#include "MetaCoreRender/MetaCoreFilamentSceneBridge.h" #include "MetaCorePlatform/MetaCoreWindow.h" #include "MetaCoreScene/MetaCoreScene.h" #include "MetaCoreScene/MetaCoreComponents.h" #include "MetaCoreRender/MetaCoreRenderTypes.h" #include "MetaCoreRender/MetaCoreImGuiHelper.h" #include "MetaCoreRender/MetaCoreSceneRenderSync.h" #include #include "MetaCoreFoundation/MetaCoreAssetRegistry.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "MetaCoreScene/MetaCoreTransformUtils.h" #define GLM_ENABLE_EXPERIMENTAL #include #include #include #include #include #include #include #include #include #include #include #include // 引入 Windows 和 OpenGL 头文件以创建纹理 #define WIN32_LEAN_AND_MEAN #include #include namespace MetaCore { class MetaCoreFilamentSceneBridge::MetaCoreFilamentSceneBridgeImpl { public: MetaCoreFilamentSceneBridgeImpl() = default; ~MetaCoreFilamentSceneBridgeImpl() { Shutdown(); } // 提供公有接口用于构建渲染同步快照 MetaCoreSceneRenderSyncSnapshot BuildSnapshot(const MetaCoreScene& scene) const { return RenderSync_.BuildSnapshot(scene); } bool Initialize(MetaCoreWindow& window, bool offscreen = true) { std::cout << "FilamentSceneBridge: Initializing..." << std::endl; // 创建 Filament Engine (不共享上下文,避免闪退) Engine_ = filament::Engine::create(); if (!Engine_) { std::cerr << "Failed to create Filament Engine with shared context!" << std::endl; return false; } // 创建绑定真实窗口的交换链 SwapChain_ = Engine_->createSwapChain((void*)window.GetNativeWindowHandle()); if (!SwapChain_) { std::cerr << "Failed to create Filament SwapChain with window handle!" << std::endl; return false; } // 创建渲染器 Renderer_ = Engine_->createRenderer(); // 创建场景 Scene_ = Engine_->createScene(); // 创建默认灯光 Light_ = utils::EntityManager::get().create(); filament::LightManager::Builder(filament::LightManager::Type::DIRECTIONAL) .color(filament::Color::toLinear({ 1.0f, 1.0f, 1.0f })) .intensity(100000.0f) .direction({ 0.5f, 0.5f, -1.0f }) // Z-up 下 Z 向下 .castShadows(true) .build(*Engine_, Light_); Scene_->addEntity(Light_); EntitiesInScene_.insert(Light_); // 创建相机 utils::Entity cameraEntity = utils::EntityManager::get().create(); Camera_ = Engine_->createCamera(cameraEntity); // 创建视图 View_ = Engine_->createView(); View_->setScene(Scene_); View_->setCamera(Camera_); if (offscreen) { // 创建 UI 视图 UIView_ = Engine_->createView(); // 创建 ImGuiHelper ImGuiHelper_ = new MetaCoreImGuiHelper(Engine_, UIView_, "", ImGui::GetCurrentContext()); // 初始化离屏渲染纹理 auto [width, height] = window.GetFramebufferSize(); // 1. 创建 Filament 颜色纹理 FilamentTexture_ = filament::Texture::Builder() .width(static_cast(width)) .height(static_cast(height)) .usage(filament::Texture::Usage::COLOR_ATTACHMENT | filament::Texture::Usage::SAMPLEABLE) .format(filament::Texture::InternalFormat::RGBA8) .build(*Engine_); // 2. 创建深度纹理 DepthTexture_ = filament::Texture::Builder() .width(static_cast(width)) .height(static_cast(height)) .usage(filament::Texture::Usage::DEPTH_ATTACHMENT) .format(filament::Texture::InternalFormat::DEPTH24) .build(*Engine_); // 3. 创建 RenderTarget 并绑定 RenderTarget_ = filament::RenderTarget::Builder() .texture(filament::RenderTarget::AttachmentPoint::COLOR, FilamentTexture_) .texture(filament::RenderTarget::AttachmentPoint::DEPTH, DepthTexture_) .build(*Engine_); // 4. 