Files
HelloVulkan/App/main.cpp
T
atdunbg 57ab8901a9 refactor: transform world 矩阵改由帧循环统一重算,删除手动 Compose
- Scene::UpdateTransforms():渲染前全量 Compose(UE transform-update
  阶段模式),Application::Run 在 FlushDestroyQueue 后调用
- 用户代码永远不需要手动 Compose——Set*/直接写字段均安全;
  Compose 降级为引擎内部调用
- 选择全量而非 dirty 标记:字段直接写(t.rotation.y = x)无法可靠
  追踪脏,无条件重算零脚枪;万级实体内成本可忽略,更大规模再引入
  dirty+封装
- main.cpp/Camera 所有手动 Compose 调用点删除
2026-09-23 15:26:58 +08:00

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//
// 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 <Engine/Core/Application.h>
#include <Engine/Core/Log.h>
#include <Engine/Core/Stats.h>
#include <Engine/ECS/Scene.h>
#include <Engine/ECS/EntityHandle.h>
#include <Engine/ECS/Components.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Renderer/Renderer.h>
#include <imgui.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <GLFW/glfw3.h>
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>(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<TransformComponent>()
.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
m_Ground.AddComponent<MeshRendererComponent>(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<CameraComponent>();
camera.primary = true;
m_Camera.GetComponent<TransformComponent>()
.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<TransformComponent>()
.SetScale(glm::vec3(0.05f));
e.AddComponent<MeshRendererComponent>(MeshRendererComponent{temple});
}
// 灯光实体(第一个灯 = 阴影光源)
m_KeyLight = scene.CreateEntity("KeyLight");
m_KeyLight.AddComponent<LightComponent>(
LightComponent{
glm::vec3(-0.5f, -0.6f, -0.35f),
glm::vec4(1.0f, 0.95f, 0.9f, 1.0f)
});
scene.CreateEntity("FillLight")
.AddComponent<LightComponent>(
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<CameraComponent>()
.camera.Update(GetWindow(),
m_Camera.GetComponent<TransformComponent>(),
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<TransformComponent>();
t.rotation.y = m_Time * 60.0f + static_cast<f32>(i) * 40.0f;
t.scale = glm::vec3(0.5f); // dirty → 帧循环统一 Compose
}
}
// ---- 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<LightComponent>())
{
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<unsigned long long>(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<EntityHandle> 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;
}