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
+66 -11
View File
@@ -44,8 +44,20 @@ layout(set = 1, binding = 5) uniform sampler2D roughnessMap; // 独立粗糙度
layout(set = 1, binding = 6) uniform MaterialParams {
vec4 factors; // x = metallic 因子,y = roughness 因子,z = 独立粗糙度图开关,w = MASK 镂空开关
vec4 baseColor; // glTF baseColorFactor:rgb 调色 albedo,a = BLEND 透明度
vec4 surface; // x = ior,y = transmission(KHR_materials_transmission),z = 自发光强度,w = 体积厚度
vec4 misc; // x = unlit(透射材质不会是 unlit,仅为与 simple_shader 布局一致)
vec4 uvA[6]; // 每槽 UV 线性变换(KHR_texture_transform,v-up 空间)(a11,a12,a21,a22)
vec4 uvT[6]; // 每槽 UV 平移 (tx, ty, 0, 0)
} matParams;
// 每槽 UV 变换:uv' = A·uv + t(与 simple_shader.frag 同款,6 = kSlotCount)
vec2 ApplyUv(int slot, vec2 uv) {
vec4 a = matParams.uvA[slot];
vec4 t = matParams.uvT[slot];
return vec2(a.x * uv.x + a.y * uv.y + t.x,
a.z * uv.x + a.w * uv.y + t.y);
}
// CSM 阴影(sampler2DShadow:单次采样 = 硬件 2×2 深度比较 PCF)
layout(set = 2, binding = 0) uniform sampler2DShadow shadowMap0; // CSM 级联 0(最近)
layout(set = 2, binding = 1) uniform sampler2DShadow shadowMap1; // 级联 1
@@ -53,6 +65,7 @@ layout(set = 2, binding = 2) uniform sampler2DShadow shadowMap2; // 级联 2
layout(set = 2, binding = 3) uniform samplerCube irradianceMap; // 漫反射环境光(IBL 阶段②)
layout(set = 2, binding = 4) uniform samplerCube prefilteredMap; // 镜面环境(mip 分 roughness,阶段③)
layout(set = 2, binding = 5) uniform sampler2D brdfLut; // BRDF 积分表 (NdotV, roughness) → (scale, bias)
layout(set = 2, binding = 6) uniform sampler2D sceneColor; // 不透明段快照(透射折射采样源)
// 第 0 盏方向光(KeyLight)的 CSM 阴影因子。
// 级联按视图深度选择;3×3 纹素偏移采样(每 tap 硬件 2×2 PCF,
@@ -136,21 +149,35 @@ vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) {
}
void main() {
vec4 albedoTex = texture(albedoMap, fragUV);
vec4 albedoTex = texture(albedoMap, ApplyUv(0, fragUV));
vec3 albedo = albedoTex.rgb * matParams.baseColor.rgb;
vec4 mr = texture(metallicRoughnessMap, fragUV);
vec4 mr = texture(metallicRoughnessMap, ApplyUv(2, fragUV));
// 粗糙度源按 factors.z 切换:glTF 合图工作流读 MR.g;
// FBX/OBJ specular 工作流(z=1)换用独立粗糙度图 R 通道
float roughness = clamp(mix(mr.g, texture(roughnessMap, fragUV).r,
float roughness = clamp(mix(mr.g, texture(roughnessMap, ApplyUv(5, fragUV)).r,
matParams.factors.z) * matParams.factors.y,
0.045, 1.0);
float metallic = clamp(mr.b * matParams.factors.x, 0.0, 1.0);
vec3 emissive = texture(emissiveMap, fragUV).rgb;
// 自发光强度(KHR_materials_emissive_strength,缺省 1)
vec3 emissive = texture(emissiveMap, ApplyUv(3, fragUV)).rgb * matParams.surface.z;
vec3 N = MappedNormal(normalize(fragNormal), fragTangent, fragUV);
// glTF 表面扩展:透射率(KHR_materials_transmission)/
// 折射率(ior,缺省 1.5)/ 体积厚度(KHR_materials_volume)
const float transmission = clamp(matParams.surface.y, 0.0, 1.0);
const float ior = max(matParams.surface.x, 1.0);
const float thickness = max(matParams.surface.w, 0.0);
