- .animctrl state machine asset (params/transitions/blend trees, 1D+2D directional blending) with Unity Animator-style editor panel: state list, transitions, params, directional pad preview driving live CrossFade on the selected entity - Split animation evaluation out of SceneRenderer into AnimationSystem/AnimationEvaluator; skin palettes with rest-pose fallback and blend-weight epsilon filtering - MaterialAsset (.material) with reload-safe preview tile pool (DropMaterial clears dirty refs before instance destruction) - EditorGizmoPass skeleton wires + viewport joint overlay; camera projection rework (baked Vulkan Y-flip, ortho support) - Editor/game build split via HELLOVULKAN_EDITOR option
62 lines
2.6 KiB
C++
62 lines
2.6 KiB
C++
//
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// Created by atdunbg on 2026/9/23.
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//
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#include <Engine/Renderer/Passes/ImGuiPass.h>
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#include <Engine/ImGui/ImGuiLayer.h>
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namespace Engine::Passes
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{
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void ImGuiPass::Register(RG::RenderGraph& rg)
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{
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rg.AddPass("ImGui", [this](RG::RenderGraphContext& ctx) {
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const vk::CommandBuffer cmd = ctx.cmd;
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// loadOp 按显示模式分支:Direct = blit 已铺满场景(Load 叠加);
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// Viewport = 本 pass 是唯一写入者(Clear 为"桌面底色")
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const bool direct = (m_Frame.displayMode == kDisplayDirect);
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vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue(
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std::array<float, 4>{0.04f, 0.045f, 0.06f, 1.0f});
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vk::RenderingAttachmentInfo colorAttachment;
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colorAttachment.setImageView(ctx.View(m_Backbuffer))
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.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
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.setLoadOp(direct ? vk::AttachmentLoadOp::eLoad
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: vk::AttachmentLoadOp::eClear)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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.setClearValue(clearValue);
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vk::RenderingInfo renderingInfo;
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// 渲染区域 = backbuffer 物理尺寸(窗口大小),不是 ctx.extent
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//(= RG 目标尺寸 = 场景渲染分辨率)。Editor 视口模式下场景链
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// 按面板尺寸渲染,而 backbuffer 是全窗口——若跟随目标尺寸,
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// 整个 ImGui 会被裁剪到面板大小
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renderingInfo.setRenderArea({{0, 0}, ctx.Extent(m_Backbuffer)})
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.setLayerCount(1)
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.setColorAttachments(colorAttachment);
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cmd.beginRendering(renderingInfo);
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if (*m_Layer) {
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(*m_Layer)->RenderDrawData(cmd);
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}
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cmd.endRendering();
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}).Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
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// 场景纹理在本 pass 内被 ImGui::Image 的描述符采样:声明读让 RG
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// 补 ColorAttachment→ShaderRead barrier,并推导 eSampled usage
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.Read(m_PresentTarget, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment)
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#ifdef HELLO_EDITOR
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// 材质球预览 atlas 同理(材质槽行的 ImGui::Image 采样);
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// game 构建不声明(atlas 不存在)
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.Read(m_PreviewAtlas, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment)
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#endif
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;
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}
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} // namespace Engine::Passes
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