feat: 透明窗口支持 + 退出确认流程 + ImGui 总开关
用户自主改进批次: - 透明窗口:GLFW_TRANSPARENT_FRAMEBUFFER + 窗口 opacity 0.5, swapchain composite alpha 按能力自适应(Opaque/Pre/PostMultiplied), Forward 清屏 alpha=0,tonemap 透传 HDR alpha——物体实体、背景透明 - 退出确认:Window 挂 WindowCloseCallback 发事件,App 侧 OnWindowClose 置确认标记,OnRenderOverlay 弹 ImGui 确认框后 Close(); 主循环退出条件改为 m_Running(close 事件驱动) - ImGui 总开关:` 键切换 ImGuiLayer::SetEnabled,禁用时跳过 NewFrame/OnRenderOverlay/BuildDrawData 整段 - 帧率控制简化:去掉 LimitFps 开关,非 vsync 时恒按 target 限帧 (默认 60,可调 ≥24);m_VSync 默认 false(Mailbox 不限速) - 清理:Model.cpp const 修正,swapchain 日志带 present mode, GPU 遥测暂时注释 验证:0 error 0 warning,composite alpha 实测选 PreMultiplied(0x2), present=Mailbox
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+104
-47
@@ -54,8 +54,8 @@ protected:
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m_Ground = scene.CreateEntity("Ground");
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m_Ground.AddComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f))
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.Compose();
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.SetPosition(glm::vec3(0.0f, -4.5f, 0.0f))
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.Compose();
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m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
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// 相机实体(primary = 当前渲染视角)
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@@ -65,16 +65,17 @@ protected:
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camera.camera.SetPosition(glm::vec3(0.0f, 0.0f, 7.0f));
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// 背包实体 × 3(悬浮在地面上方)
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auto size = 10;
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for (int i = 0; i < size; ++i) {
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for (int j = 0 ; j < size; j ++)
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auto size = 1;
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for (int i = 0; i < size; ++i)
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{
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for (int j = 0; j < size; j++)
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{
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auto e = scene.CreateEntity("Backpack" + std::to_string(i));
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e.AddComponent<TransformComponent>()
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.SetPosition(glm::vec3((i - size * 0.5) * 1.5f, 0.0f, (j - size * 0.5) * 1.5f))
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.SetScale(glm::vec3(0.5f))
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.Compose();
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.SetPosition(glm::vec3((i - size * 0.5) * 1.5f, 0.0f, (j - size * 0.5) * 1.5f))
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.SetScale(glm::vec3(0.5f))
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.Compose();
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e.AddComponent<MeshRendererComponent>(MeshRendererComponent{backpack});
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@@ -85,13 +86,17 @@ protected:
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// 灯光实体(第一个灯 = 阴影光源)
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m_KeyLight = scene.CreateEntity("KeyLight");
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m_KeyLight.AddComponent<LightComponent>(
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LightComponent{glm::vec3(-0.5f, -0.6f, -0.35f),
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glm::vec4(1.0f, 0.95f, 0.9f, 1.0f)});
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LightComponent{
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glm::vec3(-0.5f, -0.6f, -0.35f),
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glm::vec4(1.0f, 0.95f, 0.9f, 1.0f)
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});
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scene.CreateEntity("FillLight")
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.AddComponent<LightComponent>(
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LightComponent{glm::vec3(0.5f, -0.5f, 0.3f),
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glm::vec4(0.3f, 0.5f, 1.0f, 0.8f)});
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.AddComponent<LightComponent>(
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LightComponent{
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glm::vec3(0.5f, -0.5f, 0.3f),
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glm::vec4(0.3f, 0.5f, 1.0f, 0.8f)
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});
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}
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void OnUpdate(f32 deltaTime) override
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@@ -100,10 +105,11 @@ protected:
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// 相机(WASD/Space/Shift 移动)
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m_Camera.GetComponent<CameraComponent>()
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.camera.Update(GetWindow(), deltaTime);
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.camera.Update(GetWindow(), deltaTime);
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// 旋转动画:编辑 Transform 分量后 Compose 重算 world
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for (size_t i = 0; i < m_Spinners.size(); ++i) {
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for (size_t i = 0; i < m_Spinners.size(); ++i)
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{
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auto& t = m_Spinners[i].GetComponent<TransformComponent>();
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t.rotation.y = m_Time * 60.0f + static_cast<f32>(i) * 40.0f;
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t.scale = glm::vec3(0.5f);
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@@ -117,18 +123,18 @@ protected:
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void OnRenderOverlay() override
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{
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if (!m_OverlayVisible) return;
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ImGui::ShowDemoWindow();
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ImGui::Begin("Scene Debug");
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// 阴影光源方向:拖动滑条实时看影子变化
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if (auto* light = m_KeyLight.TryGetComponent<LightComponent>()) {
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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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if (ImGui::Button("reset")) {
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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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}
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}
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@@ -138,21 +144,25 @@ protected:
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ImGui::Separator();
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ImGui::Text("Tonemap");
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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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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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if (ImGui::Checkbox("ACES", &aces))
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{
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renderer.SetUseACES(aces);
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}
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ImGui::Text("Bloom");
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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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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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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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@@ -161,7 +171,8 @@ protected:
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ImGui::Text("GPU Timings");
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const auto& names = renderer.GetPassNames();
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const auto& times = renderer.GetPassGpuMs();
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for (size_t i = 0; i < names.size() && i < times.size(); ++i) {
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for (size_t i = 0; i < names.size() && i < times.size(); ++i)
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{
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ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
