atdunbg
b6d0868e15
feat(ecs): per-component enable/disable + inspector rework
...
Add `active` flag to the 8 behavior components (Unity enabled / UE
SetActive semantics; structural Id/Name/Transform excluded). Consumers
skip disabled components: renderer (mesh/light/anim), primary camera
election, physics reconciliation (body/constraint/character destroyed
and rebuilt on toggle), scripts keep instance but stop ticking.
Inspector: component headers now carry an enable checkbox and a remove
button, Add-Component menu greys out attached entries, and conflict
hints added (RigidBody <-> CharacterController mutual exclusion, Joint
requires RigidBody, Animation requires MeshRenderer, unregistered
script name). Scenes persist Active per component (default true).
2026-10-03 18:45:03 +08:00
atdunbg
cad0481bc0
feat(app): WASDMove script (WASD camera-relative movement)
...
ScriptBehavior gains App() host access (Application injected via
ScriptRuntime), TryGet<T> and EntityBits for physics facade addressing.
WASDMove maps WASD to the editor camera's horizontal heading (UE
gameplay convention): dynamic bodies go through the physics velocity
facade preserving the vertical component (zeroing Y would cancel
gravity mid-fall), bodiless entities translate their transform directly.
Editor-mode key conflict is naturally avoided: RMB-held flight consumes
WASD, release hands keys to the script.
2026-10-03 18:27:12 +08:00
atdunbg
3403822a52
feat(engine): C++ native script system (ScriptBehavior + registry)
...
ScriptComponent stores only a script name string (POD, serializable);
instances are reconciled by ScriptRuntime each frame (PhysicsWorld
pattern): orphan/rename cleanup with OnDestroy, per-name instantiation
from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT),
OnCreate on bind, OnUpdate after physics step on scaled dt. Engine
framerate loop only sees the base interface, so future Lua/C# behaviors
plug in as foreign ScriptBehavior implementations with zero engine
changes. Ships a Spinner sample script and Inspector script picker.
2026-10-03 18:02:49 +08:00
atdunbg
e1cef53158
physics: character controller (Jolt CharacterVirtual)
...
- CharacterControllerComponent: capsule params (radius/halfHeight, mass,
max slope, step height); entity origin = feet via shape offset
- CharacterController per-entity wrapper: gravity integration + grounded
clamp, ExtendedUpdate (sweep/slide + stick-to-floor + walk-stairs),
SetLinearVelocity/Jump/IsGrounded facade
- PhysicsWorld: SyncCharacters reconcile (create/rebuild on param
change, editor-drag teleport), UpdateCharacters after physics Update
(Jolt recommended order), writes back to Transform
- Inspector: params + grounded/velocity telemetry + jump debug button
- Serialization: params only, state rebuilt by reconcile
2026-10-03 16:34:20 +08:00
atdunbg
82910c41e8
physics: joint constraints (fixed/hinge/ball)
...
- JointComponent: type, target UUID, per-body local anchors, hinge axis
+ angle limits (data only, zero Jolt deps)
- PhysicsWorld::SyncConstraints: create/remove/rebuild on snapshot
change; body rebuild contagion via invalidated-bits list; target
resolved lazily by UUID each sync (no two-pass load needed)
- Jolt FixedConstraint/HingeConstraint/PointConstraint in
LocalToBodyCOM space (anchors minus shape COM); fixed frames lock
creation-time relative pose; hinge axis aligned across bodies
- Inspector: Joint section with target entity name dropdown
- Serialization: Joint map with UUID target, as<T> fallbacks
2026-10-03 16:26:20 +08:00
atdunbg
a744b332eb
physics: capsule/cylinder/compound collider shapes
...
- ColliderType + Capsule/Cylinder/Compound; CompoundChild list (Box/
Sphere/Capsule, local pos/quat, non-recursive)
- CreateBody: CapsuleShape/CylinderShape (ctor param orders differ) +
StaticCompoundShape; empty/failed compound falls back to Box
- BodyRecord caches radius/halfHeight/compound; SyncScene rebuilds on
change (per-collider param extraction)
- Inspector: combo entries + shape params + compound child list editor
- Serialization: new fields with as<T> fallback, compound seq round-trip
2026-10-03 16:17:44 +08:00
atdunbg
6c81bfd70d
physics: rigid body drive API (force/impulse/torque/velocity)
...
