Formalize scene viewport HUD overlay

This commit is contained in:
2026-04-03 17:04:34 +08:00
parent 2de254a16f
commit 5d24fd0337
9 changed files with 277 additions and 54 deletions

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@@ -0,0 +1,89 @@
# SceneViewport Overlay/Gizmo Rework Checkpoint
## Update 2026-04-03
### Phase 4 Completed
- Formalized a dedicated HUD overlay API via `SceneViewportHudOverlay.{h,cpp}`.
- `SceneViewPanel` no longer calls the orientation gizmo draw/hit helpers directly.
- HUD hit testing now flows through `HitTestSceneViewportHudOverlay(...)`.
- World overlay remains on the formal overlay/pass path; HUD stays on the ImGui/UI path.
- Removed the legacy `SceneViewportOverlayRenderer.*` shim.
### Verification
- `cmake --build build --config Debug --target editor_tests -- /p:BuildProjectReferences=false`
- `build/tests/Editor/Debug/editor_tests.exe --gtest_filter=SceneViewportOverlayRenderer_Test.*:SceneViewportOverlayProviderRegistryTest.*:ViewportRenderFlowUtilsTest.*`
- `cmake --build build --config Debug --target XCEditor`
All commands completed successfully in `Debug`.
### Next Step
- Continue Phase 5 cleanup: keep shrinking residual viewport/UI glue in `SceneViewPanel` and formalize remaining editor-only overlay/resource entry points behind dedicated services/providers.
日期:`2026-04-02`
## 本轮完成
- `ViewportHostService` 已持有并缓存 scene viewport 的 canonical `SceneViewportOverlayFrameData`
- `SceneViewPanel` 不再自己重复构建 scene editor overlay frame data而是统一从 host service 取
- `scene icon` 已接入 `handleRecords`
- 新增 `SceneViewportOverlayHitTester.h`scene icon 的 hover/click 已改为基于 canonical overlay handle 命中
- `SceneViewportEditorOverlayData.h` 已扩展为通用 handle record 结构,支持优先级与多种命中形状
- 新增 `SceneViewportOverlayHandleBuilder.h`,开始把 move/rotate/scale gizmo 的 draw data 转成 canonical handle records
- `SceneViewPanel.cpp` 已改为通过统一 `HitTestSceneViewportOverlayHandles(...)` 解析 transform gizmo 的 hover / click-begin
- `SceneViewportEditorOverlayPass` 已新增 screen-space triangle primitive 支持,可直接绘制 transform gizmo 的屏幕空间几何
- `ViewportHostService` 已开始在 host 侧构建 transient transform gizmo overlay frame data`SceneViewPanel.cpp` 只提交 overlay 与 gizmo handle build inputs
- transform gizmo 的 handle build inputs 组装 helper 已从 `SceneViewPanel.cpp` 挪到 `SceneViewportOverlayHandleBuilder.h`
- `transform gizmo` 的 selection/context/refresh/cancel helper 已从 `SceneViewPanel.cpp` 挪到 `SceneViewportTransformGizmoFrameBuilder.h`
- move / rotate / scale gizmo 已不再直接依赖 `DrawSceneViewportOverlay()` 的 ImGui world draw 分支出图
- `SceneViewportOverlayRenderer.cpp` 中旧的 gizmo / scene icon / scene line ImGui 绘制逻辑已删除,当前只保留 HUD 类 overlay
- `SceneViewPanel.cpp` 中旧的 scene icon 临时命中逻辑已删除
- `SceneViewPanel.cpp` 中旧的 gizmo 直接 hit test 入口已从 hover / click-begin 仲裁链上移除
- `SceneViewPanel.cpp` 中已经失效的 camera/light world overlay 组装辅助函数已删除,避免 panel 继续承担 world overlay 构建职责
- `SceneViewPanel.cpp` 中交互前命中与交互后绘制的 transform gizmo 刷新链路已收敛到同一套 helper减少重复的 context/update/submit 逻辑
- `GetSceneViewInteractionOverlayFrameData(...)` 已改为由 host 按传入的 transform gizmo inputs 现场组合交互 frame`SceneViewPanel` 不再为命中阶段先写入 transient overlay 缓存
- `ViewportHostService` 已改为缓存 transient transform gizmo 的原始 overlay + inputs并在 render 阶段现场构建 frame datapanel 不再驱动这部分 frame data 的即时生成
## 当前状态
- `camera frustum`
- `directional light gizmo`
- `camera/light scene icon`
上述内容的绘制数据已经在 overlay builder / overlay frame data 路径上。
`scene icon``transform gizmo` 的 hover / click-begin 已经开始走统一 handle 数据。
目前 `transform gizmo` 尚未完全收口的部分主要是:
- move gizmo
- rotate gizmo
- scale gizmo
它们的 draw data / drag solver 仍然各自保留,且 draw data 仍然由 `SceneViewPanel` 驱动生成。
另外,`SceneViewPanel` 目前仍要控制 transform gizmo 的最终绘制提交时机;这说明绘制与命中都已经开始收口,但 transform gizmo 还没有完全并入单帧单份的 canonical overlay 数据,也还没有把 draw-state 提交流程完全下沉到 host。
## 本轮验证
以下翻译单元已在 `Debug` 下单独编译通过:
- `editor/src/panels/SceneViewPanel.cpp`
- `editor/src/Viewport/SceneViewportTransformGizmoFrameBuilder.h`
- `editor/src/Viewport/SceneViewportOverlayBuilder.cpp`
- `editor/src/Viewport/Passes/SceneViewportEditorOverlayPass.cpp`
- `editor/src/Application.cpp`
完整 `XCEditor` 整体编译当前仍被与本轮任务无关的 `engine/src/Resources/Shader/ShaderLoader.cpp` 缺失阻塞,因此本轮没有做整包通过确认。
## 下一步建议
下一小步应继续沿着统一 handle 数据收口,但先不要动 gizmo drag solver
1. 继续把 transform gizmo 的最终绘制提交时机从 `SceneViewPanel` 往 host / canonical builder 收口,减少 panel 对 render-frame orchestration 的直接控制
2. 在不改 drag solver 的前提下,把 transform gizmo 的最终 draw-state 提交流程也继续从 `SceneViewPanel` 往 host 下沉,让 panel 只消费统一命中结果和少量 gizmo state
3. 等 transform gizmo 的提交/组装职责继续下沉后,再收最后一层 drag begin 之后的求解入口
目标是先统一“点中了谁”,再统一“如何拖动”。

