feat: ImGui docking Editor + 显示链/帧同步/输入语义重构
- App/editor: Hierarchy/Inspector/Viewport/Stats 四面板 + DockBuilder 默认布局,main.cpp 瘦身为场景搭建与生命周期 - 显示链: Tonemap→PresentTarget 经 ImGui::Image 呈现(零色偏),backbuffer 仅承载 ImGui;Direct/Viewport 双显示模式 + 面板分辨率上报 - 帧首同步 BeginFrameSync: resize/vsync/尺寸/模式意图统一帧首落定(修描述符悬垂);修复 vsync 意图未落 swapchain 导致的每帧重建交换链 - 输入: Editor 每帧判定键盘/鼠标归属(打字让位、Viewport hover/focus 放行、Fullscreen 全放行) - 材质: roughness 独立槽位 + 非 glTF 金属/粗糙贴图映射;透明队列 depthWrite=FALSE + translucent 独立 shader + scratch 清帧 - FBX: 非蒙皮网格烘焙节点链全局变换(Z-up 旋转/单位换算落顶点) - Hierarchy 行 ImGui ID 以 UUID 作用域(重名不冲突、改名不丢选中)
This commit is contained in:
+118
-356
@@ -3,12 +3,18 @@
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//
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// SandboxApp:第一个基于 Application 框架的程序。
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//
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// main 的全部职责:定义一个 Application 派生类并运行它。
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// 窗口、渲染器、事件泵、帧计时、场景容器全部由框架管理;
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// 这里只写"程序逻辑":创建实体、逐帧更新组件、事件响应。
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// main 的职责边界:
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// - 定义 Application 派生类并运行它
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// - "程序逻辑":场景搭建(实体/组件)、逐帧更新、事件响应、
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// 异步环境加载
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// - UI 全部委托 App/editor/ 的 docking Editor(本文件不再出现
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// 任何 ImGui 控件)
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//
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// 窗口、渲染器、事件泵、帧计时、场景容器全部由框架管理。
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//
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#include <Engine/Core/Application.h>
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#include <Engine/Core/Window.h> // SetInputCapture(Application.h 只前置声明)
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#include <Engine/Core/Log.h>
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#include <Engine/Core/Stats.h>
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#include <Engine/Core/AsyncTask.h>
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@@ -17,37 +23,20 @@
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#include <Engine/ECS/Components.h>
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Renderer/Renderer.h>
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#include <Engine/Renderer/IblGenerator.h>
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#include <imgui.h>
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#include <Engine/Renderer/Model.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <GLFW/glfw3.h>
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#include <atomic>
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#include <thread>
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#include "Editor.h"
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#include "EditorContext.h" // kEnvPaths / kDefaultEnv(与 StatsPanel 共用)
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using namespace Engine;
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using namespace Engine::ECS;
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namespace
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{
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// 可切换环境(IBL 动态切换演示):路径 → AssetManager 缓存去重,
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// 重复选择同一环境零成本;首选路径触发一次 compute 预积分
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constexpr const char* kEnvPaths[] = {
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"assets/textures/venice_dawn_1_4k.hdr",
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"assets/textures/rooitou_park_4k.hdr",
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"assets/textures/pink_sunrise_4k.hdr",
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"assets/textures/birchwood_4k.hdr",
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};
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constexpr const char* kEnvNames[] = {
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"Venice Dawn", "Rooitou Park", "Pink Sunrise", "Birchwood",
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};
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constexpr int kEnvCount = 4;
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constexpr int kDefaultEnv = 0;
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constexpr const char* kTemplePath = "assets/models/SunTemple/SunTemple.fbx";
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class SandboxApp final : public Application
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@@ -60,11 +49,6 @@ namespace
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~SandboxApp() override
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{
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// worker 只做 CPU 解码(不碰 Vulkan),在任何 GPU 资源
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// 析构之前 join 即安全;派生析构先于基类成员析构执行
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if (m_EnvWorker.joinable()) {
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m_EnvWorker.join();
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}
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}
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protected:
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@@ -73,69 +57,83 @@ namespace
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void OnInit() override
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{
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Scene& scene = GetScene();
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Renderer& renderer = GetRenderer();
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renderer.SetDisplayMode(kDisplayViewport);
