Reorganize directory layout: editor panels/, grouped shaders, drop stale header

- App/editor: move 7 panels into panels/ (Editor core stays at root)
- shaders/: group into pbr/ post/ debug/ env/ (runtime load paths updated)
- Delete outdated duplicate Engine/src/Renderer/VulkanAssetUploader.h
This commit is contained in:
2026-10-07 09:52:17 +08:00
parent cc837bc605
commit f73e52926f
55 changed files with 23 additions and 83 deletions
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//
// ViewportPanel:场景渲染输出面板。
//
// tonemap 输出经 ImGui::Image 显示(Editor 模式),并提供
// Editor Viewport / Fullscreen 显示模式切换。面板可用区域
// (物理像素)上报为渲染分辨率 → 画面精确填满面板。
//
// 点击拾取(UE 式 GPU HitProxy):左键单击 → 鼠标 NDC 经
// Renderer::RequestPick 请求下一帧 id 渲染 + 像素拷贝;Draw 每帧
// 轮询 TakePickResult 取走结果。像素级精度,与视觉画面一致
//(视觉几何语义:与 Collider 无关,无 collider 实体同样可选中)。
//
#include "ViewportPanel.h"
#include <imgui.h>
#include <ImGuizmo.h>
#include <Engine/ECS/Components.h> // MeshRenderer / Name / RigidBody(日志对照)
#include <Engine/Renderer/Renderer.h> // RequestPick / TakePickResult 门面
#include <Engine/Renderer/SceneTypes.h> // kPickMiss
#include <Engine/Core/Log.h> // 命中打印
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <cstdio>
// GTX 扩展(实验性)需显式开启:matrix_decompose(矩阵→SRT 分解,
// 旋转以四元数输出,直接写回 TransformComponent)
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/matrix_decompose.hpp>
using namespace Engine; // u32 / f32(Engine/Core/Types.h)
namespace
{
// Ctrl 吸附步长(UE Grid Snap 语义:按住 Ctrl 拖拽才吸附)
constexpr float kSnapTranslate = 0.25f; // 米/格
constexpr float kSnapRotateDeg = 15.0f; // 度
constexpr float kSnapScale = 0.1f; // 缩放步进
// 平移拖拽灵敏度下限:sinθ(轴与"相机→物体"连线夹角)。低于该值
// 时拖拽投影系数 <0.25 且激活平面与鼠标射线近共面——视觉上
// "看得见、抓了没反应"。≈14.5°,略宽于库默认可见角(≈11.5°),
// 只藏真正病态的轴,不动可用轴
constexpr float kMoveMinSin = 0.25f;
// 缩放退化轴裁剪(防误拖动)阈值。库内缩放 hover/拖拽依赖
// "法线=轴"平面求交,两种病态几何:
// - 轴⊥"相机→物体"连线(正对视角无横偏):交点分子 numer =
// -dist·dot(camToObj, 轴) ≡ 0 → 杆抓不到、数值随机猛跳
// - 轴∥视线(轴指向相机):屏幕零位移 → 拖了数值不变
constexpr float kScaleMinDot = 0.1f; // ≈84.3°
constexpr float kScaleMaxFwdDot = 0.98f; // ≈11.5°,与库藏杆角一致
// Vulkan proj → ImGuizmo 期望的 OpenGL 形式(Y-up、Z∈[-1,1]):
// Y 行翻回(抵消 Vulkan clip Y 向下翻转);z 行 = 2*z - w 即
// 深度 [0,1] → [-1,1]。glm 列主序 m[col][row],逐列改 row1/row2
glm::mat4 ProjVulkanToGL(const glm::mat4& projVulkan)
{
glm::mat4 p = projVulkan;
for (int c = 0; c < 4; ++c) {
p[c][1] *= -1.0f;
p[c][2] = 2.0f * p[c][2] - p[c][3];
}
return p;
}
// 视图相机分派(必须与 SceneRenderer::BuildFrame 渲染源同一规则,
// 否则 Gizmo 杆与画面错位):编辑器形态 = EditorCamera(Scene view
