refactor: Cubemap 拆掉 17 参超级构造——资源三元组 EnvTexture
- image/view/显存分配收口为 EnvTexture 单元(RHI 惯例:三者同生共死), Cubemap = 4 个 EnvTexture + 2 采样器的组合,构造 17 参 → 8 参 - UploadCube/UploadTexture2D 直接返回完整资源单元(view 创建收进 helper),工厂函数只做"生成数据 → 上传 → 组装" - 析构循环成对释放,杜绝半套泄漏;删除无调用者的 Get()/GetFaceSize()/ GetPrefilteredMipCount()(shader mip 上限以常量契约)
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@@ -26,6 +26,15 @@ namespace Engine {
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class Device;
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// GPU 纹理资源三元组(RHI 惯例):image/view/显存分配同生共死,
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// 析构统一释放——杜绝"建了 image 丢了 view"类半套泄漏。
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// 上传 helper 直接以此为单位产出,消费端只拿引用计数语义的整单元
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struct EnvTexture {
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vk::Image image{};
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vk::ImageView view{};
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MemoryAllocator::Allocation allocation;
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};
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class Cubemap {
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public:
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// 从等距柱状 HDR 生成(CPU 重采样 + irradiance/prefilter/BRDF 预积分)
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@@ -45,68 +54,35 @@ namespace Engine {
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Cubemap(const Cubemap&) = delete;
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Cubemap& operator=(const Cubemap&) = delete;
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// ---- 环境 cube(Skybox 背景)----
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vk::Image Get() const { return m_EnvImage; }
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vk::ImageView GetView() const { return m_EnvView; }
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// ---- 消费端契约(SkyboxPass:背景;SceneGpu:PBR ambient)----
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vk::ImageView GetView() const { return m_Env.view; } // 环境 cube
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vk::ImageView GetIrradianceView() const { return m_Irr.view; } // 漫反射
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vk::ImageView GetPrefilteredView() const { return m_Pref.view; } // 镜面
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vk::ImageView GetBrdfLutView() const { return m_Lut.view; } // LUT
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// ---- 漫反射辐照度 cube(PBR ambient diffuse 项)----
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vk::ImageView GetIrradianceView() const { return m_IrrView; }
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// ---- pre-filtered cube(PBR ambient specular 项,按 mip 分 roughness)----
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vk::ImageView GetPrefilteredView() const { return m_PrefView; }
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u32 GetPrefilteredMipCount() const { return m_PrefMipLevels; }
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// ---- BRDF LUT(envBRDF 查表,vec2(NdotV, roughness) → F 缩放/偏置)----
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vk::ImageView GetBrdfLutView() const { return m_LutView; }
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// cube 资源共享采样器(maxLod 覆盖 pre-filter mip 链)
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vk::Sampler GetSampler() const { return m_EnvSampler; }
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// LUT 专用采样器(clamp-to-edge):共享的 border 白采样器会在
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// uv=1.0 处混入 50% 白色 border,导致高 roughness 镜面偏大
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vk::Sampler GetBrdfLutSampler() const { return m_LutSampler; }
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vk::Sampler GetSampler() const { return m_Sampler; }
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u32 GetFaceSize() const { return m_FaceSize; }
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private:
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Cubemap(Device& device, MemoryAllocator& allocator,
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vk::Image envImage, vk::ImageView envView,
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vk::Image irrImage, vk::ImageView irrView,
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vk::Image prefImage, vk::ImageView prefView, u32 prefMips,
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vk::Image lutImage, vk::ImageView lutView,
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vk::Sampler sampler, vk::Sampler lutSampler,
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MemoryAllocator::Allocation envAlloc,
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MemoryAllocator::Allocation irrAlloc,
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MemoryAllocator::Allocation prefAlloc,
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MemoryAllocator::Allocation lutAlloc, u32 faceSize)
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EnvTexture env, EnvTexture irr, EnvTexture pref,
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EnvTexture lut, vk::Sampler envSampler, vk::Sampler lutSampler)
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: m_Device(device), m_Allocator(allocator),
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m_EnvImage(envImage), m_EnvView(envView),
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m_IrrImage(irrImage), m_IrrView(irrView),
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m_PrefImage(prefImage), m_PrefView(prefView),
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m_PrefMipLevels(prefMips),
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m_LutImage(lutImage), m_LutView(lutView),
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m_Sampler(sampler), m_LutSampler(lutSampler),
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m_EnvAllocation(envAlloc), m_IrrAllocation(irrAlloc),
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m_PrefAllocation(prefAlloc), m_LutAllocation(lutAlloc),
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m_FaceSize(faceSize) {}
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m_Env(env), m_Irr(irr), m_Pref(pref), m_Lut(lut),
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m_EnvSampler(envSampler), m_LutSampler(lutSampler) {}
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Device& m_Device;
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MemoryAllocator& m_Allocator;
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vk::Image m_EnvImage;
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vk::ImageView m_EnvView;
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vk::Image m_IrrImage;
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vk::ImageView m_IrrView;
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vk::Image m_PrefImage;
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vk::ImageView m_PrefView;
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u32 m_PrefMipLevels;
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vk::Image m_LutImage;
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vk::ImageView m_LutView;
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vk::Sampler m_Sampler;
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EnvTexture m_Env; // 环境 cube(Skybox 背景)
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EnvTexture m_Irr; // 漫反射辐照度 cube
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EnvTexture m_Pref; // pre-filtered cube(mip 分 roughness)
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EnvTexture m_Lut; // BRDF 积分 LUT(2D)
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vk::Sampler m_EnvSampler;
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vk::Sampler m_LutSampler;
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MemoryAllocator::Allocation m_EnvAllocation;
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MemoryAllocator::Allocation m_IrrAllocation;
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MemoryAllocator::Allocation m_PrefAllocation;
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MemoryAllocator::Allocation m_LutAllocation;
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u32 m_FaceSize;
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};
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} // namespace Engine
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