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// ImGui 叠加层(框架只做管线桥接,UI 内容全部在这里定义)
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// ImGui 叠加层(框架只做管线桥接;UI 内容 = docking Editor)
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EnableImGui();
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// 默认环境(IBL 四件套):经资产层加载(compute 预积分,毫秒级),
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// 其余环境在 ImGui 里按需 lazy 加载后切换
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const auto env = GetAssets().LoadEnvironment(
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kEnvPaths[kDefaultEnv]);
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if (env.Valid()) {
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GetRenderer().SetEnvironment(GetAssets().GetEnvironment(env));
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// Editor 注入:引擎门面 + 沙盒能力回调(环境异步切换等)
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InitEditor();
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SetEnv();
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const auto suntemple = GetAssets().LoadModel("assets/models/demo/asset.fbx");
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auto entityhandle = scene.CreateEntity("SunTemple");
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entityhandle.AddComponent<MeshRendererComponent>(MeshRendererComponent{suntemple});
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scene.CreateEntity();
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scene.CreateEntity();
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scene.CreateEntity();
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const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
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if (gun.Valid()) {
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m_Gun = scene.CreateEntity("M1911");
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m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
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m_Gun.AddComponent<AnimationComponent>();
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auto& gt = m_Gun.GetComponent<TransformComponent>();
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gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
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} else {
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ENGINE_WARN("m1911 model not loaded, animation test skipped");
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}
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// 模型资产(PBR 验证场景:backpack 为旧式贴图资产,
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// 退化为电介质因子路径——albedo+normal,metallic=0/roughness=0.5)
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const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
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// const auto model = GetAssets().LoadModel("assets/models/pocket_watch_4k.gltf/pocket_watch_4k.gltf");
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// 大模型异步加载:assimp 解析在 worker 线程(SunTemple 约 3s),
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// 完成后 OnUpdate 收割 → GPU 构建 → 建实体(cm 尺度 → 0.001)
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m_TempleTask.Run([] { return Model::ParseFromDisk(kTemplePath); });
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m_TempleScale = 0.001f;
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/*
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const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
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if (gun.Valid()) {
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m_Gun = scene.CreateEntity("M1911");
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m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
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m_Gun.AddComponent<AnimationComponent>();
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auto& gt = m_Gun.GetComponent<TransformComponent>();
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gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
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} else {
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ENGINE_WARN("m1911 model not loaded, animation test skipped");
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}
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int countSize = 0;
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for (int i = 0; i < countSize; i ++)
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{
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for (int j = 0; j < countSize; j ++)
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if (countSize) {
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// 模型资产(PBR 验证场景:backpack 为旧式贴图资产,
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// 退化为电介质因子路径——albedo+normal,metallic=0/roughness=0.5)
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const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
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// const auto model = GetAssets().LoadModel("assets/models/pocket_watch_4k.gltf/pocket_watch_4k.gltf");
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for (int i = 0; i < countSize; i ++)
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{
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auto m = scene.CreateEntity();
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m.AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
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m.GetComponent<TransformComponent>().SetPosition(glm::vec3{(i - countSize * 0.5) * 2, 0, (j - countSize * 0.5) * 2});
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m_Spinners.push_back(m);
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for (int j = 0; j < countSize; j ++)
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{
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auto m = scene.CreateEntity();
