// // Created by atdunbg on 2026/9/20. // // SandboxApp:第一个基于 Application 框架的程序。 // // main 的全部职责:定义一个 Application 派生类并运行它。 // 窗口、渲染器、事件泵、帧计时、场景容器全部由框架管理; // 这里只写"程序逻辑":创建实体、逐帧更新组件、事件响应。 // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace Engine; using namespace Engine::ECS; namespace { // 可切换环境(IBL 动态切换演示):路径 → AssetManager 缓存去重, // 重复选择同一环境零成本;首选路径触发一次 compute 预积分 constexpr const char* kEnvPaths[] = { "assets/textures/venice_dawn_1_4k.hdr", "assets/textures/rooitou_park_4k.hdr", "assets/textures/pink_sunrise_4k.hdr", "assets/textures/birchwood_4k.hdr", }; constexpr const char* kEnvNames[] = { "Venice Dawn", "Rooitou Park", "Pink Sunrise", "Birchwood", }; constexpr int kEnvCount = 4; constexpr int kDefaultEnv = 0; constexpr const char* kTemplePath = "assets/models/SunTemple/SunTemple.fbx"; class SandboxApp final : public Application { public: SandboxApp() : Application("HelloVulkan", 800, 600) { } ~SandboxApp() override { // worker 只做 CPU 解码(不碰 Vulkan),在任何 GPU 资源 // 析构之前 join 即安全;派生析构先于基类成员析构执行 if (m_EnvWorker.joinable()) { m_EnvWorker.join(); } } protected: // ---- 生命周期 ---- void OnInit() override { Scene& scene = GetScene(); // ImGui 叠加层(框架只做管线桥接,UI 内容全部在这里定义) EnableImGui(); // 默认环境(IBL 四件套):经资产层加载(compute 预积分,毫秒级), // 其余环境在 ImGui 里按需 lazy 加载后切换 const auto env = GetAssets().LoadEnvironment( kEnvPaths[kDefaultEnv]); if (env.Valid()) { GetRenderer().SetEnvironment(GetAssets().GetEnvironment(env)); } // 模型资产(PBR 验证场景:backpack 为旧式贴图资产, // 退化为电介质因子路径——albedo+normal,metallic=0/roughness=0.5) const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj"); // const auto model = GetAssets().LoadModel("assets/models/pocket_watch_4k.gltf/pocket_watch_4k.gltf"); // 大模型异步加载:assimp 解析在 worker 线程(SunTemple 约 3s), // 完成后 OnUpdate 收割 → GPU 构建 → 建实体(cm 尺度 → 0.001) m_TempleTask.Run([] { return Model::ParseFromDisk(kTemplePath); }); m_TempleScale = 0.001f; int countSize = 0; for (int i = 0; i < countSize; i ++) { for (int j = 0; j < countSize; j ++) { auto m = scene.CreateEntity(); m.AddComponent(MeshRendererComponent{model}); m.GetComponent().SetPosition(glm::vec3{(i - countSize * 0.5) * 2, 0, (j - countSize * 0.5) * 2}); m_Spinners.push_back(m); } } // 地面:程序化纯色平面(半边长 15,中心 y=-2) const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145); m_Ground = scene.CreateEntity("Ground"); m_Ground.GetComponent() .SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose m_Ground.AddComponent(MeshRendererComponent{ground}); // 相机实体(primary = 当前渲染视角;位姿存实体 Transform) m_Camera = scene.CreateEntity("MainCamera"); auto& camera = m_Camera.AddComponent(); camera.primary = true; m_Camera.GetComponent() .SetPosition(glm::vec3(0.0f, 0.0f, 7.0f)); // 灯光实体(第一个方向光 = 阴影光源) m_KeyLight = scene.CreateEntity("KeyLight"); m_KeyLight.AddComponent( LightComponent{ .type = LightComponent::Type::Directional, .direction = glm::vec3(-0.5f, -0.6f, -0.35f), .color = glm::vec4(1.0f, 0.95f, 0.9f, 5.0f), .castShadow = true, }); scene.CreateEntity("FillLight") .AddComponent( LightComponent{ .type = LightComponent::Type::Directional, .direction = glm::vec3(0.5f, -0.5f, 0.3f), .color = glm::vec4(0.3f, 0.5f, 1.0f, 1.5f) }); // 点光源(位置 = 实体 Transform,出生即有;无阴影,距离衰减) auto fire = scene.CreateEntity("FirePitLight"); fire.GetComponent().SetPosition(glm::vec3(2.0f, 1.5f, 1.0f)); fire.AddComponent( LightComponent{ .type = LightComponent::Type::Point, .color = glm::vec4(1.0f, 0.6f, 0.3f, 1.0f), // 暖橙 .radius = 8.0f, }); auto cool = scene.CreateEntity("CoolFillLight"); cool.GetComponent().SetPosition(glm::vec3(-2.5f, 2.0f, -2.0f)); cool.AddComponent( LightComponent{ .type = LightComponent::Type::Point, .color = glm::vec4(0.3f, 0.5f, 1.0f, 1.2f), // 冷蓝 .radius = 10.0f, }); } void OnUpdate(f32 deltaTime) override { // 异步模型收割:解析完成 → GPU 构建 → 建实体 if (m_TempleTask.Done()) { ParsedModel parsed = m_TempleTask.Take(); const auto ref = GetAssets().LoadModel(kTemplePath, std::move(parsed)); if (ref.Valid()) { auto temple = GetScene().CreateEntity("SunTemple"); temple.AddComponent( MeshRendererComponent{ref}); temple.GetComponent() .SetScale(glm::vec3{m_TempleScale}); ENGINE_INFO("[ASYNC] SunTemple ready, entity created"); } } // 异步环境加载:每帧收割完成的解码结果 PollEnvironment(); // 暂停时冻结动画时钟(帧历史验证:暂停后 Temporal Diff // 视图应在 2 帧内整屏变黑;相机移动同样会被 diff 捕捉到) if (!m_PauseAnim) { m_Time += deltaTime; } // 相机(WASD/Space/Shift 移动;位姿读写实体 Transform) m_Camera.GetComponent() .camera.Update(GetWindow(), m_Camera.GetComponent(), deltaTime); // 旋转动画:编辑 Transform 分量后 Compose 重算 world for (size_t i = 0; i < m_Spinners.size(); ++i) { auto& t = m_Spinners[i].GetComponent(); t.SetRotation(glm::vec3(0.0f, m_Time * 60.0f + static_cast(i) * 40.0f, 0.0f)); } } // ---- 事件 ---- // ---- 异步环境加载(decode 后台线程 / GPU 生成主线程)---- // decode 占切换耗时大头(4k ≈ 130ms);worker 只产出纯 CPU // 像素数据,Vulkan 生成回主线程(设备非线程安全)。 // 同一时刻最多一个 in-flight,忙碌期的新请求记为 pending 接力。 void RequestEnvironment(int idx) { if (m_EnvLoadBusy) { m_EnvPending = idx; return; } StartEnvDecode(idx); } void StartEnvDecode(int idx) { m_EnvLoadBusy = true; m_EnvLoadDone.store(false); m_EnvLoadingPath = kEnvPaths[idx]; m_EnvWorker = std::thread([this, idx]() { m_EnvDecoded = IblGenerator::DecodeHdr(kEnvPaths[idx]); m_EnvLoadDone.store(true); // release:解码结果对主线程可见 }); } void PollEnvironment() { if (!m_EnvLoadBusy || !m_EnvLoadDone.load()) { return; } m_EnvWorker.join(); // join = 同步点,解码结果此后归主线程 m_EnvLoadBusy = false; if (m_EnvDecoded.Valid()) { const auto ref = GetAssets().LoadEnvironment( m_EnvLoadingPath, std::move(m_EnvDecoded)); if (ref.Valid()) { GetRenderer().SetEnvironment(GetAssets().GetEnvironment(ref)); } } m_EnvDecoded = {}; // 忙碌期间的最新请求接力(rapid switch 只保留最终意图) if (m_EnvPending >= 0) { const int next = m_EnvPending; m_EnvPending = -1; StartEnvDecode(next); } } // ---- 叠加层 UI(唯一允许出现 ImGui 控件的地方)---- void OnRenderOverlay() override { ImGui::Begin("Scene Debug"); auto& renderer = GetRenderer(); // ---- Scene:场景内容(灯/动画) ---- if (ImGui::CollapsingHeader("Scene", ImGuiTreeNodeFlags_DefaultOpen)) { // 阴影光源(无开关,控件平铺聚拢) if (auto* light = m_KeyLight.TryGetComponent()) { ImGui::Text("Key Light (shadow caster)"); ImGui::SliderFloat3("direction", &light->direction.x, -1.0f, 1.0f); ImGui::SliderFloat("intensity", &light->color.a, 0.0f, 20.0f); if (ImGui::Button("reset")) { light->direction = glm::vec3(-0.5f, -0.6f, -0.35f); light->color.a = 2.0f; } } ImGui::Checkbox("Pause Animation", &m_PauseAnim); } // ---- Rendering:渲染管线参数与开关 ---- if (ImGui::CollapsingHeader("Rendering", ImGuiTreeNodeFlags_DefaultOpen)) { // Tonemap(无开关,平铺) f32 exposure = renderer.GetExposure(); if (ImGui::SliderFloat("exposure", &exposure, 0.1f, 4.0f)) { renderer.SetExposure(exposure); } bool aces = renderer.GetUseACES(); if (ImGui::Checkbox("ACES", &aces)) { renderer.SetUseACES(aces); } // Bloom:开关即显隐——勾上才显示参数 bool bloom = renderer.GetBloomEnabled(); if (ImGui::Checkbox("Bloom", &bloom)) { renderer.SetBloomEnabled(bloom); } if (bloom) { f32 threshold = renderer.GetBloomThreshold(); if (ImGui::SliderFloat("threshold", &threshold, 0.0f, 2.0f)) { renderer.SetBloomThreshold(threshold); } f32 strength = renderer.GetBloomStrength(); if (ImGui::SliderFloat("strength", &strength, 0.0f, 2.0f)) { renderer.SetBloomStrength(strength); } } // 无参数的纯开关:横排平铺 bool shadows = renderer.GetShadowsEnabled(); if (ImGui::Checkbox("Shadows", &shadows)) { renderer.SetShadowsEnabled(shadows); } ImGui::SameLine(); bool taa = renderer.GetTAAEnabled(); if (ImGui::Checkbox("TAA", &taa)) { renderer.SetTAAEnabled(taa); } } // ---- Environment:IBL 环境 + 调试视图(决定"看什么") ---- if (ImGui::CollapsingHeader("Environment", ImGuiTreeNodeFlags_DefaultOpen)) { // 动态环境切换(Assets 层加载 → Renderer 换绑;缓存去重) ImGui::Text("Environment (IBL)"); bool& DrawSkybox = GetScene().GetSettings().DrawSkybox; ImGui::Checkbox("DrawSkybox", &DrawSkybox); if (DrawSkybox) { int envIdx = m_EnvIndex; if (ImGui::Combo("env", &envIdx, kEnvNames, kEnvCount)) { // 异步:解码后台线程,完成后 OnUpdate 里换绑 m_EnvIndex = envIdx; RequestEnvironment(envIdx); } ImGui::Text(m_EnvLoadBusy ? "(decoding...)" : "(switch = compute pre-integrate, ms-level)"); // 调试视图:单看某个 pass 的中间输出(类 UE pass debug) const auto& viewNames = renderer.GetDebugViewNames(); int view = renderer.GetDebugView(); if (ImGui::Combo("Debug View", &view, viewNames.data(), static_cast(viewNames.size()))) { renderer.SetDebugView(view); } }else { ImGui::ColorEdit4("ClearColor", glm::value_ptr(GetScene().GetSettings().ClearColor)); } } // ---- GPU Timings:只读遥测(默认折叠,不占面板高度) ---- if (ImGui::CollapsingHeader("GPU Timings")) { // Pass 级 GPU 耗时(RG