// 专用,与相机实体无关);游戏形态(kDisplayDirect 全屏预览或 PIE
// 内嵌播放)= primary 相机实体。
// 返回 nullptr = 游戏形态且无 primary 相机(本帧无 Gizmo)
Engine::Camera* ViewCamera(const EditorContext& ctx,
ECS::TransformComponent*& outT)
{
const bool playing = ctx.playState && *ctx.playState;
if (!playing && ctx.renderer->GetDisplayMode() == kDisplayViewport)
{
outT = &ctx.editorCamera->GetTransform();
return &ctx.editorCamera->GetController();
}
auto* cc = ctx.scene->GetPrimaryCamera(&outT);
return cc ? &cc->camera : nullptr;
}
}
std::optional<entt::entity> ViewportPanel::Draw(const EditorContext &ctx,
ViewportInputState &out,
GizmoState &gizmo,
const entt::entity selected) const {
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
std::optional<entt::entity> picked;
{
ImGui::Begin("Viewport", nullptr, ImGuiWindowFlags_NoCollapse);
// 输入焦点上报(悬停计入遮挡:模态框盖住时不误报)
out.hovered = ImGui::IsWindowHovered();
out.focused = ImGui::IsWindowFocused();
auto &renderer = *ctx.renderer;
const int mode = renderer.GetDisplayMode();
// ---- 拾取结果轮询(先于新请求:先取走上帧结果再发新请求)。
// 拷贝随上一帧命令缓冲提交,TakePickResult 内 waitIdle 保证
// 暂存可见(仅拷贝就绪帧阻塞,点击低频不可感知)----
if (auto bits = renderer.TakePickResult()) {
auto &reg = ctx.scene->GetRegistry();
const entt::entity hit = static_cast<entt::entity>(*bits);
if (*bits != kPickMiss && reg.valid(hit)) {
picked = hit;
LogPick(ctx, hit);
} else {
// 空白(kPickMiss)或悬空位模式:清选中(与旧语义一致)
picked = entt::null;
if (*bits == kPickMiss) {
ENGINE_INFO("[pick] miss (sky/empty)");
} else {
ENGINE_WARN("[pick] dangling entity bits {:#x}", *bits);
}
}
}
const void *sceneTex = renderer.GetSceneTexture();
if (sceneTex != nullptr && mode == kDisplayViewport) {
// 面板可用区域(物理像素)上报为渲染分辨率 → 画面精确填满
// 面板;下一帧帧首 BeginFrameSync 生效(一帧延迟,不可见)
const ImVec2 avail = ImGui::GetContentRegionAvail();
const ImVec2 fb = ImGui::GetIO().DisplayFramebufferScale;
const u32 wantW = static_cast<u32>(avail.x * fb.x + 0.5f);
const u32 wantH = static_cast<u32>(avail.y * fb.y + 0.5f);
if (wantW >= 16 && wantH >= 16) {
renderer.SetViewportSize(wantW, wantH);
}
// 纹理 = 渲染分辨率:等比适配面板可用区域
const vk::Extent2D ext = renderer.GetRenderExtent();
const f32 aspect =
ext.height != 0 ? f32(ext.width) / f32(ext.height) : 1.0f;
ImVec2 size = avail;
if (avail.x / avail.y > aspect) size.x = avail.y * aspect;
else size.y = avail.x / aspect;
ImGui::Image((ImTextureID) (intptr_t) sceneTex, size);
// ---- 骨骼关节 overlay(Endfield-Poser 范式):3D 骨架线
// 给结构,屏幕圆点给可读性。世界→屏幕与渲染同相机,
// Vulkan NDC y 向下与 ImGui 屏幕坐标同构 → 线性映射
// image 矩形即可。hover 关节 = 白圈高亮 + 骨骼名
{
