Files
HelloVulkan/App/editor/ViewportPanel.cpp
T
atdunbg dd7c67a116 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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//
// ViewportPanel.cpp:显示模式单选 + ImGui::Image + 分辨率上报。
// 逻辑照搬原 main.cpp 的 Viewport 窗口(行为不变)。
//
#include "ViewportPanel.h"
#include <imgui.h>
#include <vulkan/vulkan.h> // vk::Extent2D 经 Renderer 头已带入,显式无妨
using namespace Engine; // u32 / f32(Engine/Core/Types.h)
void ViewportPanel::Draw(const EditorContext &ctx, ViewportInputState &out) {
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
{
ImGui::Begin("Viewport", nullptr, ImGuiWindowFlags_NoCollapse);
// 输入焦点上报(悬停计入遮挡:模态框盖住时不误报)
out.hovered = ImGui::IsWindowHovered();
out.focused = ImGui::IsWindowFocused();
auto &renderer = *ctx.renderer;
const int mode = renderer.GetDisplayMode();
const void *sceneTex = renderer.GetSceneTexture();
if (sceneTex != nullptr && mode == kDisplayViewport) {
// 面板可用区域(物理像素)上报为渲染分辨率 → 画面精确填满
// 面板;下一帧帧首 BeginFrameSync 生效(一帧延迟,不可见)
const ImVec2 avail = ImGui::GetContentRegionAvail();
const ImVec2 fb = ImGui::GetIO().DisplayFramebufferScale;
const u32 wantW = static_cast<u32>(avail.x * fb.x + 0.5f);
const u32 wantH = static_cast<u32>(avail.y * fb.y + 0.5f);
if (wantW >= 16 && wantH >= 16) {
renderer.SetViewportSize(wantW, wantH);
}
// 纹理 = 渲染分辨率:等比适配面板可用区域
const vk::Extent2D ext = renderer.GetRenderExtent();
const f32 aspect =
ext.height != 0 ? f32(ext.width) / f32(ext.height) : 1.0f;
ImVec2 size = avail;
if (avail.x / avail.y > aspect) size.x = avail.y * aspect;
else size.y = avail.x / aspect;
ImGui::Image((ImTextureID) (intptr_t) sceneTex, size);
} else {
ImGui::TextDisabled("(scene texture not ready)");
}
ImGui::End();
}
ImGui::PopStyleVar();
}