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@@ -82,10 +82,10 @@ add_executable(${PROJECT_NAME} WIN32
src/Viewport/SceneViewportMoveGizmo.cpp src/Viewport/SceneViewportMoveGizmo.cpp
src/Viewport/SceneViewportRotateGizmo.cpp src/Viewport/SceneViewportRotateGizmo.cpp
src/Viewport/SceneViewportScaleGizmo.cpp src/Viewport/SceneViewportScaleGizmo.cpp
src/Viewport/SceneViewportHudOverlay.cpp
src/Viewport/SceneViewportOrientationGizmo.cpp src/Viewport/SceneViewportOrientationGizmo.cpp
src/Viewport/SceneViewportOverlayBuilder.cpp src/Viewport/SceneViewportOverlayBuilder.cpp
src/Viewport/SceneViewportOverlayProviders.cpp src/Viewport/SceneViewportOverlayProviders.cpp
src/Viewport/SceneViewportOverlayRenderer.cpp
src/Viewport/Passes/SceneViewportEditorOverlayPass.cpp src/Viewport/Passes/SceneViewportEditorOverlayPass.cpp
src/Viewport/Passes/SceneViewportGridPass.cpp src/Viewport/Passes/SceneViewportGridPass.cpp
src/Viewport/Passes/SceneViewportSelectionOutlinePass.cpp src/Viewport/Passes/SceneViewportSelectionOutlinePass.cpp

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@@ -0,0 +1,64 @@
#include "SceneViewportHudOverlay.h"
#include "SceneViewportOrientationGizmo.h"
namespace XCEngine {
namespace Editor {
namespace {
bool IsViewportRectValid(const ImVec2& viewportMin, const ImVec2& viewportMax) {
return viewportMax.x - viewportMin.x > 1.0f &&
viewportMax.y - viewportMin.y > 1.0f;
}
} // namespace
void DrawSceneViewportHudOverlay(
ImDrawList* drawList,
const SceneViewportHudOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax) {
if (drawList == nullptr ||
!overlay.HasVisibleElements() ||
!IsViewportRectValid(viewportMin, viewportMax)) {
return;
}
drawList->PushClipRect(viewportMin, viewportMax, true);
if (overlay.showOrientationGizmo) {
DrawSceneViewportOrientationGizmo(
drawList,
overlay.sceneOverlay,
viewportMin,
viewportMax);
}
drawList->PopClipRect();
}
SceneViewportHudOverlayHitResult HitTestSceneViewportHudOverlay(
const SceneViewportHudOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax,
const ImVec2& mousePosition) {
SceneViewportHudOverlayHitResult result = {};
if (!overlay.HasVisibleElements() || !IsViewportRectValid(viewportMin, viewportMax)) {
return result;
}
if (overlay.showOrientationGizmo) {
const SceneViewportOrientationAxis axis = HitTestSceneViewportOrientationGizmo(
overlay.sceneOverlay,
viewportMin,
viewportMax,
mousePosition);
if (axis != SceneViewportOrientationAxis::None) {
result.kind = SceneViewportHudOverlayHitKind::OrientationAxis;
result.orientationAxis = axis;
}
}
return result;
}
} // namespace Editor
} // namespace XCEngine