const auto &frameData = renderer.GetFrameSceneData();
if (frameData.showBoneWires && !frameData.pieActive &&
!frameData.boneJoints.empty() &&
ctx.editorCamera != nullptr) {
const ImVec2 rmin = ImGui::GetItemRectMin();
const ImVec2 rmax = ImGui::GetItemRectMax();
const glm::mat4 vp =
ctx.editorCamera->GetController().GetProjection(aspect) *
ctx.editorCamera->GetView();
ImDrawList *dl = ImGui::GetWindowDrawList();
dl->PushClipRect(rmin, rmax, true);
const f32 r = frameData.boneJointPx;
const ImGuiIO &io = ImGui::GetIO();
const ImVec2 mouse = io.MousePos;
int hovered = -1;
float hoveredD = 0.0f;
for (size_t ji = 0; ji < frameData.boneJoints.size(); ++ji) {
const auto &jm = frameData.boneJoints[ji];
const glm::vec4 c = vp * glm::vec4(jm.pos, 1.0f);
if (c.w <= 0.0f) continue; // 相机身后
const ImVec2 p(
rmin.x + (c.x / c.w * 0.5f + 0.5f) * size.x,
rmin.y + (c.y / c.w * 0.5f + 0.5f) * size.y);
// 骨骼 = 蓝(Endfield humanoid 色),普通节点 = 青
const ImU32 fill = jm.isBone
? IM_COL32(70, 160, 255, 230)
: IM_COL32(70, 190, 190, 190);
dl->AddCircleFilled(p, r, fill);
dl->AddCircle(p, r + 1.5f,
IM_COL32(255, 255, 255, 140), 0, 1.2f);
// hover 命中(半径 +3px 容差,取最近)
const float dx = p.x - mouse.x, dy = p.y - mouse.y;
const float d = dx * dx + dy * dy;
const float hit = (r + 3.0f) * (r + 3.0f);
if (d <= hit && (hovered < 0 || d < hoveredD)) {
hovered = static_cast<int>(ji);
hoveredD = d;
}
}
// hover 高亮圈 + 骨骼名 tooltip(名字查选中实体模型
// 节点表;查不到 = 显示节点下标)
if (hovered >= 0 && ImGui::IsItemHovered()) {
const auto &jm = frameData.boneJoints[hovered];
const glm::vec4 c = vp * glm::vec4(jm.pos, 1.0f);
const ImVec2 p(
rmin.x + (c.x / c.w * 0.5f + 0.5f) * size.x,
rmin.y + (c.y / c.w * 0.5f + 0.5f) * size.y);
dl->AddCircle(p, r + 3.5f,
IM_COL32(255, 255, 255, 255), 0, 2.0f);
const char *name = nullptr;
if (selected != entt::null) {
// 本段在 reg 声明之前,就地取 registry
const auto *mrSel =
ctx.scene->GetRegistry().try_get<
Engine::ECS::MeshRendererComponent>(
selected);
if (mrSel && mrSel->model.Valid()) {
const Model *mdl =
ctx.assets->GetModel(mrSel->model);
if (mdl && jm.nodeIdx < mdl->GetNodes().size())
name = mdl->GetNodes()[jm.nodeIdx]
.name.c_str();
}
}
ImGui::SetTooltip(
"%s%s", name ? name : "(node)",
jm.isBone ? "" : " [non-bone]");
}
dl->PopClipRect();
}
}
// ---- 工具热键(UE 语义):W/E/R 切 Gizmo 模式、T 切
// local/world、F 焦点选中实体。仅 Viewport 持焦时生效——
// 输入框打字(WantTextInput)由 BlockingKeyboard 拦游戏侧,
// 但 ImGui 自身仍收键,故必须限定持焦面板。RMB 按住 = 相机
// 飞行模式(键盘归相机),工具热键全部抑制——W 前进与
// W 平移 Gizmo 的键位冲突就此解耦 ----
auto &reg = ctx.scene->GetRegistry();
