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HelloVulkan/shaders/simple_shader.vert
T
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

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#version 450
const int MAX_LIGHTS = 4;
struct Light {
vec4 color; // rgb = 颜色,a = 强度
vec4 direction; // 方向光:xyz = 方向(已归一)
vec4 position; // 点光:xyz = 世界位置
vec4 params; // x = 类型(0=方向,1=点),y = 衰减半径
};
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;
layout(location = 3) in vec3 inTangent;
layout(location = 4) in uvec4 inBoneIds; // 骨骼槽(palette 下标,非全局节点号)
layout(location = 5) in vec4 inWeights; // 蒙皮权重(无骨骼顶点 = (1,0,0,0))
layout(location = 0) out vec2 fragUV;
layout(location = 1) out vec3 fragNormal;
layout(location = 2) out vec3 fragWorldPos;
layout(location = 3) out float fragViewDepth; // CSM:视图深度(级联选择)
layout(location = 4) out vec2 fragVelocity; // TAA:clip 空间运动向量
layout(location = 5) out vec3 fragTangent; // 世界空间切线(法线贴图)
// GPUDriven:模型矩阵从实例缓冲按实例索引取。
// 同一 mesh 的 N 个实体 = 1 次 drawIndexed(instanceCount=N),
// draw 侧用 firstInstance 指向该 batch 在实例数组中的起始下标。
layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer {
mat4 models[]; // 连续 mat4 数组(16B 对齐,std430/std140 布局一致)
} objects;
// 上一帧实例矩阵(与 ObjectBuffer 同下标 = 同一实例的上一帧姿态)
layout(std430, set = 0, binding = 2) readonly buffer PrevObjectBuffer {
mat4 prevModels[];
} prevObjects;
// 骨骼蒙皮:每实例一个 palette 基址(与 models 平行),骨骼矩阵全局扁平
layout(std430, set = 0, binding = 3) readonly buffer SkinOffsetBuffer {
uint skinBases[]; // 实例 → palette 基址
} skinOffsets;
layout(std430, set = 0, binding = 4) readonly buffer SkinPaletteBuffer {
mat4 bones[]; // 全局 palette(槽 0 = identity,静态模型直通)
} skinPalettes;
layout(set = 0, binding = 0) uniform UniformBufferObject {
mat4 view;
mat4 proj;
mat4 lightSpace[3]; // CSM 各级联光空间 VP
vec4 cascadeSplits; // xyz = 级联 0..2 远边界(视图深度)
vec4 ambientColor;
Light lights[MAX_LIGHTS];
mat4 projNoJitter;
mat4 prevView;
mat4 prevProj;
vec4 cameraPos;
} ubo;
// 4 权重混合的蒙皮矩阵。无骨骼顶点 weights=(1,0,0,0)+ids=0 → identity。
mat4 SkinMatrix() {
uint base = skinOffsets.skinBases[gl_InstanceIndex];
return skinPalettes.bones[base + inBoneIds.x] * inWeights.x +
skinPalettes.bones[base + inBoneIds.y] * inWeights.y +
skinPalettes.bones[base + inBoneIds.z] * inWeights.z +
skinPalettes.bones[base + inBoneIds.w] * inWeights.w;
}
void main() {
mat4 model = objects.models[gl_InstanceIndex];
mat4 skin = SkinMatrix();
vec3 skinnedPos = (skin * vec4(inPosition, 1.0)).xyz;
vec4 worldPos = model * vec4(skinnedPos, 1.0);
gl_Position = ubo.proj * ubo.view * worldPos;
// ---- TAA velocity:当前帧与上一帧的 clip 空间位置差(UV 空间)----
// 抖动只进光栅化 gl_Position,不进 velocity(否则抖动本身被当成运动)
// v1:蒙皮形变不进 velocity(prev 用同一蒙皮姿态),边缘 ghosting 接受
vec4 currClip = ubo.projNoJitter * ubo.view * worldPos;
vec4 prevWorldPos = prevObjects.prevModels[gl_InstanceIndex] * vec4(skinnedPos, 1.0);
vec4 prevClip = ubo.prevProj * ubo.prevView * prevWorldPos;
fragVelocity = (currClip.xy / currClip.w - prevClip.xy / prevClip.w) * 0.5;
fragWorldPos = worldPos.xyz;
// CSM:视图深度(正值,与 cascadeSplits 同尺度)
fragViewDepth = -(ubo.view * worldPos).z;
mat3 normalMatrix = mat3(transpose(inverse(model)));
// 法线先过蒙皮旋转(形变方向),再过模型逆变换
fragNormal = normalize(normalMatrix * (mat3(skin) * inNormal));
// 切线随模型变换(法线贴图 TBN;无切线数据保持零,frag 侧退回几何法线)
fragTangent = normalize(mat3(model) * (mat3(skin) * inTangent));
// 零向量 normalize 产生 NaN,这里直接透传零,frag 判长度
fragTangent = dot(inTangent, inTangent) > 0.0 ? fragTangent : vec3(0.0);
fragUV = inUV;
}