vec3 N = MappedNormal(normalize(fragNormal), fragTangent, ApplyUv(1, fragUV));
vec3 V = normalize(ubo.cameraPos.xyz - fragWorldPos);
// 双面法线:cull 关闭,背面片元(玻璃壳内壁)几何法线背向相机,
// 光照/折射方向全反——按外表面等价翻转到视侧
if (dot(N, V) < 0.0) N = -N;
float NdotV = max(dot(N, V), 1e-4);
vec3 F0 = mix(vec3(0.04), albedo, metallic); // 电介质基准反射率 4%
// F0 按折射率换算(KHR_materials_ior):((ior-1)/(ior+1))²;
// glTF 缺省 ior=1.5 → 0.04,与旧固定值一致
vec3 F0 = mix(vec3((ior - 1.0) / (ior + 1.0)
* (ior - 1.0) / (ior + 1.0)),
albedo, metallic); // 电介质 F0 / 金属 albedo
vec3 Lo = vec3(0.0);
float shade0 = 1.0f; // 第 0 盏光的阴影因子(环境光同步衰减用)
@@ -185,7 +212,10 @@ void main() {
vec3 F = FresnelSchlick(NdotH2, F0);
vec3 kS = F;
vec3 kD = (1.0 - kS) * (1.0 - metallic); // 金属不参与漫反射
// 漫反射能量让位给透射:真玻璃无漫反射(入射光 = 反射 F +
// 透射 1-F),transmission=1 时 kD→0 = 纯镜面电介质;透射光
// 由场景色副本折射采样补回(见下方 transmitted)
vec3 kD = (1.0 - kS) * (1.0 - metallic) * (1.0 - transmission);
vec3 specular = (D * G * F) /
max(4.0 * NdotV * NdotL, 1e-4);
@@ -207,8 +237,9 @@ void main() {
// 镜面:R 采样 pre-filtered cube(mip = roughness 分级)
// × BRDF LUT 查表得 F 缩放/偏置
// ambientColor = 用户可调强度/色调乘子
// 漫反射侧同步乘 (1-transmission)(同直接光能量重分配)
vec3 F_amb = FresnelSchlickRoughness(NdotV, F0, roughness);
vec3 kD_amb = (1.0 - F_amb) * (1.0 - metallic);
vec3 kD_amb = (1.0 - F_amb) * (1.0 - metallic) * (1.0 - transmission);
vec3 irradiance = texture(irradianceMap, N).rgb;
float ao = texture(aoMap, fragUV).r;
@@ -224,10 +255,34 @@ void main() {
vec3 ambient = (diffuse + specular) * ubo.ambientColor.rgb
* mix(0.4, 1.0, shade0); // 阴影区环境同步衰减(简化遮蔽)
// alpha = albedo 贴图覆盖率 × baseColorFactor.a(glTF alphaMode=BLEND
// 混合源;玻璃类无 baseColor 贴图材质的透明度全靠 factor.a)。
// ---- 透射(KHR_materials_transmission):屏幕空间折射 ----
// 采样源 = 不透明段快照(天空盒 + 不透明几何,Forward 后
// ForwardTrans 前拷贝)。玻璃互相不可见(副本不含透明队列),
// 与 UE 屏幕空间透射同一限制。
vec3 transmitted = vec3(0.0);
if (transmission > 0.0) {
// 进入介质 eta = 1/ior;全内反射(TIR)退化为反射方向
vec3 refrDir = refract(-V, N, 1.0 / ior);
if (dot(refrDir, refrDir) < 1e-6) refrDir = reflect(-V, N);
// 世界空间步进 thickness 投回屏幕取折射像素(thickness=0 =
// 直透同位采样,无弯曲);projNoJitter 保证折射样本位置
// 无 TAA 抖动(时域稳定收敛)
vec4 clip = ubo.projNoJitter * ubo.view *
vec4(fragWorldPos + refrDir * thickness, 1.0);
vec2 refrUV = (clip.xy / clip.w) * 0.5 + 0.5;
refrUV = clamp(refrUV, vec2(0.0), vec2(1.0));
vec3 scene = texture(sceneColor, refrUV).rgb;
// albedo 染色 = 有色玻璃近似(Beer-Lambert 体积吸收后续演进)
transmitted = scene * albedo * transmission;
}
// alpha = max(覆盖率, transmission):transmission 已烘进 rgb(透射
// 背景是颜色的一部分),t≈1 的玻璃对混合方程是完全替换像素
//(src*1 + dst*0)——不再有"白 albedo×a 混合"的奶白罩。
// 非 transmission 的 BLEND 材质(软粒子/光效)行为不变。
// 预乘在 tonemap 段完成。
outColor = vec4(ambient + Lo + emissive, albedoTex.a * matParams.baseColor.a);
outColor = vec4(ambient + Lo + transmitted + emissive,
max(albedoTex.a * matParams.baseColor.a, transmission));
outVelocity = fragVelocity;
// 深度语义:真实深度测试 + 真实写入(depthWrite 状态保持 TRUE——