ECS::TransformComponent *tr =
selected != entt::null
? reg.try_get<ECS::TransformComponent>(selected)
: nullptr;
// PIE 运行态:输入归游戏(脚本读 GLFW 轮询),Gizmo/编辑器
// 热键全部让位(UE Play 语义:Scene view 编辑操作冻结)
const bool playing = ctx.playState && *ctx.playState;
if (!playing && out.focused && !ImGui::GetIO().WantTextInput &&
!ImGui::IsMouseDown(ImGuiMouseButton_Right)) {
if (ImGui::IsKeyPressed(ImGuiKey_W)) gizmo.op = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(ImGuiKey_E)) gizmo.op = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(ImGuiKey_R)) gizmo.op = ImGuizmo::SCALE;
if (ImGui::IsKeyPressed(ImGuiKey_T)) gizmo.localSpace = !gizmo.localSpace;
const bool fCombo = ImGui::GetIO().KeyCtrl || ImGui::GetIO().KeyShift;
// F = 焦点选中实体(frame-selection):编辑器相机
// 环绕 pivot 设为选中实体位置,沿视线平移对准(环
// 绕距离沿用当前值,滚轮可调)。世界位姿(层级
// 实体 = 父链组合结果)。裸 F 才触发(组合键排他)
if (ImGui::IsKeyPressed(ImGuiKey_F) && !fCombo && tr != nullptr) {
ctx.editorCamera->FocusOn(tr->GetWorldPosition());
}
}
// ---- Gizmo 操纵杆(ImGui drawlist 叠加,无 GPU pass)----
// 选中实体 + 有 Transform 才出杆;分解 world 矩阵经
// SetWorldPose 写回(与 Inspector 同源,下一帧数值自动跟随)
// PIE 运行态不出杆(编辑操作冻结)
if (tr != nullptr && !playing) {
// 相机矩阵:跟随渲染源(编辑器形态 = EditorCamera,游戏
// 形态 = primary 相机实体;与 SceneRenderer::BuildFrame
// 同一分派),投影参数由相机自身承载(与渲染侧一致)
ECS::TransformComponent *camT = nullptr;
if (Engine::Camera *cam = ViewCamera(ctx, camT);
cam != nullptr && camT != nullptr) {
const glm::mat4 view = cam->GetView(*camT);
const glm::mat4 projGL = ProjVulkanToGL(
cam->GetProjection(aspect));
ImGuizmo::SetDrawlist(ImGui::GetWindowDrawList());
// 杆画在 Image 区域内(等比适配后的 item rect)
const ImVec2 mn = ImGui::GetItemRectMin();
ImGuizmo::SetRect(mn.x, mn.y, size.x, size.y);
// 不调 SetPlaneLimit/SetAxisLimit——可见度保持库默认
glm::mat4 m = tr->World();
// 操作空间:local(模型轴,旋转/缩放随物体朝向直观)/
// world(T 键切换)。无父层级时两种模式 world 矩阵同源,
// decompose 写回链路不变
const ImGuizmo::MODE mode =
gizmo.localSpace ? ImGuizmo::LOCAL : ImGuizmo::WORLD;
const glm::mat3 rotM(m);
// 退化轴裁剪(防误拖动):被裁轴不可见、不可激活,
// 转个视角即可用。三操作病态几何不同,按 op 分派:
// - 平移:拖拽灵敏度 = sinθ(轴与相机连线夹角),θ→0
// 时鼠标位移在轴上投影→0("数值不变")
// - 缩放:库内 hover/拖拽依赖"法线=轴"平面求交——
// 轴⊥相机连线(正对无横偏)时交点分子 numer≡0
// (抓不到/数值乱跳);轴∥视线时屏幕零位移(数值
// 不变)。两判据并集裁剪
// - 旋转:屏幕空间角度数学,无退化,不裁
const bool isTranslate = (gizmo.op
& int(ImGuizmo::TRANSLATE)) == int(ImGuizmo::TRANSLATE);
const bool isScale = (gizmo.op
& int(ImGuizmo::SCALE)) == int(ImGuizmo::SCALE);
if (isTranslate || isScale) {
bool maskAxis[3] = {false, false, false};
const glm::vec3 camPos(glm::inverse(view)[3]);
