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
This commit is contained in:
2026-03-24 18:38:01 +08:00
parent c66ba2feb3
commit 135fe9145b
12 changed files with 346 additions and 560 deletions

View File

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