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m.AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
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m.GetComponent<TransformComponent>().SetPosition(glm::vec3{(i - countSize * 0.5) * 2, 0, (j - countSize * 0.5) * 2});
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m_Spinners.push_back(m);
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}
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}
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}
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// 地面:程序化纯色平面(半边长 15,中心 y=-2)
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const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
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// 透明管线验证:两片叠放的半透明平面(前后各一,看混合与排序)
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const auto glass1 = GetAssets().CreateTransparentPlane(
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2.0f, 80, 180, 255, 110);
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const auto glass2 = GetAssets().CreateTransparentPlane(
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2.0f, 255, 120, 80, 110);
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auto g1 = scene.CreateEntity("GlassNear");
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g1.AddComponent<MeshRendererComponent>(MeshRendererComponent{glass1});
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g1.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, 0.5f, -1.0f));
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auto g2 = scene.CreateEntity("GlassFar");
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g2.AddComponent<MeshRendererComponent>(MeshRendererComponent{glass2});
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g2.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, 1.0f, -3.0f));
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m_Ground = scene.CreateEntity("Ground");
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m_Ground.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
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m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
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*/
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// 相机实体(primary = 当前渲染视角;位姿存实体 Transform)
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m_Camera = scene.CreateEntity("MainCamera");
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auto& camera = m_Camera.AddComponent<CameraComponent>();
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camera.primary = true;
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m_Camera.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, 0.0f, 7.0f));
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.SetPosition(glm::vec3(0.0f, 12.0f, 22.0f));
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m_Camera.GetComponent<TransformComponent>()
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.SetRotation(glm::vec3(-25.0f, 0.0f, 0.0f));
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// 灯光实体(第一个方向光 = 阴影光源)
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m_KeyLight = scene.CreateEntity("KeyLight");
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@@ -147,6 +145,7 @@ namespace
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.castShadow = true,
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});
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/*
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scene.CreateEntity("FillLight")
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.AddComponent<LightComponent>(
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LightComponent{
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@@ -154,7 +153,9 @@ namespace
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.direction = glm::vec3(0.5f, -0.5f, 0.3f),
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.5f)
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});
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*/
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/*
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// 点光源(位置 = 实体 Transform,出生即有;无阴影,距离衰减)
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auto fire = scene.CreateEntity("FirePitLight");
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fire.GetComponent<TransformComponent>().SetPosition(glm::vec3(2.0f, 1.5f, 1.0f));
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@@ -173,28 +174,11 @@ namespace
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.2f), // 冷蓝
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.radius = 10.0f,
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});
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*/
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}
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void OnUpdate(f32 deltaTime) override
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{
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// 异步模型收割:解析完成 → GPU 构建 → 建实体
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if (m_TempleTask.Done()) {
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ParsedModel parsed = m_TempleTask.Take();
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const auto ref = GetAssets().LoadModel(kTemplePath,
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std::move(parsed));
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if (ref.Valid()) {
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auto temple = GetScene().CreateEntity("SunTemple");
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temple.AddComponent<MeshRendererComponent>(
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MeshRendererComponent{ref});
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temple.GetComponent<TransformComponent>()
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.SetScale(glm::vec3{m_TempleScale});
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ENGINE_INFO("[ASYNC] SunTemple ready, entity created");
