Commit Graph
11 Commits
Author SHA1 Message Date
atdunbg 641b255cb2 Unify input behind Engine::Input facade; fix Ctrl+P and Pause button
New Engine/Core/Input.h/.cpp: static input facade with a Key/MouseButton
enum (values map to GLFW key codes internally) so scripts and game logic
no longer touch GLFW directly - window backend becomes swappable and the
facade is the surface to expose when embedding scripting later. Wired up
in Application's constructor; Camera (editor camera WASD/RMB/MMB), the
WASDMove script and SandboxApp key handling now query Input only.

Ctrl+P hotkey fix: the !m_Playing guard made the hotkey dead exactly
when it was needed - after pressing Play. Now toggles both ways.

Toolbar Pause button now reads "Resume" while paused (tooltip follows).
2026-10-05 11:34:27 +08:00
atdunbg 4498bc7535 feat(editor): rotation display in UE's 0-360 convention
User pointed out the real gap: UE Details shows rotation in [0,360)
(-90 reads 270); our readback exposed [-180,180] with negative zeros.
GetRotation now wraps each axis to [0,360) via fmod -- strictly
equivalent math (each axis has 360-degree period), so matrix-rebuild
consumers like Camera::EulerRotMat are unaffected. The one consumer
needing a continuous domain is the free-look pitch clamp [-89,89] in
Camera::Update, which wraps back to [-180,180) before applying deltas.
2026-10-04 01:46:05 +08:00
atdunbg ffe33e9967 camera: UE Scene-view semantics — RMB fly, MMB focus-orbit, wheel dolly, F focus
Key conflict fix (UE semantics): while RMB is held the keyboard belongs
to the camera, so WASD no longer collides with the gizmo W/E/R tool
hotkeys. Editor mode gates fly movement behind RMB; game mode keeps
always-on WASD. Viewport tool hotkeys (W/E/R/T/F) are suppressed while
RMB is held.

Focus orbit (pivot): MMB drag rotates the camera around a pivot keeping
distance; first orbit picks a pivot 5m ahead on the view ray. Shift+MMB
pans in screen plane (camera and pivot move together). Mouse wheel
dollies toward/away from the pivot with exponential steps (no pivot:
move along view ray). F focuses the selected entity (frame-selection):
pivot set to its position, camera slides along the view ray; orbit
distance persists.

Window gains a polled scroll-delta channel (ConsumeScrollDelta) that
respects ImGui mouse capture; Camera::Update mutates orbit state (no
longer const).
2026-10-03 13:02:55 +08:00
atdunbg e5161439dd refactor: TransformComponent 旋转存储改四元数(UE FTransform 语义)
欧拉角内部存储每帧矩阵↔欧拉往返,是 Gizmo 拖拽乱跳/缩放串轴的
结构性根源(74d2f6c 的单点公式修复治标不治本)。对齐 UE/Unity
方案:内部存 glm::quat,欧拉只在 UI 表皮。

- Components.h:m_Rotation 改 quat;Compose 用 mat4_cast;
  SetRotation(euler) 转存(q=qy·qx·qz);新增 SetRotationQuat/
  GetRotationQuat;GetRotation() 改派生欧拉(YXZ 序矩阵反解,
  仅 UI 显示/编辑用)
- ViewportPanel:Gizmo 写回 decompose 的 quat 直写,删除整个
  欧拉提取块
- PhysicsWorld:删 QuatToEulerYXZ/EulerYXZToQuat,改 ToJolt/
  ToGlm 分量直转;物理写回 SetRotationQuat;BodyRecord.lastRot
  改存 quat

