refactor(editor): 重构 Editor 使用 Engine 的 Component/Scene 系统
- Editor CMakeLists.txt 链接 XCEngine 库 - 删除 editor/src/Core/GameObject.h (简化版) - SelectionManager 使用 Engine::Components::GameObject* - SceneManager 使用 Engine::Scene - HierarchyPanel 使用 Engine GameObject API - InspectorPanel 使用 Engine TransformComponent 注意: Engine RHI Shader 接口有编译错误需要修复
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@@ -8,7 +8,7 @@ namespace XCEngine {
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namespace RHI {
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OpenGLShader::OpenGLShader()
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: m_program(0) {
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: m_program(0), m_uniformsCached(false) {
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}
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OpenGLShader::~OpenGLShader() {
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@@ -87,6 +87,8 @@ bool OpenGLShader::Compile(const char* vertexSource, const char* fragmentSource)
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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m_uniformsCached = false;
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return true;
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}
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@@ -128,6 +130,8 @@ bool OpenGLShader::Compile(const char* vertexSource, const char* fragmentSource,
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glDeleteShader(fragment);
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glDeleteShader(geometry);
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m_uniformsCached = false;
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return true;
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}
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@@ -149,6 +153,8 @@ bool OpenGLShader::CompileCompute(const char* computeSource) {
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glDeleteShader(compute);
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m_uniformsCached = false;
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return true;
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}
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@@ -197,6 +203,9 @@ bool OpenGLShader::Compile(const char* source, ShaderType type) {
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}
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glDeleteShader(shader);
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m_uniformsCached = false;
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return true;
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}
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@@ -218,62 +227,73 @@ void OpenGLShader::Shutdown() {
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glDeleteProgram(m_program);
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m_program = 0;
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}
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m_uniformInfos.clear();
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m_uniformsCached = false;
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}
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void OpenGLShader::Use() const {
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glUseProgram(m_program);
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}
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void OpenGLShader::Unbind() {
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glUseProgram(0);
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void OpenGLShader::CacheUniformInfos() const {
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if (m_uniformsCached || m_program == 0) {
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return;
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}
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m_uniformInfos.clear();
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GLint numUniforms = 0;
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glGetProgramInterfaceiv(m_program, GL_UNIFORM, GL_ACTIVE_RESOURCES, &numUniforms);
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for (GLint i = 0; i < numUniforms; ++i) {
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GLenum props[] = { GL_NAME_LENGTH, GL_TYPE, GL_OFFSET, GL_ARRAY_SIZE };
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GLint values[4] = { 0 };
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glGetProgramResourceiv(m_program, GL_UNIFORM, i, 4, props, 4, nullptr, values);
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std::vector<char> nameBuffer(values[0]);
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glGetProgramResourceName(m_program, GL_UNIFORM, i, values[0], nullptr, nameBuffer.data());
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UniformInfo info;
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info.name = nameBuffer.data();
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info.bindPoint = static_cast<uint32_t>(i);
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info.type = static_cast<uint32_t>(values[1]);
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info.offset = static_cast<uint32_t>(values[2]);
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info.arraySize = static_cast<uint32_t>(values[3]);
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GLint size = 0;
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glGetActiveUniformsiv(m_program, 1, &i, GL_SIZE, &size);
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switch (values[1]) {
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case GL_FLOAT: info.size = sizeof(GLfloat) * size; break;
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case GL_FLOAT_VEC2: info.size = sizeof(GLfloat) * 2 * size; break;
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case GL_FLOAT_VEC3: info.size = sizeof(GLfloat) * 3 * size; break;
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case GL_FLOAT_VEC4: info.size = sizeof(GLfloat) * 4 * size; break;
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case GL_INT: info.size = sizeof(GLint) * size; break;
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case GL_BOOL: info.size = sizeof(GLboolean) * size; break;
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case GL_FLOAT_MAT4: info.size = sizeof(GLfloat) * 16 * size; break;
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case GL_FLOAT_MAT3: info.size = sizeof(GLfloat) * 9 * size; break;
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case GL_FLOAT_MAT2: info.size = sizeof(GLfloat) * 4 * size; break;
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default: info.size = 0; break;
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}
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m_uniformInfos.push_back(info);
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}
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m_uniformsCached = true;
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}
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void OpenGLShader::SetInt(const char* name, int value) {
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glUniform1i(glGetUniformLocation(m_program, name), value);
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const std::vector<RHIShader::UniformInfo>& OpenGLShader::GetUniformInfos() const {
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CacheUniformInfos();
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return m_uniformInfos;
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}
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void OpenGLShader::SetIntArray(const char* name, const int* values, unsigned int count) {
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glUniform1iv(glGetUniformLocation(m_program, name), count, values);
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}
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void OpenGLShader::SetFloat(const char* name, float value) {
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glUniform1f(glGetUniformLocation(m_program, name), value);
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}
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void OpenGLShader::SetFloatArray(const char* name, const float* values, unsigned int count) {
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glUniform1fv(glGetUniformLocation(m_program, name), count, values);
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}
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void OpenGLShader::SetVec3(const char* name, float x, float y, float z) {
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glUniform3f(glGetUniformLocation(m_program, name), x, y, z);
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}
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void OpenGLShader::SetVec3(const char* name, const float* values) {
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glUniform3fv(glGetUniformLocation(m_program, name), 1, values);
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}
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void OpenGLShader::SetVec4(const char* name, float x, float y, float z, float w) {
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glUniform4f(glGetUniformLocation(m_program, name), x, y, z, w);
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}
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void OpenGLShader::SetVec4(const char* name, const float* values) {
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glUniform4fv(glGetUniformLocation(m_program, name), 1, values);
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}
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void OpenGLShader::SetMat2(const char* name, const float* value) {
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glUniformMatrix2fv(glGetUniformLocation(m_program, name), 1, GL_FALSE, value);
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}
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void OpenGLShader::SetMat3(const char* name, const float* value) {
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glUniformMatrix3fv(glGetUniformLocation(m_program, name), 1, GL_FALSE, value);
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}
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void OpenGLShader::SetMat4(const char* name, const float* value) {
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glUniformMatrix4fv(glGetUniformLocation(m_program, name), 1, GL_FALSE, value);
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}
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void OpenGLShader::SetMat4Array(const char* name, const float* values, unsigned int count) {
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glUniformMatrix4fv(glGetUniformLocation(m_program, name), count, GL_FALSE, values);
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const RHIShader::UniformInfo* OpenGLShader::GetUniformInfo(const char* name) const {
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CacheUniformInfos();
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for (const auto& info : m_uniformInfos) {
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if (info.name == name) {
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return &info;
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}
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}
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return nullptr;
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}
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int OpenGLShader::GetUniformLocation(const char* name) const {
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@@ -307,4 +327,4 @@ bool OpenGLShader::CheckLinkErrors(unsigned int program) {
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}
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} // namespace RHI
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} // namespace XCEngine
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} // namespace XCEngine
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