Create ISceneManager interface and fix GetSceneManager return type
- Created ISceneManager interface with Editor需要的 SceneManager 方法 - SceneManager now implements ISceneManager - IEditorContext::GetSceneManager() now returns ISceneManager& instead of void* - Removed SceneManager::GetSceneManagerConcrete() method - Updated HierarchyPanel and InspectorPanel to use ISceneManager interface
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docs/issues/RHI_OpenGL_State_Not_Applied.md
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docs/issues/RHI_OpenGL_State_Not_Applied.md
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# RHI 模块严重问题:OpenGL 后端 RHI 状态不生效
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## 问题严重程度
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**严重级别**: 🔴 Critical Bug
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## 问题定位
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`OpenGLPipelineState` 维护了两套状态系统,但它们之间没有关联。
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### 两套状态系统
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**RHI 抽象层状态** (`OpenGLPipelineState.h:131-133`):
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```cpp
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RasterizerDesc m_rasterizerDesc;
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BlendDesc m_blendDesc;
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DepthStencilStateDesc m_depthStencilDesc;
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```
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**OpenGL 特定状态** (`OpenGLPipelineState.h:141-143`):
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```cpp
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OpenGLDepthStencilState m_glDepthStencilState;
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OpenGLBlendState m_glBlendState;
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OpenGLRasterizerState m_glRasterizerState;
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```
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## 问题详述
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### RHI 接口设置的状态只存储不生效
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```cpp
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// OpenGLPipelineState.cpp:19-21
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void OpenGLPipelineState::SetRasterizerState(const RasterizerDesc& state) {
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m_rasterizerDesc = state; // ❌ 只存储到 m_rasterizerDesc
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}
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void OpenGLPipelineState::SetBlendState(const BlendDesc& state) {
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m_blendDesc = state; // ❌ 只存储到 m_blendDesc
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}
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void OpenGLPipelineState::SetDepthStencilState(const DepthStencilStateDesc& state) {
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m_depthStencilDesc = state; // ❌ 只存储到 m_depthStencilDesc
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}
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```
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### Apply() 使用的是另一套状态
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```cpp
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// OpenGLPipelineState.cpp:133-149
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void OpenGLPipelineState::ApplyRasterizer() {
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if (m_glRasterizerState.cullFaceEnable) { // ✅ 使用的是 m_glRasterizerState
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glEnable(GL_CULL_FACE);
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glCullFace(static_cast<GLenum>(m_glRasterizerState.cullFace));
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// ...
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}
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}
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void OpenGLPipelineState::ApplyBlend() {
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if (m_glBlendState.blendEnable) { // ✅ 使用的是 m_glBlendState
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glEnable(GL_BLEND);
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// ...
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}
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}
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void OpenGLPipelineState::ApplyDepthStencil() {
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if (m_glDepthStencilState.depthTestEnable) { // ✅ 使用的是 m_glDepthStencilState
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glEnable(GL_DEPTH_TEST);
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// ...
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}
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}
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```
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## 导致的后果
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**通过 RHI 抽象层设置的状态完全不会生效!**
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```cpp
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// 上层代码
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RasterizerDesc raster;
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raster.cullMode = 2; // 设置剔除模式
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pso->SetRasterizerState(raster); // 通过 RHI 接口设置
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// 实际渲染时
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pso->Bind(); // 调用 ApplyRasterizer()
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// ❌ m_glRasterizerState.cullMode 仍然是默认值,不是设置的值!
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```
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## 对比 D3D12 后端
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D3D12 后端正确地在 `CreateD3D12PSO()` 中使用了 RHI 状态:
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```cpp
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// D3D12PipelineState.cpp:157-161
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desc.RasterizerState.FillMode = static_cast<D3D12_FILL_MODE>(m_rasterizerDesc.fillMode);
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desc.RasterizerState.CullMode = static_cast<D3D12_CULL_MODE>(m_rasterizerDesc.cullMode);
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// ✅ 直接使用 m_rasterizerDesc
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```
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## 根本原因
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OpenGL 后端有两个 `SetRasterizerState` 重载:
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```cpp
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// RHI 接口 - 只存储
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void SetRasterizerState(const RasterizerDesc& state);
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// OpenGL 特定接口 - 会生效
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void SetRasterizerState(const OpenGLRasterizerState& state);
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```
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RHI 接口的实现缺少状态转换逻辑。
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## 修复方案
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在 `SetRasterizerState(const RasterizerDesc& state)` 中添加转换逻辑:
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```cpp
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void OpenGLPipelineState::SetRasterizerState(const RasterizerDesc& state) {
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m_rasterizerDesc = state;
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// 转换到 OpenGL 状态
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m_glRasterizerState.cullFaceEnable = (state.cullMode != 0); // CullMode::None
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m_glRasterizerState.cullFace = static_cast<CullMode>(state.cullMode);
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m_glRasterizerState.frontFace = static_cast<FrontFace>(state.frontFace);
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m_glRasterizerState.polygonMode = static_cast<FillMode>(state.fillMode);
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m_glRasterizerState.depthClipEnable = state.depthClipEnable;
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// ... 其他字段
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}
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```
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同样需要修复 `SetBlendState` 和 `SetDepthStencilState`。
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## 相关文件
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- `engine/include/XCEngine/RHI/OpenGL/OpenGLPipelineState.h`
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- `engine/src/RHI/OpenGL/OpenGLPipelineState.cpp`
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## 影响范围
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1. **所有通过 RHI 抽象层设置的状态都不会生效**
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2. **OpenGL 集成测试能工作是因为使用了 OpenGL 特定 API**
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3. **上层代码如果使用 RHI 接口,行为会与预期不符**
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