PhysicsWorld facade methods addressed by entity bits via body records:
AddForce/AddImpulse/AddTorque (dynamic bodies only, auto-wake), Set/
GetLinearVelocity/SetAngularVelocity (dynamic + kinematic). Inspector
RigidBody block gains impulse debug controls for manual response tests.
Transient by design — nothing serialized.
2026-10-03 16:10:22 +08:00
atdunbg
fae6614e70
editor camera: dedicated Scene-view camera decoupled from camera entities
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EditorCamera (UE FEditorViewportClient semantics) owned by SceneRenderer:
own TransformComponent + reused Camera controller. BuildFrame dispatches
render source by display mode — editor form always renders from the
editor camera (usable in empty scenes), game form renders from the
scene's primary camera entity. AlignTo copies an entity pose into the
editor camera ("Align Viewport to Camera" button in Inspector). F focus
and viewport gizmo now follow the same dispatch. main.cpp stripped of
dangling sandbox camera/spinner state; onSceneLoaded hook removed.
2026-10-03 15:52:28 +08:00
atdunbg
007d175314
serialization: scene save/load (Unity-style YAML + UE-style GUID registry)
...
Engine-layer SceneSerializer (yaml-cpp submodule): entities/components
to versioned YAML, atomic clear-and-rebuild on load with per-entity
fault tolerance, missing-field defaults, unknown-component skip and
UUID dedup. Asset references are {Guid, Path} pairs resolved through
the new AssetManager GUID registry (assets/asset_registry.yaml) with
path fallback; procedural:// pseudo-paths rebuild from parameters.
Editor File menu gets Save/Load Scene modals; app re-resolves stale
entity handles via onSceneLoaded callback.
2026-10-03 14:47:02 +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
9ff08651f0
editor: revert self-drawn scale gizmo, clip degenerate axes instead
...
User feedback: the self-drawn scale handles clash visually with the
ImGuizmo translate/rotate rods (different size/style, clearly not one
widget). Keep the library widget for all three ops for visual
consistency and prevent mis-drags by masking degenerate axes via
SetAxisMask:
- translate: axis ~ parallel to camera-to-object line (sin < 0.25)
- scale: axis ~ perpendicular to camera-to-object line (|dot| < 0.1,
intersection numerator identically zero -> grab fails/values jump)
OR axis ~ parallel to view direction (|dot| > 0.98, zero screen
displacement -> value never changes)
- rotate: screen-space math, no degeneracy, no mask
Masked axes are neither drawn nor activatable; a slight view change
restores them. Center uniform-scale square (MT_SCALE_XYZ, pure screen
space) stays available in any view.
2026-10-03 12:46:07 +08:00
atdunbg
c9d4eed043
editor: scale gizmo fully self-drawn (screen-space, view-independent)
...
ImGuizmo scale hover/drag relies on ray-plane intersection with the
axis as plane normal; in front views (axis ⟂ camera-to-object) the
intersection numerator is identically zero, so handles can't be
grabbed and values jump randomly; axes parallel to the view have zero
screen displacement. Submodule is read-only and AxisMask can only hide
degenerate axes, not replace them.
Replace the library scale path entirely with a screen-space gizmo:
- three axis rods (line + end square) + center uniform-scale square,
constant screen size in any view
- axis drag: mouse delta projected onto the axis' screen direction
- axis pointing at camera: radial mapping (drag away = grow)
- center square: uniform scale (library MT_SCALE_XYZ semantics)
- Ctrl snapping quantizes the result; scale clamped >= 0.01
- pick suppressed while hovering/dragging the self-drawn handles
2026-10-03 12:23:00 +08:00
atdunbg
21b33d7d7f
fix(editor): 缩放轴病态判据与平移互补,按 op 分派 AxisMask
...