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}
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}
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// 异步环境加载:每帧收割完成的解码结果
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PollEnvironment();
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// 暂停时冻结动画时钟(帧历史验证:暂停后 Temporal Diff
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// 视图应在 2 帧内整屏变黑;相机移动同样会被 diff 捕捉到)
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if (!m_PauseAnim)
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@@ -216,268 +200,20 @@ namespace
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}
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}
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// ---- UI(全部委托 docking Editor;本文件零 ImGui 控件)----
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void OnImGuiRender() override
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{
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m_Editor->Draw();
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}
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// ---- 事件 ----
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// ---- 异步环境加载(decode 后台线程 / GPU 生成主线程)----
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// decode 占切换耗时大头(4k ≈ 130ms);worker 只产出纯 CPU
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// 像素数据,Vulkan 生成回主线程(设备非线程安全)。
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// 同一时刻最多一个 in-flight,忙碌期的新请求记为 pending 接力。
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void RequestEnvironment(int idx)
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{
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if (m_EnvLoadBusy)
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{
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m_EnvPending = idx;
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return;
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}
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StartEnvDecode(idx);
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}
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void StartEnvDecode(int idx)
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{
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m_EnvLoadBusy = true;
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m_EnvLoadDone.store(false);
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m_EnvLoadingPath = kEnvPaths[idx];
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m_EnvWorker = std::thread([this, idx]() {
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m_EnvDecoded = IblGenerator::DecodeHdr(kEnvPaths[idx]);
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m_EnvLoadDone.store(true); // release:解码结果对主线程可见
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});
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}
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void PollEnvironment()
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{
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if (!m_EnvLoadBusy || !m_EnvLoadDone.load())
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{
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return;
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}
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m_EnvWorker.join(); // join = 同步点,解码结果此后归主线程
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m_EnvLoadBusy = false;
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if (m_EnvDecoded.Valid())
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{
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const auto ref = GetAssets().LoadEnvironment(
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m_EnvLoadingPath, std::move(m_EnvDecoded));
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if (ref.Valid())
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{
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GetRenderer().SetEnvironment(GetAssets().GetEnvironment(ref));
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}
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}
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m_EnvDecoded = {};
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// 忙碌期间的最新请求接力(rapid switch 只保留最终意图)
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if (m_EnvPending >= 0)
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{
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const int next = m_EnvPending;
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m_EnvPending = -1;
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StartEnvDecode(next);
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}
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}
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// ---- 叠加层 UI(唯一允许出现 ImGui 控件的地方)----
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void OnRenderOverlay() override
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{
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ImGui::Begin("Scene Debug");
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auto& renderer = GetRenderer();
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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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// 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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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();
|
||||
bool taa = renderer.GetTAAEnabled();
|
||||
if (ImGui::Checkbox("TAA", &taa))
|
||||
{
|
||||
renderer.SetTAAEnabled(taa);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
bool lod = renderer.GetLodEnabled();
|
||||
if (ImGui::Checkbox("LOD", &lod))
|
||||
{
|
||||
renderer.SetLodEnabled(lod); // 关 = 恒绘原网格
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Environment:IBL 环境 + 调试视图(决定"看什么") ----
|
||||