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}
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@@ -170,21 +181,21 @@ protected:
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ImGui::Separator();
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ImGui::Text("Frame");
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bool vsync = app.GetVSync();
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if (ImGui::Checkbox("VSync", &vsync)) {
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if (ImGui::Checkbox("VSync", &vsync))
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{
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app.SetVSync(vsync);
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if (!vsync)
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{
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const f32 target = app.GetTargetFps();
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app.SetTargetFps(target);
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}
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}
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bool limit = app.GetLimitFps();
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if (ImGui::Checkbox("Limit FPS", &limit)) {
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app.SetLimitFps(limit);
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}
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if (limit) {
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if (vsync) {
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ImGui::TextDisabled("(vsync 开启时限帧无效)");
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} else {
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f32 target = app.GetTargetFps();
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if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f")) {
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app.SetTargetFps(target);
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}
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if (!vsync)
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{
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f32 target = app.GetTargetFps();
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if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f"))
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{
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app.SetTargetFps(target);
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}
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}
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@@ -194,32 +205,76 @@ protected:
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static_cast<unsigned long long>(GetFrameCount()));
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ImGui::End();
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// 自定义重载事件: 重载关闭事件模态框
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{
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if (m_ShowQuitConfirm)
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{
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ImGui::OpenPopup("Should quit?");
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m_ShowQuitConfirm = false;
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}
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ImGui::SetNextWindowPos(
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ImGui::GetMainViewport()->GetCenter(),
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ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
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if (ImGui::BeginPopupModal("Should quit?", nullptr,
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ImGuiWindowFlags_AlwaysAutoResize))
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{
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ImGui::TextUnformatted("Quit the application?");
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ImGui::Separator();
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if (ImGui::Button("Yes", ImVec2(120, 0)))
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{
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m_QuitConfirmed = true;
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ImGui::CloseCurrentPopup();
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}
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ImGui::SameLine();
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if (ImGui::Button("No", ImVec2(120, 0)))
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{
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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if (m_QuitConfirmed)
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{
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m_QuitConfirmed = false;
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Close();
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}
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}
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}
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void OnWindowClose(const Event& event) override
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{
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m_ShowQuitConfirm = true;
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}
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void OnKeyPress(const Event& event) override
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{
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if (event.key == GLFW_KEY_GRAVE_ACCENT) {
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m_OverlayVisible = !m_OverlayVisible; // ` 反折叠加层
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if (event.key == GLFW_KEY_GRAVE_ACCENT)
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{
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SetImGuiEnabled(!GetImGuiEnabled());
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}
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if (event.key == GLFW_KEY_F1) {
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if (event.key == GLFW_KEY_F1)
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{
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STATS.PrintComparison();
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}
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if (event.key == GLFW_KEY_ESCAPE) {
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Close();
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}
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}
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void OnWindowResize(const Event& event) override
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{
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ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
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}
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private:
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EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
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bool m_ShowQuitConfirm = false;
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bool m_QuitConfirmed = false;
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EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
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EntityHandle m_Ground{};
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EntityHandle m_KeyLight{};
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std::vector<EntityHandle> m_Spinners;
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bool m_OverlayVisible = true;
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f32 m_Time = 0.0f;
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};
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@@ -227,10 +282,12 @@ int main()
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{
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SandboxApp app;
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try {
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try
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{
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app.Run();
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}
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catch (const std::exception& e) {
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catch (const std::exception& e)
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{
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ENGINE_FATAL("Exception: {}", e.what());
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return -1;
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}
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