缩放独有老问题根因(源码实证):缩放 hover(GetScaleType)与拖拽
(HandleScale ratio 分母)依赖"法线=轴"平面求交,交点距离分子 numer
= -dist·dot(camToObj, 轴)。正对视角相机与物体无横偏时 numer≡0 →
len=0/垃圾 → 杆 hover 不到、ratio 分子分母乱跳(数值随机猛变)。
平移 hover 是纯屏幕距离、平面法线经正交化自适应;旋转是屏幕角数学
——故唯独缩放有此病。SCALE op 下判据换 |dot(camToObj,轴)|<0.1,
ROTATE 不 mask,TRANSLATE 保持 sinθ<0.25。中心块等比缩放
(MT_SCALE_XYZ,屏幕空间数学)不受 mask 恒可用。
2026-10-03 12:11:16 +08:00
atdunbg
a130850276
feat(editor): Gizmo 退化轴自动隐藏(调用层 SetAxisMask,UE 语义)
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正对视角 + 物体竖直偏移时,单轴拖拽灵敏度 sinθ(轴与相机连线夹角)→0:
拖拽投影系数趋 0("数值不变"),激活平面与鼠标射线共面(IntersectRayPlane
denom→0 返回 -1 被当交点距离)。按灵敏度 <0.25(θ<14.5°)将病态轴
SetAxisMask 隐藏(库公开 API,按轴关绘制+激活,保留含该轴的平面手柄
与中心块兜底),相机移动后自动恢复——可激活性决定可见性,零库改动。
2026-10-03 12:03:07 +08:00
atdunbg
1d360369c9
revert: 删除 SetPlaneLimit 覆盖,Gizmo 参数与 Horizon 对齐(全默认)
...
对照 Horizon 实现(同官方 ImGuizmo submodule、零定制、Manipulate 全
默认参数)确认库默认行为就是可用的出货行为。0.034 把轴隐藏阈值从
11.5° 抬到 20°,常规视角轴被过早隐藏("箭头又没了");之前 0.35 同
根因。两次阈值折腾全部推翻:自行覆盖库内部可见度参数本身就是错的方向。
2026-10-03 02:27:46 +08:00
atdunbg
af241857af
fix: 轴可见度阈值 0.35→0.034(量纲修正,0.35 会隐藏所有轴)
...
前次 0.35 的错误:把阈值当成 0~1 的 sinθ 直接比较。实际库内 gizmo
恒定屏幕尺寸(mGizmoSizeClipSpace=0.1),可见判定 =
sinθ > 阈值/0.1 —— 0.35 ⇒ sinθ>3.5 永假 ⇒ 所有轴消失。
仿真量纲(MVP 复刻 + ScreenFactor 机制确认):⊥视线轴 clip 长度
恒 ≈0.97·screenFactor=gizmoSize;视线向轴 = gizmoSize·sinθ。
0.034 ⇒ sinθ>0.34 ⇒ θ<20° 隐藏(UE 正对轴隐藏语义),≥20° 可拖。
2026-10-03 02:02:37 +08:00
atdunbg
5cc9b14d73
fix: 旋转 snap 单位修正(度非弧度)+ 轴可见度阈值对齐 UE 正对轴隐藏语义
...
两个实锤问题(源码数学 + 数值仿真定位):
1. 旋转 snap 传了 glm::radians(15°)≈0.26,而库按"度"解释
(docs/documentation.md:snap angles are in degrees,库内自行
DEG2RAD)→ 实际步进 0.26° 形同虚设。改传 15.0
2. 正对视角两症状同根因(view-aligned axis degeneracy):
- 轴⊥视线:悬停检测的射线-垂直平面求交 denom=0 → len=-1 →
无法 hover(动视角即恢复)
- 轴∥视线:屏幕投影无一阶位移 → 怎么拖都不动
默认 mPlaneLimit=0.02 太小,"有高度差"视角下投影 sinθ≈0.17~0.34
刚好高于阈值 = 看得见但几何上不可操作。提至 0.35:夹角 <20° 的
轴自动隐藏(UE 同语义),>20° 正常可拖
2026-10-03 01:49:42 +08:00
atdunbg
83c1600947
feat: Gizmo local/world 空间切换 + Ctrl 吸附 + Inspector 轴色手输行
...
