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)
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@@ -3,17 +3,39 @@
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// Shadow pass vertex:光源视角写深度。
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// GPUDriven:模型矩阵经 gl_InstanceIndex 从实例缓冲取(与 Forward
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// 共用同一份数据),push 只带 lightVP(全 pass 一次)。
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// 骨骼蒙皮与 Forward 同一套数据(binding 3/4),阴影与主体形变一致。
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layout(location = 0) in vec3 inPosition;
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layout(location = 4) in uvec4 inBoneIds; // 骨骼槽(palette 下标)
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layout(location = 5) in vec4 inWeights; // 蒙皮权重(无骨骼顶点 = (1,0,0,0))
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layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer {
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mat4 models[];
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} objects;
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// 骨骼蒙皮:与 simple_shader.vert 同布局(Set0 binding 3/4)
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layout(std430, set = 0, binding = 3) readonly buffer SkinOffsetBuffer {
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uint skinBases[];
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} skinOffsets;
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layout(std430, set = 0, binding = 4) readonly buffer SkinPaletteBuffer {
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mat4 bones[];
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} skinPalettes;
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layout(push_constant) uniform PushConstants {
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mat4 lightVP;
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} pc;
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void main() {
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gl_Position = pc.lightVP * objects.models[gl_InstanceIndex] * vec4(inPosition, 1.0);
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mat4 SkinMatrix() {
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uint base = skinOffsets.skinBases[gl_InstanceIndex];
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return skinPalettes.bones[base + inBoneIds.x] * inWeights.x +
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skinPalettes.bones[base + inBoneIds.y] * inWeights.y +
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skinPalettes.bones[base + inBoneIds.z] * inWeights.z +
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skinPalettes.bones[base + inBoneIds.w] * inWeights.w;
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}
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void main() {
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mat4 skin = SkinMatrix();
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vec3 skinnedPos = (skin * vec4(inPosition, 1.0)).xyz;
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gl_Position = pc.lightVP * objects.models[gl_InstanceIndex] * vec4(skinnedPos, 1.0);
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}
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