设置到 View View_->setRenderTarget(RenderTarget_); View_->setViewport({0, 0, static_cast(width), static_cast(height)}); } else { auto [width, height] = window.GetFramebufferSize(); View_->setViewport({0, 0, static_cast(width), static_cast(height)}); } // 确保开启后处理(为了HDR) View_->setPostProcessingEnabled(true); // 初始化 gltfio MaterialProvider_ = filament::gltfio::createJitShaderProvider(Engine_); NameManager_ = new utils::NameComponentManager(utils::EntityManager::get()); AssetLoader_ = filament::gltfio::AssetLoader::create({ Engine_, MaterialProvider_, NameManager_ }); std::cout << "FilamentSceneBridge: Initialized with Offscreen=" << (offscreen ? "true" : "false") << std::endl; return true; } void Shutdown() { if (Engine_) { std::cout << "FilamentSceneBridge: Shutting down..." << std::endl; // 销毁所有加载的资产 std::cout << "[DEBUG] LoadedAssets_ size: " << LoadedAssets_.size() << std::endl; for (auto& [id, asset] : LoadedAssets_) { std::cout << "[DEBUG] Destroying asset for ID: " << id << ", asset pointer: " << asset << std::endl; if (asset) { AssetLoader_->destroyAsset(asset); } std::cout << "[DEBUG] Destroyed asset for ID: " << id << std::endl; } LoadedAssets_.clear(); ObjectToFilamentEntity_.clear(); ObjectWorldMatrices_.clear(); for (auto& [id, entity] : SceneLightEntities_) { if (Scene_) { Scene_->remove(entity); EntitiesInScene_.erase(entity); } Engine_->destroy(entity); utils::EntityManager::get().destroy(entity); } SceneLightEntities_.clear(); EntitiesInScene_.clear(); // 销毁 gltfio 资源 std::cout << "[DEBUG] Destroying gltfio resources..." << std::endl; if (AssetLoader_) { filament::gltfio::AssetLoader::destroy(&AssetLoader_); AssetLoader_ = nullptr; } if (MaterialProvider_) { MaterialProvider_->destroyMaterials(); delete MaterialProvider_; MaterialProvider_ = nullptr; } // 销毁离屏渲染资源 if (RenderTarget_) { Engine_->destroy(RenderTarget_); RenderTarget_ = nullptr; } if (FilamentTexture_) { Engine_->destroy(FilamentTexture_); FilamentTexture_ = nullptr; } if (DepthTexture_) { Engine_->destroy(DepthTexture_); DepthTexture_ = nullptr; } if (GLTextureId_) { glDeleteTextures(1, &GLTextureId_); GLTextureId_ = 0; } // 销毁 View Engine_->destroy(View_); if (UIView_) { Engine_->destroy(UIView_); UIView_ = nullptr; } if (ImGuiHelper_) { delete ImGuiHelper_; ImGuiHelper_ = nullptr; } // 销毁相机组件和实体 if (Camera_) { utils::Entity cameraEntity = Camera_->getEntity(); Engine_->destroyCameraComponent(cameraEntity); utils::EntityManager::get().destroy(cameraEntity); } // 销毁其他资源 Engine_->destroy(Scene_); Engine_->destroy(Renderer_); Engine_->destroy(SwapChain_); delete NameManager_; NameManager_ = nullptr; // 最后销毁 Engine filament::Engine::destroy(&Engine_); Engine_ = nullptr; } } void SetProjectRootPath(const std::filesystem::path& projectRootPath) { ProjectRootPath_ = projectRootPath; } void ParseModelHierarchyToEcs(MetaCoreScene& scene, MetaCoreGameObject& parentObject, filament::gltfio::FilamentAsset* asset) { if (!asset) return; const utils::Entity* entities = asset->getEntities(); size_t entityCount = asset->getEntityCount(); auto& tm = Engine_->getTransformManager(); // 建立 Filament Entity 到 MetaCore GameObject 的映射 std::map entityToObj; entityToObj[asset->getRoot()] = parentObject; // 【超级核心】:绑定顶级父 GameObject 标识到 Filament Asset 根 Entity,彻底打通顶级 Gizmo 的同步! ObjectToFilamentEntity_[parentObject.GetId()] = { asset, asset->getRoot() }; // 预先收集并缓存 