- GizmoState.localSpace(默认 local,模型轴旋转直观),T 键切换
Manipulate 的 LOCAL/WORLD 模式;无父层级两模式 world 矩阵同源,
decompose 写回链路不变
- Ctrl 按住吸附(UE Grid Snap 语义):平移 0.25m / 旋转 15° /
缩放 0.1x;ImGuizmo 约定旋转 snap 单位为弧度
- 视口左上角 drawlist 叠加状态提示(Space/Snap,不占布局行)
- Inspector Transform 三行升级 UE 风轴色输入行(对齐 Gizmo 轴色):
拖拽粗调 + Ctrl+Click 键入精确值
2026-10-03 00:56:27 +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
74d2f6cdaa
fix: Gizmo 旋转/缩放写回乱跳——eulerAngles 序约定与 Compose YXZ 失配
...
glm::eulerAngles 假定 XYZ 系约定,与 TransformComponent::Compose 的
YXZ 旋转序不一致:复合旋转下(如 Dynamic 实体被物理写入非零姿态)
decompose 出的角度按错误序重组 → 写回的 R ≠ 拖拽时的 R → 下一帧
Manipulate 拿到歪矩阵 → 旋转乱跳、缩放串轴。
改为按引擎 YXZ 序(R = Ry·Rx·Rz)从旋转矩阵直接提取欧拉角:
- 常规区:atan2 分子分母 cx 约掉,pitch 任意角精确(含 ±90° 邻域)
- float 真奇异(|pitch|=90°):组合角归 yaw、roll=0(UE 同策略),
±90° 两支 atan2 符号不同
验证(round-trip 1e4 样本,矩阵 Frobenius 差判据):
- 欧拉链 2.67e-04、全 SRT 链 3.56e-04(float32 极限)
- 万向锁邻域专项覆盖
2026-10-03 00:27:16 +08:00
atdunbg
ce5e07879c
fix: Gizmo 无法拖动 + Dynamic 提示行顶视口抖动
...
- Editor::Draw 每帧首调 ImGuizmo::BeginFrame():不调则
mbOverGizmoHotspot hover 一次杆后永久置位(仅 BeginFrame 清零),
GetMoveType 恒返 MT_NONE → 杆可见但永远抓不住
- Dynamic 刚体提示改 drawlist 叠加(Image 内左下角、纯英文):
TextDisabled 占布局行 → 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
2026-10-02 23:30:04 +08:00
atdunbg
3ec96acc0f
feat: Editor Gizmo——ImGuizmo 平移/旋转/缩放操纵杆
...
- ImGuizmo 接入:Lib/ImGuizmo(src/ 布局)静态库,IMGUI_DEFINE_MATH_OPERATORS
- ViewportPanel:Vulkan→GL 投影转换(Y 翻回 + 深度 [-1,1])、
SetDrawlist/SetRect 叠加绘制、decompose 写回 TransformComponent
- W/E/R 切换(UE 语义);拖拽中 BlockingMouse 门控(输入归 Gizmo)
- Dynamic 刚体选中提示:物理每帧写回,编辑被覆盖
- 修复:GizmoState.op 初值 0 无轴位(ImGuizmo::TRANSLATE=7)导致杆不绘制
- 点击拾取门控:抓杆时(IsOver/IsUsing)不发 pick 请求
2026-10-02 23:16:52 +08:00
atdunbg
56bb31638e
添加windows构建适配,禁用ImGui多视口功能
2026-10-02 21:53:26 +08:00
atdunbg
47dd879977
fix: 退出 SIGSEGV 与 VkShaderEXT 泄漏——生命周期三层秩序
...
- 根因:~Application 体内 Logger::Shutdown() 先于成员析构执行,
Device 销毁期间 Vulkan validation 回调仍打日志 → spdlog 悬空调用
- 修复:app 置于 main 独立作用域,所有成员析构完毕后再 Shutdown
- 退出序 = waitIdle(~Application 体内)→ 成员析构(shader 等
Device 子对象销毁)→ Logger::Shutdown
- 顺带注释掉窗口全透明(调试期遗留)
2026-10-02 20:09:12 +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
b25fa29fe5
feat: 透明材质 alpha blending——独立队列 + 线性 over 混合 + 距离排序
...