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@@ -0,0 +1,57 @@
#pragma once
#include "IViewportHostService.h"
#include <imgui.h>
#include <cstdint>
namespace XCEngine {
namespace Editor {
enum class SceneViewportHudOverlayHitKind : uint8_t {
None = 0,
OrientationAxis
};
struct SceneViewportHudOverlayHitResult {
SceneViewportHudOverlayHitKind kind = SceneViewportHudOverlayHitKind::None;
SceneViewportOrientationAxis orientationAxis = SceneViewportOrientationAxis::None;
bool HasHit() const {
return kind != SceneViewportHudOverlayHitKind::None;
}
};
struct SceneViewportHudOverlayData {
SceneViewportOverlayData sceneOverlay = {};
bool showOrientationGizmo = true;
bool HasVisibleElements() const {
return sceneOverlay.valid && showOrientationGizmo;
}
};
inline SceneViewportHudOverlayData BuildSceneViewportHudOverlayData(
const SceneViewportOverlayData& sceneOverlay,
bool showOrientationGizmo = true) {
SceneViewportHudOverlayData data = {};
data.sceneOverlay = sceneOverlay;
data.showOrientationGizmo = showOrientationGizmo;
return data;
}
void DrawSceneViewportHudOverlay(
ImDrawList* drawList,
const SceneViewportHudOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax);
SceneViewportHudOverlayHitResult HitTestSceneViewportHudOverlay(
const SceneViewportHudOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax,
const ImVec2& mousePosition);
} // namespace Editor
} // namespace XCEngine

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@@ -1,26 +0,0 @@
#include "SceneViewportOverlayRenderer.h"
#include "SceneViewportOrientationGizmo.h"
namespace XCEngine {
namespace Editor {
void DrawSceneViewportOverlay(
ImDrawList* drawList,
const SceneViewportOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax,
const ImVec2& viewportSize) {
if (drawList == nullptr || viewportSize.x <= 1.0f || viewportSize.y <= 1.0f) {
return;
}
drawList->PushClipRect(viewportMin, viewportMax, true);
if (overlay.valid) {
DrawSceneViewportOrientationGizmo(drawList, overlay, viewportMin, viewportMax);
}
drawList->PopClipRect();
}
} // namespace Editor
} // namespace XCEngine

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@@ -1,18 +0,0 @@
#pragma once
#include "IViewportHostService.h"
#include <imgui.h>
namespace XCEngine {
namespace Editor {
void DrawSceneViewportOverlay(
ImDrawList* drawList,
const SceneViewportOverlayData& overlay,
const ImVec2& viewportMin,
const ImVec2& viewportMax,
const ImVec2& viewportSize);
} // namespace Editor
} // namespace XCEngine

