Skybox/SkyLight are now Actor-carried components instead of resident global settings, matching UE where SkyAtmosphere/SkyLight/fog are Actors added from Place Actors and configured in Details. - New SkyboxComponent (active + envPath asset slot) and SkyLightComponent (active + ambientColor); first-active entity wins per frame - SceneRenderer collects env from components into FrameSceneData (DrawSkybox/envPath/ambient); Renderer performs delta sync - env reloads only when the resolved path changes, neutral fallback when empty or unloadable - App-side env plumbing removed: kEnvPaths table and getEnvIndex/ setEnvIndex callbacks deleted; StatsPanel keeps ClearColor + debug view, env params move to Details - Serializer: scene-level Settings stores ClearColor only; env components serialize per entity; legacy v1 scenes (Environment header + Settings.AmbientColor/DrawSkybox) auto-migrate into an Environment entity on load for visual parity - Inspector: Skybox/Sky Light sections with .hdr asset slot dropdown and Add Component entries; Outliner "+ Create" popup offers Empty/Light/Camera/Environment
35 lines
1.3 KiB
C
35 lines
1.3 KiB
C
//
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// EditorContext:Editor 层与 SandboxApp 之间的桥接上下文。
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//
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// Editor 是 App 层代码(不属于引擎),它需要的引擎门面与沙盒能力
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// 全部经此聚合注入——面板只认识 EditorContext,不反向依赖 main.cpp。
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//
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#ifndef HELLOVULKAN_EDITORCONTEXT_H
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#define HELLOVULKAN_EDITORCONTEXT_H
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#include <Engine/Core/Application.h>
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#include <Engine/ECS/Scene.h>
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Renderer/Renderer.h>
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#include <Engine/Renderer/EditorCamera.h>
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#include <Engine/Renderer/SceneTypes.h> // kDisplayViewport / kDisplayDirect
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// 沙盒特有状态(面板可选读取,空指针 = 该面板区块不显示)
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struct EditorContext {
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// 引擎门面
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Engine::Renderer *renderer = nullptr;
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Engine::ECS::Scene *scene = nullptr;
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Engine::Assets::AssetManager *assets = nullptr;
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Engine::Application *app = nullptr;
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// 编辑器相机(Scene view 专用,归 Renderer 持有——与场景相机实体
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// 无关;面板经此做 F 焦点/Gizmo 视图/对齐跳转)
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Engine::EditorCamera *editorCamera = nullptr;
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// PIE 运行态(Play-In-Editor):Editor 持有,只读指针。
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// 面板门控用——运行态禁 Gizmo/编辑器热键,渲染源已是 primary 相机
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const bool *playState = nullptr;
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};
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#endif //HELLOVULKAN_EDITORCONTEXT_H
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