透明来源:glTF alphaMode=BLEND(解析期读取,OBJ/FBX 恒不透明——
资产格式定义写死);MASK 后续演进。Material 加透明语义(入缓存键),
程序化测试资产 CreateTransparentPlane(RGBA 纯色纹理)。
SceneRenderer:透明材质实例收集进独立 scratch(仅主视图,不投
阴影——alpha 阴影后续演进),batch 按平均距离降序排序(远→近,
batchMats 同步重排),SSBO 扁平化顺序 = 排序后顺序。
ForwardPass 两段绘制:不透明(无混合 + 深度写)→ 透明(Shader
Object 动态状态切 SRC_ALPHA/ONE_MINUS_SRC_ALPHA 线性 over + 深度
只测不写);velocity 附件透明段直写(透明表面 velocity 即自身运动)。
frag alpha = albedo 贴图 a 直通,预乘在 tonemap 段(hard constraint
不变)。已知边界:TAA alpha 时域混合(透明边缘几帧渐显);同 batch
多实例不做实例级排序。
2026-09-25 16:57:27 +08:00
atdunbg
8dbfb9f554
feat: LOD 运行时开关(ImGui Features 横排,关 = 实例收集恒选 LOD0)
2026-09-25 16:39:16 +08:00
atdunbg
99e6712cdf
feat: 模型异步加载——assimp 解析移后台线程(SunTemple 3s 卡顿消除)
...
Model 拆两段式:ParseFromDisk(static 纯 CPU,assimp 解析 → 几何 +
材质引用,worker 可调)/ FromParsed(GPU 构建:纹理上传 / mesh 缓冲 /
材质描述符,主线程),同步路径等价两段串行。第二个异步任务类型落地,
线程收割骨架抽成 Core/AsyncTask<T>(thread + atomic + Take,覆盖式
Run;pending 接力语义留调用方)。
实测(SunTemple 1056 mesh):解析 2.5s 全程在 worker,主线程持续
渲染;GPU 构建 0.56s。assets 层经 IAssetUploader/AssetManager 重载
传预解析产物(路径缓存去重,路径已缓存则产物丢弃)。
已知边界:纹理解码(backpack 4k PNG ~1s)仍在 GPU 段主线程——
Texture 需支持预解码像素注入,后续演进。
2026-09-24 19:31:14 +08:00
atdunbg
6df3be2846
feat: 透明窗口 + 实例预算扩容(修复斜光阴影静默截断)
...
透明窗口:SceneSettings 加 ClearColor/DrawSkybox,随 FrameSceneData
每帧下发到 SkyboxPass(替换硬编码清屏色);GLFW 透明帧缓冲已开,
tonemap 预乘 alpha 直通已有,链路全通。TAA alpha 时域混合为已知边界。
实例预算:kMaxInstances 16384 → 65536(四视图共享预算,100 实体
斜光时需求 16.4k 超限,cascade 2 实例被静默丢弃 = 用户看到的
"拖灯光方向部分背包阴影消失")。截断状态每帧落遥测 + ImGui 红字
(原 warn-once 对动态穿越阈值的场景等于没有告警)。
2026-09-24 18:54:01 +08:00
atdunbg
25a365fce7
feat: 环境异步加载——HDR 解码移后台线程,运行时切换不卡主线程
...
decode 是切换耗时大头(4k ≈ 130-160ms),搬出主线程后运行时切换
只剩 GPU 段(~40ms)。IblGenerator 拆两段式:DecodeHdr(static,
纯 CPU 无线程状态,worker 可调)+ FromDecoded(GPU 生成,主线程);
FromHdrEquirect 保留为同步便捷路径。Assets 层经 IAssetUploader
重载 + AssetManager 重载传递预解码产物(路径已缓存则丢弃去重)。
App 层单 in-flight 状态机:worker 只产出纯 CPU 像素数据,忙肋期
新请求记 pending 接力(只保留最终意图),OnUpdate 每帧收割 +
SetEnvironment 换绑,析构 join。
实测(RTX 5060 Laptop,4 实例网格 + 运行中连切 3 环境):
~180fps 无感知尖峰;0 validation。
2026-09-24 14:32:39 +08:00
atdunbg
b65856b8a5
feat: ImGui 调试面板分组整理
...