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@@ -4,11 +4,10 @@
#include "Core/ISelectionManager.h" #include "Core/ISelectionManager.h"
#include "SceneViewPanel.h" #include "SceneViewPanel.h"
#include "Viewport/SceneViewportEditorOverlayData.h" #include "Viewport/SceneViewportEditorOverlayData.h"
#include "Viewport/SceneViewportHudOverlay.h"
#include "Viewport/SceneViewportOverlayHandleBuilder.h" #include "Viewport/SceneViewportOverlayHandleBuilder.h"
#include "Viewport/SceneViewportOverlayHitTester.h" #include "Viewport/SceneViewportOverlayHitTester.h"
#include "Viewport/SceneViewportMath.h" #include "Viewport/SceneViewportMath.h"
#include "Viewport/SceneViewportOrientationGizmo.h"
#include "Viewport/SceneViewportOverlayRenderer.h"
#include "Viewport/SceneViewportTransformGizmoFrameBuilder.h" #include "Viewport/SceneViewportTransformGizmoFrameBuilder.h"
#include "ViewportPanelContent.h" #include "ViewportPanelContent.h"
#include "Platform/Win32Utf8.h" #include "Platform/Win32Utf8.h"
@@ -139,6 +138,17 @@ SceneViewportInteractionCandidate BuildOrientationGizmoInteractionCandidate(
return candidate; return candidate;
} }
SceneViewportInteractionCandidate BuildHudOverlayInteractionCandidate(
const SceneViewportHudOverlayHitResult& hitResult) {
switch (hitResult.kind) {
case SceneViewportHudOverlayHitKind::OrientationAxis:
return BuildOrientationGizmoInteractionCandidate(hitResult.orientationAxis);
case SceneViewportHudOverlayHitKind::None:
default:
return {};
}
}
SceneViewportInteractionCandidate BuildOverlayHandleInteractionCandidate( SceneViewportInteractionCandidate BuildOverlayHandleInteractionCandidate(
const SceneViewportOverlayHandleHitResult& hitResult) { const SceneViewportOverlayHandleHitResult& hitResult) {
SceneViewportInteractionCandidate candidate = {}; SceneViewportInteractionCandidate candidate = {};
@@ -549,6 +559,8 @@ void SceneViewPanel::Render() {
activeGizmoKind = SceneViewportActiveGizmoKind::None; activeGizmoKind = SceneViewportActiveGizmoKind::None;
} }
const bool gizmoActive = activeGizmoKind != SceneViewportActiveGizmoKind::None; const bool gizmoActive = activeGizmoKind != SceneViewportActiveGizmoKind::None;
const SceneViewportHudOverlayData interactionHudOverlay =
BuildSceneViewportHudOverlayData(overlay);
SceneViewportInteractionCandidate hoveredInteraction = {}; SceneViewportInteractionCandidate hoveredInteraction = {};
const bool canResolveViewportInteraction = const bool canResolveViewportInteraction =
hasInteractiveViewport && hasInteractiveViewport &&
@@ -564,9 +576,9 @@ void SceneViewPanel::Render() {
hoveredInteraction); hoveredInteraction);
AccumulateSceneViewportInteractionCandidate( AccumulateSceneViewportInteractionCandidate(
BuildOrientationGizmoInteractionCandidate( BuildHudOverlayInteractionCandidate(
HitTestSceneViewportOrientationGizmo( HitTestSceneViewportHudOverlay(
overlay, interactionHudOverlay,
content.itemMin, content.itemMin,
content.itemMax, content.itemMax,
io.MousePos)), io.MousePos)),
@@ -812,12 +824,11 @@ void SceneViewPanel::Render() {
m_scaleGizmo, m_scaleGizmo,
drawGizmoFrameState.scaleContext))); drawGizmoFrameState.scaleContext)));
DrawSceneViewportOverlay( DrawSceneViewportHudOverlay(
ImGui::GetWindowDrawList(), ImGui::GetWindowDrawList(),
overlay, BuildSceneViewportHudOverlayData(overlay),
content.itemMin, content.itemMin,
content.itemMax, content.itemMax);
content.availableSize);
} }
} }

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@@ -23,6 +23,10 @@ set(EDITOR_TEST_SOURCES
test_editor_console_sink.cpp test_editor_console_sink.cpp
test_editor_script_assembly_builder.cpp test_editor_script_assembly_builder.cpp
test_editor_script_assembly_builder_utils.cpp test_editor_script_assembly_builder_utils.cpp
${CMAKE_BINARY_DIR}/_deps/imgui-src/imgui.cpp
${CMAKE_BINARY_DIR}/_deps/imgui-src/imgui_draw.cpp
${CMAKE_BINARY_DIR}/_deps/imgui-src/imgui_tables.cpp
${CMAKE_BINARY_DIR}/_deps/imgui-src/imgui_widgets.cpp
${CMAKE_SOURCE_DIR}/editor/src/Core/EditorConsoleSink.cpp ${CMAKE_SOURCE_DIR}/editor/src/Core/EditorConsoleSink.cpp
${CMAKE_SOURCE_DIR}/editor/src/Scripting/EditorScriptAssemblyBuilder.cpp ${CMAKE_SOURCE_DIR}/editor/src/Scripting/EditorScriptAssemblyBuilder.cpp
${CMAKE_SOURCE_DIR}/editor/src/Core/UndoManager.cpp ${CMAKE_SOURCE_DIR}/editor/src/Core/UndoManager.cpp
@@ -33,6 +37,8 @@ set(EDITOR_TEST_SOURCES
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportMoveGizmo.cpp ${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportMoveGizmo.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportRotateGizmo.cpp ${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportRotateGizmo.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportScaleGizmo.cpp ${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportScaleGizmo.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportHudOverlay.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportOrientationGizmo.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportOverlayBuilder.cpp ${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportOverlayBuilder.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportOverlayProviders.cpp ${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportOverlayProviders.cpp
) )

