- 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)
134 lines
6.0 KiB
C++
134 lines
6.0 KiB
C++
//
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// ViewportPanel:场景渲染输出面板。
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//
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// tonemap 输出经 ImGui::Image 显示(Editor 模式),并提供
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// Editor Viewport / Fullscreen 显示模式切换。面板可用区域
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// (物理像素)上报为渲染分辨率 → 画面精确填满面板。
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//
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// 点击拾取(UE 式 GPU HitProxy):左键单击 → 鼠标 NDC 经
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// Renderer::RequestPick 请求下一帧 id 渲染 + 像素拷贝;Draw 每帧
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// 轮询 TakePickResult 取走结果。像素级精度,与视觉画面一致
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//(视觉几何语义:与 Collider 无关,无 collider 实体同样可选中)。
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//
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#include "ViewportPanel.h"
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#include <imgui.h>
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#include <Engine/ECS/Components.h> // MeshRenderer / Name / RigidBody(日志对照)
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#include <Engine/Renderer/Renderer.h> // RequestPick / TakePickResult 门面
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#include <Engine/Renderer/SceneTypes.h> // kPickMiss
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#include <Engine/Core/Log.h> // 命中打印
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#include <glm/glm.hpp>
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using namespace Engine; // u32 / f32(Engine/Core/Types.h)
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std::optional<entt::entity> ViewportPanel::Draw(const EditorContext &ctx,
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ViewportInputState &out) const {
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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std::optional<entt::entity> picked;
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{
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ImGui::Begin("Viewport", nullptr, ImGuiWindowFlags_NoCollapse);
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// 输入焦点上报(悬停计入遮挡:模态框盖住时不误报)
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out.hovered = ImGui::IsWindowHovered();
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out.focused = ImGui::IsWindowFocused();
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auto &renderer = *ctx.renderer;
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const int mode = renderer.GetDisplayMode();
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// ---- 拾取结果轮询(先于新请求:先取走上帧结果再发新请求)。
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// 拷贝随上一帧命令缓冲提交,TakePickResult 内 waitIdle 保证
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// 暂存可见(仅拷贝就绪帧阻塞,点击低频不可感知)----
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if (auto bits = renderer.TakePickResult()) {
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auto ® = ctx.scene->GetRegistry();
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const entt::entity hit = static_cast<entt::entity>(*bits);
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if (*bits != kPickMiss && reg.valid(hit)) {
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picked = hit;
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LogPick(ctx, hit);
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} else {
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// 空白(kPickMiss)或悬空位模式:清选中(与旧语义一致)
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picked = entt::null;
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if (*bits == kPickMiss) {
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ENGINE_INFO("[pick] miss (sky/empty)");
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} else {
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ENGINE_WARN("[pick] dangling entity bits {:#x}", *bits);
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}
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}
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}
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const void *sceneTex = renderer.GetSceneTexture();
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if (sceneTex != nullptr && mode == kDisplayViewport) {
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// 面板可用区域(物理像素)上报为渲染分辨率 → 画面精确填满
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// 面板;下一帧帧首 BeginFrameSync 生效(一帧延迟,不可见)
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const ImVec2 avail = ImGui::GetContentRegionAvail();
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const ImVec2 fb = ImGui::GetIO().DisplayFramebufferScale;
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const u32 wantW = static_cast<u32>(avail.x * fb.x + 0.5f);
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const u32 wantH = static_cast<u32>(avail.y * fb.y + 0.5f);
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if (wantW >= 16 && wantH >= 16) {
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renderer.SetViewportSize(wantW, wantH);
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}
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// 纹理 = 渲染分辨率:等比适配面板可用区域
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const vk::Extent2D ext = renderer.GetRenderExtent();
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const f32 aspect =
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ext.height != 0 ? f32(ext.width) / f32(ext.height) : 1.0f;
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ImVec2 size = avail;
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if (avail.x / avail.y > aspect) size.x = avail.y * aspect;
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else size.y = avail.x / aspect;
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ImGui::Image((ImTextureID) (intptr_t) sceneTex, size);
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// 点击拾取:单击 Image 且未命中 UI 遮挡(IsItemHovered 已含)。
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// 结果下一帧经轮询到达(本帧不改变选中)
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if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(0)) {
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RequestPickAt(ctx, size);
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}
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} else {
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ImGui::TextDisabled("(scene texture not ready)");
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}
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ImGui::End();
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}
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ImGui::PopStyleVar();
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return picked;
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}
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void ViewportPanel::RequestPickAt(const EditorContext &ctx,
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const ImVec2 &size) const {
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// 鼠标在 Image 内的位置 → NDC。Vulkan NDC y 与屏幕 v 同向
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//(向下为正,与渲染同构;skybox.frag 反投影交叉验证过方向)
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const ImVec2 mouse = ImGui::GetMousePos();
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const ImVec2 mn = ImGui::GetItemRectMin();
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const glm::vec2 ndc{
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(mouse.x - mn.x) / size.x * 2.0f - 1.0f,
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(mouse.y - mn.y) / size.y * 2.0f - 1.0f,
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};
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// UE 式 GPU HitProxy:下一帧 id 渲染 + 请求像素 1×1 拷贝
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ctx.renderer->RequestPick(ndc);
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}
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void ViewportPanel::LogPick(const EditorContext &ctx, entt::entity e) {
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// 命中详情:实体名;有物理体则附 collider 对照(诊断"物理盒 ≠
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// 视觉"的错位,如 M1911 的默认 0.5 半尺寸盒)
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auto ® = ctx.scene->GetRegistry();
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const auto &name = reg.get<ECS::NameComponent>(e).name;
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if (const auto *rb = reg.try_get<ECS::RigidBodyComponent>(e)) {
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const auto &tr = reg.get<ECS::TransformComponent>(e);
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ENGINE_INFO("[pick] '{}' (hitproxy) | collider={} type={} "
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"boxHalf=({:.2f},{:.2f},{:.2f}) sphereR={:.2f} "
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"bodyPos=({:.2f},{:.2f},{:.2f})",
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name,
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rb->collider == ECS::RigidBodyComponent::ColliderType::Box
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? "box" : "sphere",
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rb->type == ECS::RigidBodyComponent::BodyType::Static
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? "static" : "dynamic",
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rb->boxHalfExtents.x, rb->boxHalfExtents.y,
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rb->boxHalfExtents.z, rb->sphereRadius,
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tr.GetPosition().x, tr.GetPosition().y, tr.GetPosition().z);
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} else {
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ENGINE_INFO("[pick] '{}' (hitproxy) | (no collider)", name);
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}
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}
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