Scene/Rendering/Environment/GPU Timings/Frame 五个 CollapsingHeader;
功能开关用 checkbox 条件显隐联动参数(Bloom 勾选才出现 threshold/
strength),无参数开关横排平铺。
2026-09-24 13:44:15 +08:00
atdunbg
1d690067bd
feat: IBL 预积分 GPU compute 化 + 环境资产入 Assets 层(动态切换)
...
CPU 逐像素卷积(venice 4k 阻塞 7.36s)→ 4 个 compute shader 一次性
提交:equirect→cube / irradiance / prefilter×5mip / BRDF LUT。
Cubemap 瘦身为纯资源持有类,生成职责移交 IblGenerator;
环境经 AssetManager 缓存(EnvRef),Renderer::SetEnvironment
动态换绑(RenderPass::OnEnvironmentChanged 广播)。
调试视图 +4:EnvCube / Irradiance / Prefilter / BRDF LUT。
性能前后对比(RTX 5060 Laptop,venice_dawn_1_4k.hdr):
- 改造前 CPU:7.36 s(主线程阻塞)
- 改造后 GPU:HDR decode 127-134ms + 资源 22-35ms + compute 17-19ms
≈ 165-190ms(约 40×);Neutral 兜底 ~6ms
- 运行中动态切换环境同量级(ms 级 GPU,decode 占大头)
冒烟:两构建目录 0 警告;运行期 0 validation(含两次环境切换 +
调试视图 9-12 轮播自动化验证)。
2026-09-24 13:23:59 +08:00
atdunbg
a1c6ad20be
feat: 特性开关 + Pass 调试视图接口(ImGui 可控,统一帧契约)
...
三个运行时开关(Shadows/TAA/Bloom)与 9 种调试视图(Final/
TemporalDiff/HDR/TAAColor/Bloom/Velocity/ShadowMap0-2)。
统一设计:开关状态收敛 FrameSceneData 契约,SceneRenderer 唯一
写入、各 pass 只读(零虚接口路由);调试视图经 tonemap push
int 路由已绑定的中间目标(声明超集、运行时零重绑);HDR 域
资源过同一 tonemap 保证观感可比。
- Shadows:ShadowPass lambda 空转 + frag cascadeSplits.w 短路
- TAA:alpha=0 直通 + SceneRenderer 停投影抖动(同一持有者同步)
- Bloom:3 子 pass 空转 + tonemap 强度归零
- Renderer 门面 Get/Set 转发,App ImGui 3 Checkbox + Combo
- PostProcessParams 瘦身为纯数值参数,showTemporalDiff 被取缔
2026-09-24 13:03:00 +08:00
atdunbg
42fd9d5f30
fix: 阴影光源错误绑定 FillLight + 截图 usage 警告 + nodiscard
...
- LightComponent 增加 castShadow 标志;灯收集排序键改为
castShadow 方向光 > 方向光 > 点光(此前稳定排序把收集序靠前的
FillLight 排到 lights[0],KeyLight 方向滑条自然不影响阴影)
- TextureDesc 增加 extraUsage:HDRColor 声明 TRANSFER_SRC,
消除截图 copy 的 3 条 usage 不匹配运行时警告
- waitForFences nodiscard 返回值显式丢弃,消除编译警告
2026-09-24 11:59:18 +08:00
atdunbg
4d3963e291
fix: 阴影不可见——灯序依赖遍历顺序 + 光比失衡,新增帧截图调试能力
...
- 灯序修复(根因):entt Each 遍历序不保证创建序,lights[0] 曾落到
点光(params.x=1)→ shader 阴影分支整个跳过。收集后 stable_sort
方向光排前,确立"lights[0] = CSM 阴影光源"契约
- 光比失衡:IBL 环境与点光淹没主光阴影。KeyLight 5.0 + exposure
默认 0.6 + ambientColor 0.07;阴影区环境光同步衰减(简化遮蔽)
- ShadowPass depth bias 0.006(acne 均值形态 vs 推过头丢阴影的折中)
- Renderer 帧截图能力:第 60 帧自动截 HDRColor/ShadowMap 落 BMP
(ACES+gamma 还原屏幕观感),视觉调试自闭环不再依赖肉眼
- KeyLight 增加 intensity slider(0-20 运行时可调)
2026-09-24 01:49:11 +08:00
atdunbg
89bf4256e8
feat: 解析式 PBR(Cook-Torrance GGX,metallic-roughness 工作流)
...