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@@ -1,6 +1,7 @@
#include <gtest/gtest.h> #include <gtest/gtest.h>
#include "Viewport/SceneViewportCameraController.h" #include "Viewport/SceneViewportCameraController.h"
#include "Viewport/SceneViewportHudOverlay.h"
#include "Viewport/SceneViewportMath.h" #include "Viewport/SceneViewportMath.h"
#include <XCEngine/Components/GameObject.h> #include <XCEngine/Components/GameObject.h>
@@ -64,8 +65,12 @@ XCEngine::Rendering::Passes::InfiniteGridPassData ToInfiniteGridPassData(
using XCEngine::Editor::BuildSceneViewportAxisDragPlaneNormal; using XCEngine::Editor::BuildSceneViewportAxisDragPlaneNormal;
using XCEngine::Editor::SceneViewportCameraController; using XCEngine::Editor::SceneViewportCameraController;
using XCEngine::Editor::SceneViewportHudOverlayHitKind;
using XCEngine::Editor::SceneViewportHudOverlayHitResult;
using XCEngine::Editor::BuildSceneViewportProjectionMatrix; using XCEngine::Editor::BuildSceneViewportProjectionMatrix;
using XCEngine::Editor::BuildSceneViewportHudOverlayData;
using XCEngine::Editor::BuildSceneViewportViewMatrix; using XCEngine::Editor::BuildSceneViewportViewMatrix;
using XCEngine::Editor::HitTestSceneViewportHudOverlay;
using XCEngine::Editor::ProjectSceneViewportWorldPoint; using XCEngine::Editor::ProjectSceneViewportWorldPoint;
using XCEngine::Editor::SceneViewportOverlayData; using XCEngine::Editor::SceneViewportOverlayData;
using XCEngine::Components::GameObject; using XCEngine::Components::GameObject;
@@ -267,3 +272,38 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneViewportAxisDragPlaneNormalFal
EXPECT_NEAR(Vector3::Dot(planeNormal, Vector3::Right()), 0.0f, 1e-4f); EXPECT_NEAR(Vector3::Dot(planeNormal, Vector3::Right()), 0.0f, 1e-4f);
EXPECT_GT(planeNormal.SqrMagnitude(), 0.5f); EXPECT_GT(planeNormal.SqrMagnitude(), 0.5f);
} }
TEST(SceneViewportOverlayRenderer_Test, BuildSceneViewportHudOverlayDataTracksVisibilityIntent) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
const auto visibleHud = BuildSceneViewportHudOverlayData(overlay);
const auto hiddenHud = BuildSceneViewportHudOverlayData(overlay, false);
EXPECT_TRUE(visibleHud.HasVisibleElements());
EXPECT_FALSE(hiddenHud.HasVisibleElements());
}
TEST(SceneViewportOverlayRenderer_Test, HitTestSceneViewportHudOverlaySkipsInvalidOrHiddenOverlay) {
const SceneViewportHudOverlayHitResult invalidHit =
HitTestSceneViewportHudOverlay({}, ImVec2(0.0f, 0.0f), ImVec2(200.0f, 200.0f), ImVec2(100.0f, 100.0f));
EXPECT_EQ(invalidHit.kind, SceneViewportHudOverlayHitKind::None);
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 0.0f, -5.0f);
overlay.cameraForward = Vector3::Forward();
overlay.cameraRight = Vector3::Right();
overlay.cameraUp = Vector3::Up();
overlay.verticalFovDegrees = 60.0f;
overlay.nearClipPlane = 0.03f;
overlay.farClipPlane = 2000.0f;
const SceneViewportHudOverlayHitResult hiddenHit =
HitTestSceneViewportHudOverlay(
BuildSceneViewportHudOverlayData(overlay, false),
ImVec2(0.0f, 0.0f),
ImVec2(200.0f, 200.0f),
ImVec2(100.0f, 100.0f));
EXPECT_EQ(hiddenHit.kind, SceneViewportHudOverlayHitKind::None);
}