parentObject 子树下的所有已有 GameObject,用于高精度的三步复用匹配 std::vector subtreeObjects; std::vector subtreeIds = scene.GetSubtreeObjectIds(parentObject.GetId()); for (MetaCoreId subId : subtreeIds) { auto subObj = scene.FindGameObject(subId); if (subObj && subObj.GetId() != parentObject.GetId()) { subtreeObjects.push_back(subObj); } } // 第一遍:创建或复用所有对象 for (size_t i = 0; i < entityCount; i++) { utils::Entity entity = entities[i]; if (entity == asset->getRoot()) continue; const char* nodeName = asset->getName(entity); std::string name = nodeName ? nodeName : ("Node_" + std::to_string(i)); MetaCoreGameObject childObj; bool isExisting = false; // 1. 优先通过 ModelNodeIndex 进行精确匹配(针对带有网格的节点) for (auto& sceneObj : subtreeObjects) { if (sceneObj.HasComponent()) { auto& mesh = sceneObj.GetComponent(); if (mesh.ModelNodeIndex == static_cast(i)) { childObj = sceneObj; isExisting = true; break; } } } // 2. 如果没找到(针对没有网格的空节点),通过名字进行匹配复用 if (!isExisting) { for (auto& sceneObj : subtreeObjects) { if (sceneObj.GetName() == name) { // 且该节点不能已经被其他实体映射占用 bool alreadyMapped = false; for (auto& [ent, obj] : entityToObj) { if (obj.GetId() == sceneObj.GetId()) { alreadyMapped = true; break; } } if (!alreadyMapped) { childObj = sceneObj; isExisting = true; break; } } } } // 3. 实在没有找到,才进行动态创建(仅作为降级兜底) if (!isExisting) { childObj = scene.CreateGameObject(name, parentObject.GetId()); auto& meshRenderer = childObj.AddComponent(); meshRenderer.MeshSource = MetaCoreMeshSourceKind::Asset; meshRenderer.ModelNodeIndex = static_cast(i); } entityToObj[entity] = childObj; ObjectToFilamentEntity_[childObj.GetId()] = { asset, entity }; // 获取并设置 Transform auto instance = tm.getInstance(entity); if (instance) { filament::math::mat4f localTransform = tm.getTransform(instance); glm::mat4 filamentMatrix; std::memcpy(glm::value_ptr(filamentMatrix), &localTransform[0][0], sizeof(float) * 16); glm::mat4 R_minus90X = glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f), {1, 0, 0}); glm::mat4 R_plus90X = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), {1, 0, 0}); glm::mat4 matrix = R_minus90X * filamentMatrix * R_plus90X; // 拆解矩阵 glm::vec3 scale; glm::quat rotation; glm::vec3 translation; glm::vec3 skew; glm::vec4 perspective; glm::decompose(matrix, scale, rotation, translation, skew, perspective); auto& transform = childObj.GetComponent(); transform.Position = translation; transform.RotationEulerDegrees = glm::degrees(glm::eulerAngles(rotation)); transform.Scale = scale; } } // 第二遍:修正父子关系 for (size_t i = 0; i < entityCount; i++) { utils::Entity entity = entities[i]; if (entity == asset->getRoot()) continue; auto instance = tm.getInstance(entity); if (instance) { utils::Entity parentEntity = tm.getParent(instance); if (parentEntity && entityToObj.count(parentEntity)) { MetaCoreGameObject currentObj = entityToObj[entity]; MetaCoreGameObject parentObj = entityToObj[parentEntity]; currentObj.SetParentId(parentObj.GetId()); } } } } static std::string NormalizePath(std::string path) { std::replace(path.begin(), path.end(), '\\', '/'); return path; } void SyncScene(const MetaCoreSceneRenderSyncSnapshot& snapshot, MetaCoreScene* scene, bool compatibilityMeshOnly, bool useScenePrimaryCamera) { if (!AssetLoader_) return; (void)compatibilityMeshOnly; LastSyncSnapshot_ = snapshot; ObjectWorldMatrices_ = LastSyncSnapshot_.WorldMatrices; SyncSceneLights(LastSyncSnapshot_); if (useScenePrimaryCamera) { MetaCoreSceneView primarySceneView; if (MetaCoreSceneRenderSync::TryBuildSceneViewFromPrimaryCamera(LastSyncSnapshot_, primarySceneView)) { ApplySceneView(primarySceneView); } } // 1. 