- 修 void* 指针算术警告(Texture::InitFromDds)
- Material:slot2 语义切为 metallicRoughness(glTF 约定 G=粗糙度
B=金属度)+ 新增材质因子参数 UBO(binding 4,per-slot ring,
创建时写死,metallic/roughness 因子乘 MR 贴图)
- simple_shader.frag:Blinn-Phong → Cook-Torrance(GGX 分布 +
Smith 几何 + Schlick Fresnel,k=(r+1)²/8 解析光源版);金属不参与
漫反射;环境光暂为常数(IBL 后续)
- Model:读 aiTextureType_UNKNOWN(glTF MR 落点)+ AI_MATKEY_
METALLIC/ROUGHNESS_FACTOR(旧资产缺键退化为电介质 0/0.5);
材质缓存键含因子
- main.cpp:演示场景换回 backpack(旧资产走因子路径验证 PBR 全链路)
- 旧 specular 贴图不再使用(语义被 MR 取代)
2026-09-23 18:01:14 +08:00
atdunbg
2c4efc5165
feat: 多光源——点光源类型(距离衰减,位置来自 Transform)
...
- LightComponent 加 Type(Directional/Point)+ radius;点光位置取
实体 Transform(固有组件首次实际受益)
- LightData shader 契约扩为 4×vec4(color/direction/position/params,
每灯 64B,未用字段置零);UBO 688→816B
- 光照循环按类型分支:方向光无衰减;点光 L 指向光源 + 平方距离衰减,
衰减半径外跳过;CSM 阴影只来自第 0 盏方向光
- main.cpp:SunTemple 场景加暖橙火坑光 + 冷蓝填充光(点光);
KeyLight/FillLight 改 designated initializer
2026-09-23 17:46:25 +08:00
atdunbg
b6982d426f
feat: Tracy profiler 接入(CPU 帧时间线)
...
- vendored tracy 子模块;TRACY_ENABLE 全局生效,宏关闭时零开销
- 插桩:Application::Run FrameMark(帧边界)、Renderer::Render、
SceneRenderer::BuildFrame(ZoneScopedN)+ GPUDriven Collect
(ZoneNamedN——同作用域第二个 zone 不能用 ZoneScopedN,变量名
固定会重声明)、Scene::UpdateTransforms
- 覆盖 CPU 侧关键路径:帧时间线 / 场景收集 / transform 重算 / 录制提交
- 用法:游戏运行时打开 Tracy GUI(release 下载)即自动连接(8086 端口)
2026-09-23 16:10:46 +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
019c17c7e7
feat: 实体出生即挂 TransformComponent(UUID + Transform 固有化)
...
- CreateEntity 自动挂 IdComponent(已有)+ TransformComponent(identity),
对齐 UE/Unity 语义(GameObject↔Transform 不可分离 / AActor 必有
RootComponent)——游戏实体的本质是"空间中存在的东西"
- 调用点 AddComponent<Transform> 改 GetComponent(重复 emplace 会断言)
- 遗留不一致记录在案:CameraComponent 位置存于 Camera 内部而非
Transform,后续统一
2026-09-23 15:07:00 +08:00
atdunbg
a0c92af5db
feat: DDS 纹理加载器(BC 压缩直传 + mip 链,参考 Horizon 实现)
...