timestamp) ImGui::Text("instances: %u main / %u shadow", renderer.GetMainInstanceCount(), renderer.GetShadowInstanceCount()); if (renderer.GetInstancesTruncated()) { ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "TRUNCATED: instance buffer full!"); } const auto& names = renderer.GetPassNames(); const auto& times = renderer.GetPassGpuMs(); for (size_t i = 0; i < names.size() && i < times.size(); ++i) { ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]); } } // ---- Frame:帧率控制与显示 ---- if (ImGui::CollapsingHeader("Frame", ImGuiTreeNodeFlags_DefaultOpen)) { auto& app = *this; bool vsync = app.GetVSync(); if (ImGui::Checkbox("VSync", &vsync)) { app.SetVSync(vsync); if (!vsync) { const f32 target = app.GetTargetFps(); app.SetTargetFps(target); } } if (!vsync) { f32 target = app.GetTargetFps(); if (ImGui::SliderFloat("target fps", &target, 24.0f, 360.0f, "%.0f")) { app.SetTargetFps(target); } } ImGui::Text("fps: %.1f frame: %llu", 1.0f / GetDeltaTime(), static_cast(GetFrameCount())); } ImGui::End(); // 自定义重载事件: 重载关闭事件模态框 { if (m_ShowQuitConfirm) { ImGui::OpenPopup("Should quit?"); m_ShowQuitConfirm = false; } ImGui::SetNextWindowPos( ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); if (ImGui::BeginPopupModal("Should quit?", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::TextUnformatted("Quit the application?"); ImGui::Separator(); if (ImGui::Button("Yes", ImVec2(120, 0))) { m_QuitConfirmed = true; ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("No", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } if (m_QuitConfirmed) { m_QuitConfirmed = false; Close(); } } } void OnWindowClose(const Event& event) override { SetImGuiEnabled(true); m_ShowQuitConfirm = true; } void OnKeyPress(const Event& event) override { if (event.key == GLFW_KEY_GRAVE_ACCENT) { SetImGuiEnabled(!GetImGuiEnabled()); } if (event.key == GLFW_KEY_F1) { STATS.PrintComparison(); } } void OnWindowResize(const Event& event) override { ENGINE_INFO("App: window resized to {}x{}", event.width, event.height); } private: bool m_ShowQuitConfirm = false; bool m_QuitConfirmed = false; EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空 EntityHandle m_Ground{}; EntityHandle m_KeyLight{}; std::vector m_Spinners; f32 m_Time = 0.0f; bool m_PauseAnim = true; // 冻结动画时钟(帧历史 diff 验证用) int m_EnvIndex = kDefaultEnv; // ---- 异步环境加载状态(单 in-flight + pending 接力)---- std::thread m_EnvWorker; std::string m_EnvLoadingPath; DecodedEquirect m_EnvDecoded; // worker 写 → join 后主线程读 std::atomic m_EnvLoadDone{false}; bool m_EnvLoadBusy = false; int m_EnvPending = -1; // ---- 异步模型加载(SunTemple)---- AsyncTask m_TempleTask; f32 m_TempleScale = 1.0f; // cm 尺度资产 → 米(解析后应用) }; } int main() { SandboxApp app; try { app.Run(); } catch (const std::exception& e) { ENGINE_FATAL("Exception: {}", e.what()); return -1; } return 0; }