收集当前 snapshot 中所有存在的模型 Root ID std::unordered_set activeHostRootIds; for (const auto& renderable : snapshot.Renderables) { if (renderable.MeshSource == MetaCoreMeshSourceKind::Asset || (renderable.MeshSource == MetaCoreMeshSourceKind::Builtin && (renderable.BuiltinMesh == MetaCoreBuiltinMeshType::Cube || renderable.BuiltinMesh == MetaCoreBuiltinMeshType::Plane))) { if (renderable.HostRootId != 0) { activeHostRootIds.insert(renderable.HostRootId); } } } // 2. 检查所有已加载的资产,若其 Root ID 不在 activeHostRootIds 中,则说明已被删除,执行清理 for (auto it = LoadedAssets_.begin(); it != LoadedAssets_.end(); ) { MetaCoreId hostRootId = it->first; filament::gltfio::FilamentAsset* asset = it->second; if (!activeHostRootIds.contains(hostRootId)) { std::cout << "FilamentSceneBridge: Unloading deleted asset: " << hostRootId << std::endl; // 从场景中移除该资产关联的所有实体 if (Scene_ && asset) { const utils::Entity* entities = asset->getEntities(); size_t entityCount = asset->getEntityCount(); for (size_t i = 0; i < entityCount; ++i) { Scene_->remove(entities[i]); EntitiesInScene_.erase(entities[i]); } } // 查找并清理对应的 pivotEntity auto pivotIt = ObjectToFilamentEntity_.find(hostRootId); if (pivotIt != ObjectToFilamentEntity_.end()) { utils::Entity pivotEntity = pivotIt->second.second; bool isPivotNode = (asset == nullptr || pivotEntity != asset->getRoot()); if (Scene_ && pivotEntity) { Scene_->remove(pivotEntity); EntitiesInScene_.erase(pivotEntity); } if (isPivotNode && pivotEntity) { utils::EntityManager::get().destroy(pivotEntity); } } // 销毁资产本身 if (asset) { AssetLoader_->destroyAsset(asset); } // 从 ObjectToFilamentEntity_ 和 ObjectWorldMatrices_ 中清除所有指向该 asset 的映射 if (asset != nullptr) { for (auto entIt = ObjectToFilamentEntity_.begin(); entIt != ObjectToFilamentEntity_.end(); ) { if (entIt->second.first == asset) { ObjectWorldMatrices_.erase(entIt->first); entIt = ObjectToFilamentEntity_.erase(entIt); } else { ++entIt; } } } // 确保顶级父 ID 的变换缓存也被清除 ObjectWorldMatrices_.erase(hostRootId); // 从 LoadedAssets_ 中移除 it = LoadedAssets_.erase(it); } else { ++it; } } for (const auto& renderable : snapshot.Renderables) { if (renderable.MeshSource != MetaCoreMeshSourceKind::Asset && renderable.MeshSource != MetaCoreMeshSourceKind::Builtin) { continue; } std::string modelPath; if (renderable.SourceModelAssetGuid.IsValid()) { modelPath = MetaCoreAssetRegistry::Get().ResolveGuidToPath(renderable.SourceModelAssetGuid).generic_string(); } if (modelPath.empty() && !renderable.SourceModelPath.empty()) { modelPath = renderable.SourceModelPath; } if (modelPath.empty() && renderable.MeshSource == MetaCoreMeshSourceKind::Builtin) { if (renderable.BuiltinMesh == MetaCoreBuiltinMeshType::Cube) { modelPath = "Assets/Models/Cube.glb"; } else if (renderable.BuiltinMesh == MetaCoreBuiltinMeshType::Plane) { modelPath = "Assets/Models/Plane.glb"; } } if (modelPath.empty()) { continue; } std::filesystem::path absolutePath = ProjectRootPath_ / modelPath; MetaCoreId hostRootId = renderable.HostRootId; std::string hostRootName = renderable.HostRootName; // 