- Assets::Dds 解析器:中性 DdsFormat 枚举(Assets 层禁 Vulkan 头铁律),
支持 legacy fourcc(DXT1/3/5/ATI1/2)+ DX10 头(BC1..BC7/RGBA8/BGRA8)
+ 未压缩 32bpp + 2D mip 链;数据不解码,直接上传由硬件采样解码
- Texture:按扩展名分发(.dds → InitFromDds);渲染侧负责格式映射与
sRGB 语义(颜色图走 SRGB 变体,BC4/5/6H 数据图保持线性);view/sampler
覆盖完整 mip 链;逐 mip copyBufferToImage(紧凑排布)
- Model::GetOrLoadTexture:FBX/DCC 路径反斜杠归一化(否则 Linux 全挂)
- DescriptorManager 池 1000 → 4096(SunTemple 1056 材质集打爆过;
材质去重属材质系统任务)
- main.cpp 临时挂 SunTemple 场景验证:48 张 DDS 全部加载(2048²、12 mips),
1056 mesh 渲染正常,validation 零警告
2026-09-23 14:21:39 +08:00
atdunbg
a29aed2803
feat: Pause Animation 开关(帧历史 diff 冻结验证用)
2026-09-23 13:11:29 +08:00
atdunbg
c75832e73e
feat: RenderGraph 帧历史资源(ReadHistory)+ TemporalDiff 验证 pass
...
- PassBuilder::ReadHistory:读上一帧槽位 ((slot-1+F) mod F) 的物理镜像,
TAA/运动模糊等时域效果的前置能力,RG 最后一个已知边界补齐
- 历史读不建拓扑边(跨帧依赖由同队列提交序保证)、不入本帧状态链、
不改生命周期;剔除照常参与(生产者存活判定)
- 历史 barrier:首帧走 first(old=Undefined),之后走 steady 且
src=ALL_COMMANDS|MEMORY_WRITE 显式闭合跨帧可用性+可见性;
有历史读的资源,常规 entry steady 的 src 同样升级(历史读打破了
同槽位 fence 全等保前提)
- TemporalDiff 调试 pass:|上一帧−当前帧|×增益,静止=黑/运动边缘发光
即链路正确;Tonemap binding2 经 push 开关切调试视图
- 编译零错误、validation 零警告、8 秒冒烟通过(9 pass 全活跃)
2026-09-23 13:05:10 +08:00
atdunbg
91880d88fe
fix: tonemap 输出预乘 alpha 匹配 PRE_MULTIPLIED 合成模式 + 调整地面位置
2026-09-23 11:35:05 +08:00
atdunbg
fa9082706b
feat: 双视图视锥剔除(相机/光源各自剔除)
...
- Frustum(Gribb-Hartmann):从 view-proj 行组合提取 6 平面,
包围球相交测试;按 Vulkan [0,1] 深度约定取 near=row2
- Mesh 构造时缓存局部空间包围球(顶点包围盒 → 中心+半径)
- 实例收集重写:单趟遍历,每个 (实体, mesh 部件) 对相机视锥与
光源视锥分别做剔除——相机外实体仍可投影子进视野,Shadow 必须用
光源视锥独立剔除,不能用相机结果
- 实例矩阵数组 = [主视图段 | 阴影视图段],batch.first 全局下标;
两视图共享同一份 ObjectBuffer SSBO
- 聚合改哈希(unordered_map),单趟填充替代原两趟遍历
- 面板显示 instances main/shadow 计数(剔除效果实时可见)
实测:1 背包 80 main / 80 shadow(修复前 shadow=21——near 平面
按 [-1,1] 矩阵误用 [0,1] 公式,光锥近半段被误剔)
2026-09-23 11:21:28 +08:00
atdunbg
df4871a49b
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
2026-09-23 10:57:48 +08:00
atdunbg
d8274e8bdc
feat: 帧率控制——手动限帧 + VSync 开关
...
- Application 帧率控制 API:SetLimitFps/SetTargetFps/SetVSync。
限帧目标最低 24fps(防止过低刷新导致交互卡死),无上限;
vsync 开启时 present 自带节奏,手动限帧不生效
- 限帧策略:sleep 到剩 ~2ms 后自旋,精度高且不烧 CPU
- Swapchain 加 VSync 开关:ChoosePresentMode 按开关选
Mailbox(低延迟垂直同步)/ Immediate(不限速可撕裂),
FIFO 兜底;切换经 SetVSync → 重建 swapchain(复用 HandleResize)
- Scene Debug 面板新增 Frame 区块(vsync/limit/目标滑条)
- Run 循环新增 CPU 归属遥测(update/ui/render/total,每 120 帧)
2026-09-22 20:33:10 +08:00