glm::vec3 camToObj = glm::vec3(m[3]) - camPos;
const float camDist = glm::length(camToObj);
if (camDist > 1e-4f) {
camToObj /= camDist;
const glm::vec3 viewFwd = -glm::normalize(
glm::vec3(view[0][2], view[1][2],
view[2][2]));
for (int i = 0; i < 3; ++i) {
const glm::vec3 axis = gizmo.localSpace
? glm::normalize(rotM[i])
: glm::vec3(float(i == 0), float(i == 1),
float(i == 2));
maskAxis[i] = isScale
? glm::abs(glm::dot(camToObj, axis))
< kScaleMinDot ||
glm::abs(glm::dot(viewFwd, axis))
> kScaleMaxFwdDot
: glm::length(glm::cross(camToObj, axis))
< kMoveMinSin;
}
}
ImGuizmo::SetAxisMask(maskAxis[0], maskAxis[1],
maskAxis[2]);
}
// Ctrl 吸附(UE Grid Snap 语义)。库的约定
//(docs/documentation.md):平移 = 世界单位 float[3]
// 逐轴;旋转 = snap[0] 按度(库内自行 DEG2RAD,传弧
// 度会被解释成极小步进);缩放 = 只取 snap[0]
float snap[3] = {0.0f, 0.0f, 0.0f};
const bool snapping = ImGui::GetIO().KeyCtrl;
if (snapping) {
if (gizmo.op == ImGuizmo::TRANSLATE) {
snap[0] = snap[1] = snap[2] = kSnapTranslate;
} else if (gizmo.op == ImGuizmo::ROTATE) {
snap[0] = kSnapRotateDeg; // 度,非弧度
} else if (gizmo.op == ImGuizmo::SCALE) {
snap[0] = kSnapScale;
}
}
ImGuizmo::Manipulate(&view[0][0], &projGL[0][0],
static_cast<ImGuizmo::OPERATION>(gizmo.op),
mode, &m[0][0], nullptr,
snapping ? snap : nullptr);
gizmo.dragging = ImGuizmo::IsUsing();
// 拖拽生效:分解 world 矩阵 → world SRT → 沿父链反解
// local 写回(SetWorldPose;根实体 = 直写)。旋转用
// decompose 出的 quat 直写(UE FTransform 语义)——
// 不经欧拉往返,拖拽零漂移、无万向锁
if (ImGuizmo::IsUsing()) {
glm::vec3 scale, transl, skew;
glm::quat rot;
glm::vec4 persp;
if (glm::decompose(m, scale, rot, transl, skew, persp)) {
ctx.scene->SetWorldPose(selected, transl, rot,
scale);
}
}
}
}
// Gizmo 状态提示(左上角 drawlist 叠加,原因同下:不占布局行)
// PIE 运行态 = 黄色 PLAYING/PAUSED 提示替代编辑状态
{
char tip[128];
if (playing) {
const bool paused = ctx.pausedState && *ctx.pausedState;
std::snprintf(tip, sizeof(tip),
paused ? "PAUSED - Ctrl+P to stop"
: "PLAYING - Ctrl+P to stop");
} else {
std::snprintf(tip, sizeof(tip),
"Space: %s [T] Snap: Ctrl F: Focus "
"Ctrl+Shift+F: To Selection",
gizmo.localSpace ? "Local" : "World");
}
const ImVec2 imgMin = ImGui::GetItemRectMin();
ImGui::GetWindowDrawList()->AddText(
ImVec2(imgMin.x + 8.0f, imgMin.y + 8.0f),
playing ? IM_COL32(255, 184, 46, 220)
: IM_COL32(255, 255, 255, 150),
tip);
}
// Dynamic 刚体提示:物理每帧把姿态写回 Transform,拖拽即刻
// 被覆盖(Static/Kinematic 编辑器权威,可直接拖)。
// 用 drawlist 叠加而非 ImGui::TextDisabled:后者在 Image 下方
// 占一行布局 → 滚动条出现/消失循环 → avail 抖动 → 渲染分辨率
// 每帧重报(视口疯狂顶动);且默认字体无中文字形(显示 ?)
