute pre-integrate, ms-level)");
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// Pass 级 GPU 耗时(RG timestamp)
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ImGui::Separator();
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ImGui::Text("GPU Timings");
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ImGui::Text("instances: %u main / %u shadow",
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renderer.GetMainInstanceCount(),
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renderer.GetShadowInstanceCount());
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const auto& names = renderer.GetPassNames();
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const auto& times = renderer.GetPassGpuMs();
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for (size_t i = 0; i < names.size() && i < times.size(); ++i)
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{
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ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
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// 调试视图:单看某个 pass 的中间输出(类 UE pass debug)
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const auto& viewNames = renderer.GetDebugViewNames();
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int view = renderer.GetDebugView();
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if (ImGui::Combo("Debug View", &view, viewNames.data(),
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static_cast<int>(viewNames.size())))
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{
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renderer.SetDebugView(view);
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}
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}
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// 帧率控制
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auto& app = *this;
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ImGui::Separator();
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ImGui::Text("Frame");
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bool vsync = app.GetVSync();
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if (ImGui::Checkbox("VSync", &vsync))
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// ---- GPU Timings:只读遥测(默认折叠,不占面板高度) ----
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if (ImGui::CollapsingHeader("GPU Timings"))
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{
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app.SetVSync(vsync);
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// Pass 级 GPU 耗时(RG timestamp)
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ImGui::Text("instances: %u main / %u shadow",
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renderer.GetMainInstanceCount(),
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renderer.GetShadowInstanceCount());
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const auto& names = renderer.GetPassNames();
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const auto& times = renderer.GetPassGpuMs();
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for (size_t i = 0; i < names.size() && i < times.size(); ++i)
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{
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ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
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}
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}
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// ---- Frame:帧率控制与显示 ----
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if (ImGui::CollapsingHeader("Frame", ImGuiTreeNodeFlags_DefaultOpen))
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{
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auto& app = *this;
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bool vsync = app.GetVSync();
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if (ImGui::Checkbox("VSync", &vsync))
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{
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app.SetVSync(vsync);
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if (!vsync)
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{
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const f32 target = app.GetTargetFps();
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app.SetTargetFps(target);
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}
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}
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if (!vsync)
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{
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const f32 target = app.GetTargetFps();
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app.SetTargetFps(target);
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f32 target = app.GetTargetFps();
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if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f"))
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{
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app.SetTargetFps(target);
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}
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}
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ImGui::Text("fps: %.1f frame: %llu",
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1.0f / GetDeltaTime(),
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static_cast<unsigned long long>(GetFrameCount()));
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}
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if (!vsync)
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{
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f32 target = app.GetTargetFps();
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if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f"))
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{
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app.SetTargetFps(target);
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}
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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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static_cast<unsigned long long>(GetFrameCount()));
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ImGui::End();
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