Add animation controller system, material assets and skeleton visualization

- .animctrl state machine asset (params/transitions/blend trees, 1D+2D
  directional blending) with Unity Animator-style editor panel: state
  list, transitions, params, directional pad preview driving live
  CrossFade on the selected entity
- Split animation evaluation out of SceneRenderer into
  AnimationSystem/AnimationEvaluator; skin palettes with rest-pose
  fallback and blend-weight epsilon filtering
- MaterialAsset (.material) with reload-safe preview tile pool
  (DropMaterial clears dirty refs before instance destruction)
- EditorGizmoPass skeleton wires + viewport joint overlay; camera
  projection rework (baked Vulkan Y-flip, ortho support)
- Editor/game build split via HELLOVULKAN_EDITOR option
This commit is contained in:
2026-10-07 01:50:04 +08:00
parent a941207ae3
commit cc837bc605
71 changed files with 8198 additions and 548 deletions
+185
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//
// Created by atdunbg on 2026/10/5.
//
#include <Engine/Renderer/MaterialAsset.h>
#include <Engine/Vulkan/Texture.h>
#include <Engine/Vulkan/Device.h>
#include <Engine/Vulkan/MemoryAllocator.h>
#include <yaml-cpp/yaml.h>
#include <Engine/Core/Log.h>
#include <fstream>
namespace Engine
{
Scope<Texture> CreateDefaultMaterialTexture(
Device& device, MemoryAllocator& allocator, Material::Slot slot)
{
// 与 Model::InitDefaultTextures 同语义(单点实现,两处共用);
// 颜色槽 sRGB / 数据槽线性
switch (slot) {
case Material::Albedo:
return Texture::CreateSolidColor(device, allocator, 255, 255, 255);
case Material::Normal:
return Texture::CreateSolidColor(device, allocator,
128, 128, 255, false);
case Material::MetallicRoughness:
return Texture::CreateSolidColor(device, allocator,
0, 128, 0, false);
case Material::Emissive:
return Texture::CreateSolidColor(device, allocator, 0, 0, 0);
case Material::Ao:
return Texture::CreateSolidColor(device, allocator,
255, 0, 0, false);
case Material::Roughness:
return Texture::CreateSolidColor(device, allocator,
128, 128, 128, false);
}
return nullptr;
}
namespace
{
// 槽位 ↔ YAML 键名(下标 = Material::Slot;改键名 = 破坏旧文件,勿动)
constexpr const char* kSlotKeys[Material::kSlotCount] = {
"Albedo", "Normal", "MetallicRoughness",
"Emissive", "Ao", "Roughness"
};
void EmitVec4(YAML::Emitter& e, const glm::vec4& v)
{
e << YAML::Flow << YAML::BeginSeq << v.x << v.y << v.z << v.w
<< YAML::EndSeq;
}
glm::vec4 ReadVec4(const YAML::Node& n, const glm::vec4& def)
{
if (!n || !n.IsSequence() || n.size() < 4) return def;
return {n[0].as<f32>(def.x), n[1].as<f32>(def.y),
n[2].as<f32>(def.z), n[3].as<f32>(def.w)};
}
}
bool MaterialAsset::Save(const std::string& path,
const MaterialAssetData& data)
{
YAML::Emitter out;
out << YAML::BeginMap;
out << YAML::Key << "Material" << YAML::Value << YAML::BeginMap;
out << YAML::Key << "Version" << YAML::Value << kVersion;
out << YAML::Key << "Textures" << YAML::Value << YAML::BeginMap;
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
out << YAML::Key << kSlotKeys[slot]
<< YAML::Value << data.texPaths[slot];
}
out << YAML::EndMap; // Textures
// 因子块:flow 数组按 MaterialParams 分量序(shader UBO 同序)
out << YAML::Key << "Factors" << YAML::Value;
EmitVec4(out, data.params.factors);
out << YAML::Key << "BaseColor" << YAML::Value;
EmitVec4(out, data.params.baseColor);
out << YAML::Key << "Surface" << YAML::Value;
EmitVec4(out, data.params.surface);
out << YAML::Key << "Misc" << YAML::Value;
EmitVec4(out, data.params.misc);
// per-slot UV 变换(KHR_texture_transform):6 槽各 A(4 分量) + T
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
out << YAML::Key << ("UvA" + std::to_string(slot)) << YAML::Value;
EmitVec4(out, data.params.uvA[slot]);
out << YAML::Key << ("UvT" + std::to_string(slot)) << YAML::Value;
EmitVec4(out, data.params.uvT[slot]);
}
out << YAML::Key << "Transparent" << YAML::Value << data.transparent;
out << YAML::EndMap; // Material
out << YAML::EndMap;
std::ofstream file(path);
if (!file.is_open()) {
ENGINE_ERROR("MaterialAsset::Save: cannot open '{}'", path);
return false;
}
file << out.c_str();
return true;
}
bool MaterialAsset::Load(const std::string& path, MaterialAssetData& out)
{
YAML::Node root;
try {
root = YAML::LoadFile(path);
}
catch (const YAML::Exception& e) {
ENGINE_ERROR("MaterialAsset::Load: parse failed '{}': {}", path,
e.what());
return false;
}
const YAML::Node m = root["Material"];
if (!m) {
ENGINE_ERROR("MaterialAsset::Load: missing 'Material' root '{}'",
path);
return false;
}
// Version 向前兼容:当前只认 1;未来新字段全部走缺省键兼容
//(as<T>(default)),旧文件永远可读
const u32 version = m["Version"].as<u32>(kVersion);
if (version > kVersion) {
ENGINE_WARN("MaterialAsset::Load: '{}' version {} > {} "
"(newer file, missing fields fall back to defaults)",
path, version, kVersion);
}
if (const YAML::Node t = m["Textures"]) {
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
out.texPaths[slot] = t[kSlotKeys[slot]].as<std::string>("");
}
}
// 分量序与 Save 一致;缺块 = MaterialParams 缺省值
out.params.factors = ReadVec4(
m["Factors"], MaterialParams{}.factors);
out.params.baseColor = ReadVec4(
m["BaseColor"], MaterialParams{}.baseColor);
out.params.surface = ReadVec4(
m["Surface"], MaterialParams{}.surface);
out.params.misc = ReadVec4(
m["Misc"], MaterialParams{}.misc);
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
out.params.uvA[slot] = ReadVec4(
m["UvA" + std::to_string(slot)],
MaterialParams{}.uvA[slot]);
out.params.uvT[slot] = ReadVec4(
m["UvT" + std::to_string(slot)],
MaterialParams{}.uvT[slot]);
}
out.transparent = m["Transparent"].as<bool>(false);
return true;
}
MaterialAsset::MaterialAsset(
MaterialAssetData&& data,
std::array<Scope<Texture>, Material::kSlotCount>&& ownedTextures,
Scope<Material>&& material)
: m_Data(std::move(data))
, m_OwnedTextures(std::move(ownedTextures))
, m_Material(std::move(material))
{
}
MaterialAsset::~MaterialAsset() = default;
void MaterialAsset::EditParams(const MaterialParams& params)
{
m_Data.params = params;
m_Material->UpdateParams(params);
}
void MaterialAsset::SetTransparent(bool t)
{
m_Data.transparent = t;
m_Material->SetTransparent(t);
}
} // namespace Engine