验证(1 万随机姿态 round-trip):Gizmo 链路矩阵差 7.9e-07
(旧欧拉方案 3.56e-04,好 3 个数量级);万向锁 pitch=±90° 穿
表皮恒定;欧拉表皮误差 4.5e-04 为欧拉参数化固有病态(随
pitch→±90 指数增长,仅影响 UI 显示数值),热路径不经过。
2026-10-03 00:47:11 +08:00
atdunbg 1449bea86d feat: HitProxy GPU 拾取 + UE 选中描边 + 编辑器拾取交互
- HitProxy 拾取:RG 管线渲染实体 id → host readback,点击帧
  PickEntity 精确命中;拾取按视觉几何(Model 联合包围球射线求交),
  与 Collider 解耦(UE/Unity 编辑器语义),命中打印实体名+碰撞体参数
- 选中描边(UE 语义):SelectionMask pass(R8Unorm 完整投影轮廓,
  无深度测试透墙可见)→ Outline pass(边缘检测 + alpha 叠加,
  必须注册在 Tonemap 后);edgeCut 贴视口边缘;widthPx=6 可调
- shader object 实证修复:VUID-08879 同程序 set layouts 超集一致、
  VUID-10065 push block 4×float 平铺、新 pass 析构销毁 VkShaderEXT
- RG:SideEffect() 保活"产出无 RG 内消费者"的 pass 链
- Editor:层次面板点击选中、Inspector 姿态编辑、Stats 面板拾取信息
- 相机 Update 改 const(姿态写入 Transform 引用,Camera 本身无状态变更)
2026-10-02 20:09:05 +08:00
atdunbg 20f0035baa 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)
2026-09-30 00:24:53 +08:00
atdunbg 7d137fa9b1 refactor: Transform 字段封装 + dirty 标记(对齐 UE USceneComponent 真实现)
- 修正上一版"全量暴力重算":UE 实为 dirty 标记 + 惰性计算,前提是
  字段私有(SetRelativeLocation 等 setter 标脏 + 子级传播)
- TransformComponent:SRT 字段私有化,Set/Get/World()/IsDirty 访问器;
  Set* 变更才标脏;AddRotationY 便捷接口
- Scene::UpdateTransforms 只重算脏实体——静止实体零成本;
  层级(父子)传播在脏标记基础上扩展
- 迁移 Camera/SceneRenderer/main.cpp 到封装 API
2026-09-23 15:35:20 +08:00
atdunbg 57ab8901a9 refactor: transform world 矩阵改由帧循环统一重算,删除手动 Compose
- Scene::UpdateTransforms():渲染前全量 Compose(UE transform-update
  阶段模式),Application::Run 在 FlushDestroyQueue 后调用
- 用户代码永远不需要手动 Compose——Set*/直接写字段均安全;
  Compose 降级为引擎内部调用
- 选择全量而非 dirty 标记:字段直接写(t.rotation.y = x)无法可靠
  追踪脏,无条件重算零脚枪;万级实体内成本可忽略,更大规模再引入
  dirty+封装
- main.cpp/Camera 所有手动 Compose 调用点删除
2026-09-23 15:26:58 +08:00
atdunbg 1bc44e261b refactor: Camera 位姿统一到 TransformComponent(单一事实源)
- Camera 删除内部 position/yaw/pitch 状态:Update 把鼠标旋转与 WASD
  移动直接写回实体 Transform(rotation.y=yaw / rotation.x=pitch,
  移动基向量由实体旋转推导,有变更才 Compose)
- GetView(transform) = 实体世界矩阵的逆——相机即实体,视图矩阵无
  第二来源;Scene::GetPrimaryCamera 可选带出实体 Transform
- 默认朝向约定变化:rotation.y=0 = 看向 -Z(与旧 yaw=-90 等价)
- 消除 CameraComponent 位置与 Transform 脱节的遗留债
2026-09-23 15:14:29 +08:00
atdunbg 07a3b87001 feat: Shadow pass 接入 RenderGraph,支持 SRT 变换与程序化平面
阴影(本修正的核心根因):
- Shadow pass 光源正交写深度(2048 D32),Forward 采样比较;
  写入与采样共用同一 lightSpace 矩阵,杜绝姿态/镜像不一致
- 修复:push constant range 64B→128B(原 Shadow pass 推 {lightVP,model}
  超出 layout 声明范围 = UB,阴影中模型矩阵读到垃圾导致旋转错乱)
- 修复:ShadowFactor 缺少 NDC→UV 映射(*0.5+0.5),采样区域整体错位
- 修复:RG ShaderRead stage 位值直转(eFragment=0x10 在 PipelineStage2
  是 TESSELLATION_CONTROL),改为逐位显式映射
- Camera perspective 深度重映射到 Vulkan [0,1](公式与 ortho 不同:
  M22=M22*0.5-0.5, M32*=0.5);光源 ortho remap 用 M32=M32*0.5+0.5

引擎配套:
- TransformComponent 重构为 position/rotation/scale + Compose()
- Texture::CreateSolidColor / Model::CreatePlane 程序化资产
  (两段式上传公共路径),AssetManager.CreatePlane 带缓存入口
- RG 新增 GetPhysicalView(h, slot):按帧槽位把 RG 资源绑进外部描述符
  (阴影图 per-slot 物理镜像各自绑定)

验证:validation 0 error 0 warning,阴影随实体旋转正确
2026-09-22 16:40:54 +08:00
atdunbg 8afdd9b245 feat: 引入 RenderGraph、Application 框架、ECS 与资产句柄系统
架构分层(自上而下):
  App(SandboxApp) → Application(生命周期+事件) → Scene(ECS) / AssetManager(句柄) → Renderer → RenderGraph → Vulkan 模块

- RenderGraph:声明式帧图。虚拟资源+生成号句柄、死 pass 剔除、
  拓扑排序、资源生命周期、barrier 编译期预算(Synchronization2)、
  物理镜像池按帧槽位隔离(帧间竞争从根上消除)
- 帧同步修复:per-frame-slot 命令缓冲与 UBO ring(原先单份存在
  数据竞争);统一 kMaxFramesInFlight / FrameContext
- Application:生命周期钩子(OnInit/OnUpdate/OnRender/OnShutdown)
  + 事件系统(GLFW 回调 → POD 事件 → 类型化钩子);main 只 new 派生类
- ECS:自研稀疏集 Registry(Entity=(index,generation) 防悬空,
  O(1) 增删查,Each 取最小池遍历);Scene 延迟销毁队列;
  IdComponent{UUID} 稳定外部身份
- Assets:AssetManager + AssetHandle。组件存句柄不存裸指针/Ref
  (单一所有者 + 多使用者),Renderer 删除 LoadModel 改为纯消费
- 修复退出析构:成员析构前 GPU waitIdle(资产层先于 Renderer
  析构导致 VUID-00922 资源销毁时仍在使用)
- 引入 entt 子模块备用

validation 全程零错误零警告(RTX 5060 实测)
2026-09-22 13:46:05 +08:00