if (playing) {
// 运行态无 primary 相机实体:渲染回退编辑器视角(保持帧
// 管线节拍),提示补相机
ECS::TransformComponent *camT = nullptr;
if (ViewCamera(ctx, camT) == nullptr) {
const ImVec2 imgMin = ImGui::GetItemRectMin();
ImGui::GetWindowDrawList()->AddText(
ImVec2(imgMin.x + 8.0f,
imgMin.y + size.y * 0.5f),
IM_COL32(255, 120, 80, 230),
"No primary camera entity - showing editor "
"view. Add a Camera component and check "
"'Primary'");
}
}
// Dynamic 刚体提示(drawlist 叠加,理由同上)
if (selected != entt::null) {
if (const auto *rb = reg.try_get<ECS::RigidBodyComponent>(selected);
rb != nullptr &&
rb->type == ECS::RigidBodyComponent::BodyType::Dynamic) {
const ImVec2 imgMin = ImGui::GetItemRectMin();
ImGui::GetWindowDrawList()->AddText(
ImVec2(imgMin.x + 8.0f, imgMin.y + size.y - 20.0f),
IM_COL32(255, 255, 255, 160),
"(Dynamic body: transform driven by physics)");
}
}
// 点击拾取:单击 Image 且未命中 UI 遮挡(IsItemHovered 已含)。
// 抓杆时不出 pick(IsOver 悬停杆/IsUsing 拖拽中)——否则按在
// 操纵杆上的点击会穿透发拾取请求。PIE 运行态不出拾取:
// 点击 = 游戏输入(UE Play 语义,编辑操作冻结)
if (!playing && ImGui::IsItemHovered() && ImGui::IsMouseClicked(0) &&
!ImGuizmo::IsOver() && !ImGuizmo::IsUsing()) {
RequestPickAt(ctx, size);
}
} else {
ImGui::TextDisabled("(scene texture not ready)");
}
ImGui::End();
}
ImGui::PopStyleVar();
return picked;
}
void ViewportPanel::RequestPickAt(const EditorContext &ctx,
const ImVec2 &size) const {
// 鼠标在 Image 内的位置 → NDC。Vulkan NDC y 与屏幕 v 同向
//(向下为正,与渲染同构;skybox.frag 反投影交叉验证过方向)
const ImVec2 mouse = ImGui::GetMousePos();
const ImVec2 mn = ImGui::GetItemRectMin();
const glm::vec2 ndc{
(mouse.x - mn.x) / size.x * 2.0f - 1.0f,
(mouse.y - mn.y) / size.y * 2.0f - 1.0f,
};
// UE 式 GPU HitProxy:下一帧 id 渲染 + 请求像素 1×1 拷贝
ctx.renderer->RequestPick(ndc);
}
void ViewportPanel::LogPick(const EditorContext &ctx, entt::entity e) {
// 命中详情:实体名;有物理体则附 collider 对照(诊断"物理盒 ≠
// 视觉"的错位,如 M1911 的默认 0.5 半尺寸盒)
auto &reg = ctx.scene->GetRegistry();
const auto &name = reg.get<ECS::NameComponent>(e).name;
if (const auto *rb = reg.try_get<ECS::RigidBodyComponent>(e)) {
const auto &tr = reg.get<ECS::TransformComponent>(e);
ENGINE_INFO("[pick] '{}' (hitproxy) | collider={} type={} "
"boxHalf=({:.2f},{:.2f},{:.2f}) sphereR={:.2f} "
"bodyPos=({:.2f},{:.2f},{:.2f})",
name,
rb->collider == ECS::RigidBodyComponent::ColliderType::Box
? "box" : "sphere",
rb->type == ECS::RigidBodyComponent::BodyType::Static
? "static" : "dynamic",
rb->boxHalfExtents.x, rb->boxHalfExtents.y,
rb->boxHalfExtents.z, rb->sphereRadius,
tr.GetWorldPosition().x, tr.GetWorldPosition().y, tr.GetWorldPosition().z);
} else {
ENGINE_INFO("[pick] '{}' (hitproxy) | (no collider)", name);
}
}