// // 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 using namespace Engine; using namespace Engine::ECS; class SandboxApp final : public Application { public: SandboxApp() : Application("HelloVulkan", 800, 600) { } 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(); // 模型资产(AssetManager 负责加载/缓存/生命周期,返回句柄) // SunTemple:FBX + DDS 压缩贴图(DdsLoader 验证场景) const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj"); const auto temple = GetAssets().LoadModel("assets/models/SunTemple/SunTemple.fbx"); m_Spinners.push_back(scene.CreateEntity("backpack")); m_Spinners[0].AddComponent(MeshRendererComponent{model}); // 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)); // 神庙实体 × 1( FBX 单位较大,缩放到场景尺度) { auto e = scene.CreateEntity("SunTemple"); e.GetComponent() .SetScale(glm::vec3(0.05f)); e.AddComponent(MeshRendererComponent{temple}); } // 灯光实体(第一个灯 = 阴影光源) m_KeyLight = scene.CreateEntity("KeyLight"); m_KeyLight.AddComponent( LightComponent{ glm::vec3(-0.5f, -0.6f, -0.35f), glm::vec4(1.0f, 0.95f, 0.9f, 1.0f) }); scene.CreateEntity("FillLight") .AddComponent( LightComponent{ glm::vec3(0.5f, -0.5f, 0.3f), glm::vec4(0.3f, 0.5f, 1.0f, 0.8f) }); } void OnUpdate(f32 deltaTime) override { // 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)); t.SetScale(glm::vec3(0.5f)); } } // ---- 事件 ---- // ---- 叠加层 UI(唯一允许出现 ImGui 控件的地方)---- void OnRenderOverlay() override { ImGui::ShowDemoWindow(); ImGui::Begin("Scene Debug"); // 阴影光源方向:拖动滑条实时看影子变化 if (auto* light = m_KeyLight.TryGetComponent()) { ImGui::Text("Key Light (shadow caster)"); ImGui::SliderFloat3("direction", &light->direction.x, -1.0f, 1.0f); if (ImGui::Button("reset")) { light->direction = glm::vec3(-0.5f, -0.6f, -0.35f); } } // Tonemap + Bloom 参数(HDR 后处理输出端) auto& renderer = GetRenderer(); ImGui::Separator(); ImGui::Text("Tonemap"); 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); } ImGui::Text("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); } // 调试视图:帧历史差异(静止=黑,运动边缘发光=链路正确) bool temporalDiff = renderer.GetShowTemporalDiff(); if (ImGui::Checkbox("Temporal Diff View", &temporalDiff)) { renderer.SetShowTemporalDiff(temporalDiff); } ImGui::Checkbox("Pause Animation", &m_PauseAnim); // Pass 级 GPU 耗时(RG timestamp) ImGui::Separator(); ImGui::Text("GPU Timings"); ImGui::Text("instances: %u main / %u shadow", renderer.GetMainInstanceCount(), renderer.GetShadowInstanceCount()); 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]); } // 帧率控制 auto& app = *this; ImGui::Separator(); ImGui::Text("Frame"); 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::Separator(); 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 { 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 = false; // 冻结动画时钟(帧历史 diff 验证用) }; int main() { SandboxApp app; try { app.Run(); } catch (const std::exception& e) { ENGINE_FATAL("Exception: {}", e.what()); return -1; } return 0; }