if (ImGui::CollapsingHeader("Environment", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
// 动态环境切换(Assets 层加载 → Renderer 换绑;缓存去重)
|
||||
ImGui::Text("Environment (IBL)");
|
||||
bool& DrawSkybox = GetScene().GetSettings().DrawSkybox;
|
||||
ImGui::Checkbox("DrawSkybox", &DrawSkybox);
|
||||
if (DrawSkybox)
|
||||
{
|
||||
int envIdx = m_EnvIndex;
|
||||
if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount))
|
||||
{
|
||||
// 异步:解码后台线程,完成后 OnUpdate 里换绑
|
||||
m_EnvIndex = envIdx;
|
||||
RequestEnvironment(envIdx);
|
||||
}
|
||||
ImGui::Text(m_EnvLoadBusy ? "(decoding...)" :
|
||||
"(switch = compute pre-integrate, ms-level)");
|
||||
|
||||
// 调试视图:单看某个 pass 的中间输出(类 UE pass debug)
|
||||
const auto& viewNames = renderer.GetDebugViewNames();
|
||||
int view = renderer.GetDebugView();
|
||||
if (ImGui::Combo("Debug View", &view, viewNames.data(),
|
||||
static_cast<int>(viewNames.size())))
|
||||
{
|
||||
renderer.SetDebugView(view);
|
||||
}
|
||||
}else
|
||||
{
|
||||
ImGui::ColorEdit4("ClearColor", glm::value_ptr(GetScene().GetSettings().ClearColor));
|
||||
}
|
||||
}
|
||||
|
||||
// ---- GPU Timings:只读遥测(默认折叠,不占面板高度) ----
|
||||
if (ImGui::CollapsingHeader("GPU Timings"))
|
||||
{
|
||||
// Pass 级 GPU 耗时(RG timestamp)
|
||||
ImGui::Text("instances: %u main / %u shadow",
|
||||
renderer.GetMainInstanceCount(),
|
||||
renderer.GetShadowInstanceCount());
|
||||
if (renderer.GetInstancesTruncated()) {
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f),
|
||||
"TRUNCATED: instance buffer full!");
|
||||
}
|
||||
const auto& names = renderer.GetPassNames();
|
||||
const auto& times = renderer.GetPassGpuMs();
|
||||
for (size_t i = 0; i < names.size() && i < times.size(); ++i)
|
||||
{
|
||||
ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Frame:帧率控制与显示 ----
|
||||
if (ImGui::CollapsingHeader("Frame", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
auto& app = *this;
|
||||
bool vsync = app.GetVSync();
|
||||
if (ImGui::Checkbox("VSync", &vsync))
|
||||
{
|
||||
app.SetVSync(vsync);
|
||||
if (!vsync)
|
||||
{
|
||||
const f32 target = app.GetTargetFps();
|
||||
app.SetTargetFps(target);
|
||||
}
|
||||
}
|
||||
if (!vsync)
|
||||
{
|
||||
f32 target = app.GetTargetFps();
|
||||
if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f"))
|
||||
{
|
||||
app.SetTargetFps(target);
|
||||
}
|
||||
}
|
||||
ImGui::Text("fps: %.1f frame: %llu",
|
||||
1.0f / GetDeltaTime(),
|
||||
static_cast<unsigned long long>(GetFrameCount()));
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
|
||||
|
||||
// 自定义重载事件: 重载关闭事件模态框
|
||||
{
|
||||
if (m_ShowQuitConfirm)
|
||||
{
|
||||
ImGui::OpenPopup("Should quit?");
|
||||
m_ShowQuitConfirm = false;
|
||||
}
|
||||
|
||||
ImGui::SetNextWindowPos(
|
||||
ImGui::GetMainViewport()->GetCenter(),
|
||||
ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
|
||||
|
||||
if (ImGui::BeginPopupModal("Should quit?", nullptr,
|
||||
ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
ImGui::TextUnformatted("Quit the application?");
|
||||
ImGui::Separator();
|
||||
if (ImGui::Button("Yes", ImVec2(120, 0)))
|
||||
{
|
||||
m_QuitConfirmed = true;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("No", ImVec2(120, 0)))
|
||||
{
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
if (m_QuitConfirmed)
|
||||
{
|
||||
m_QuitConfirmed = false;
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnWindowClose(const Event& event) override
|
||||
{
|
||||
// 退出确认走 Editor 的模态框(ImGui 必须可见才有 UI)
|
||||
SetImGuiEnabled(true);
|
||||
m_ShowQuitConfirm = true;
|
||||
m_Editor->RequestQuit();
|
||||
}
|
||||
|
||||
void OnKeyPress(const Event& event) override
|
||||
@@ -498,25 +234,51 @@ namespace
|
||||
ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
|
||||
}
|
||||
|
||||
void SetEnv(int index = 0) {
|
||||
// 默认环境(IBL 四件套):经资产层加载(compute 预积分,毫秒级),
|
||||
// 其余环境在 Stats 面板里按需 lazy 加载后切换
|
||||
const auto env = GetAssets().LoadEnvironment(kEnvPaths[index]);
|
||||
if (env.Valid()) {
|
||||
GetRenderer().SetEnvironment(GetAssets().GetEnvironment(env));
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool m_ShowQuitConfirm = false;
|
||||
bool m_QuitConfirmed = false;
|
||||
// Editor 注入:门面指针 + 反向能力回调(面板 → 沙盒)
|
||||
void InitEditor()
|
||||
{
|
||||
EditorContext ctx;
|
||||
ctx.renderer = &GetRenderer();
|
||||
ctx.scene = &GetScene();
|
||||
ctx.assets = &GetAssets();
|
||||
ctx.app = this;
|
||||
ctx.getEnvIndex = [this] { return m_EnvIndex; };
|
||||
ctx.setEnvIndex = [this](int index) { m_EnvIndex = index; };
|
||||
ctx.pauseAnim = &m_PauseAnim;
|
||||
m_Editor->Init(ctx);
|
||||
|
||||
// 输入归属:覆盖 EnableImGui 的全局 WantCapture* 谓词
|
||||
//(全屏 dock host 让它恒真,输入全死)。改为 Editor 按帧
|
||||
// 判定——Viewport hover/focus 拥有输入(Hazel/UE 语义);
|
||||
// UI 隐藏(反引号)时 Draw 不再执行,直接全放行
|
||||
GetWindow().SetInputCapture(
|
||||
[this] { return GetImGuiEnabled() && m_Editor->BlockingKeyboard(); },
|
||||
[this] { return GetImGuiEnabled() && m_Editor->BlockingMouse(); });
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
std::unique_ptr<Editor> m_Editor = std::make_unique<Editor>();
|
||||
|
||||
EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
|
||||
EntityHandle m_Ground{};
|
||||
EntityHandle m_KeyLight{};
|
||||
EntityHandle m_Ground{};
|
||||
EntityHandle m_Gun{}; // 骨骼动画验证实体(M1911)
|
||||
std::vector<EntityHandle> m_Spinners;
|
||||
f32 m_Time = 0.0f;
|
||||
bool m_PauseAnim = true; // 冻结动画时钟(帧历史 diff 验证用)
|
||||
bool m_PauseAnim = true; // 冻结动画时钟(Editor 面板可开关)
|
||||
int m_EnvIndex = kDefaultEnv;
|
||||
|
||||
// ---- 异步环境加载状态(单 in-flight + pending 接力)----
|
||||
std::thread m_EnvWorker;
|
||||
std::string m_EnvLoadingPath;
|
||||
DecodedEquirect m_EnvDecoded; // worker 写 → join 后主线程读
|
||||
std::atomic<bool> m_EnvLoadDone{false};
|
||||
bool m_EnvLoadBusy = false;
|
||||
int m_EnvPending = -1;
|
||||
|
||||
// ---- 异步模型加载(SunTemple)----
|
||||
AsyncTask<ParsedModel> m_TempleTask;
|
||||
f32 m_TempleScale = 1.0f; // cm 尺度资产 → 米(解析后应用)
|
||||
|
||||
Reference in New Issue
Block a user