如果该模型的顶级根宿主已经被加载过,则不需要重复加载,直接更新变换 if (LoadedAssets_.contains(hostRootId)) { continue; } // 加载新模型,以顶级根宿主 hostRootId 进行注册存储 std::cout << "FilamentSceneBridge: Loading GLTF: " << absolutePath << " (Host: " << hostRootName << ")" << std::endl; std::ifstream file(absolutePath, std::ios::binary); if (!file.is_open()) { std::cerr << "Failed to open file: " << absolutePath << std::endl; continue; } std::vector buffer((std::istreambuf_iterator(file)), std::istreambuf_iterator()); filament::gltfio::FilamentAsset* asset = AssetLoader_->createAsset( reinterpret_cast(buffer.data()), static_cast(buffer.size()) ); if (!asset) { std::cerr << "Failed to create asset!" << std::endl; continue; } // 加载贴图等资源 filament::gltfio::ResourceLoader resourceLoader({ Engine_ }); resourceLoader.loadResources(asset); // 添加到场景 Scene_->addEntities(asset->getEntities(), asset->getEntityCount()); { const utils::Entity* entities = asset->getEntities(); size_t entityCount = asset->getEntityCount(); for (size_t i = 0; i < entityCount; ++i) { EntitiesInScene_.insert(entities[i]); } } LoadedAssets_[hostRootId] = asset; if (scene != nullptr) { // 有 ECS 实例模式下同步层级结构并补挂 Tag auto hostRootObj = scene->FindGameObject(hostRootId); if (hostRootObj) { MetaCoreGameObject nonConstHostRoot = hostRootObj; // 现场补挂 Tag,确保后续帧和拖拽时 100% 命中 Tag 快速通道,绝不走 Fallback if (!nonConstHostRoot.HasComponent()) { nonConstHostRoot.AddComponent(MetaCoreModelRootTag{ modelPath }); } // 如果名字是默认的 "Cube",自动改为模型文件名 if (nonConstHostRoot.GetName() == "Cube") { std::string filename = std::filesystem::path(modelPath).filename().string(); nonConstHostRoot.GetName() = filename; } ParseModelHierarchyToEcs(*scene, nonConstHostRoot, asset); } } else { // 如果 scene 为 nullptr,代表纯快照渲染模式。我们需要直接在 ObjectToFilamentEntity_ 中建立子实体的映射。 // 顶级父 ID 对应 asset->getRoot() ObjectToFilamentEntity_[hostRootId] = { asset, asset->getRoot() }; // 遍历新资产中的 entities 映射到 snapshot 中的 renderable 节点 const utils::Entity* entities = asset->getEntities(); size_t entityCount = asset->getEntityCount(); std::vector candidates; for (const auto& r : snapshot.Renderables) { if (r.HostRootId == hostRootId && r.ObjectId != hostRootId) { candidates.push_back(r); } } std::map entityToId; entityToId[asset->getRoot()] = hostRootId; for (size_t i = 0; i < entityCount; i++) { utils::Entity entity = entities[i]; if (entity == asset->getRoot()) continue; const char* nodeName = asset->getName(entity); std::string name = nodeName ? nodeName : ("Node_" + std::to_string(i)); MetaCoreId childObjectId = 0; bool isExisting = false; // 1. 优先通过 ModelNodeIndex 进行匹配 for (const auto& cand : candidates) { if (cand.ModelNodeIndex == static_cast(i)) { childObjectId = cand.ObjectId; isExisting = true; break; } } // 2. 其次通过名字匹配 if (!isExisting) { for (const auto& cand : candidates) { if (cand.Name == name) { bool alreadyMapped = false; for (auto& [ent, id] : entityToId) { if (id == cand.ObjectId) { alreadyMapped = true; break; } } if (!alreadyMapped) { childObjectId = cand.ObjectId; isExisting = true; break; } } } } if (isExisting && childObjectId != 0) { entityToId[entity] = childObjectId; ObjectToFilamentEntity_[childObjectId] = { asset, entity }; } } } // 创建中间 Pivot 实体用于坐标系转换 (glTF Y-up -> MetaCore Z-up) utils::Entity pivotEntity = utils::EntityManager::get().create(); auto& tm = Engine_->getTransformManager(); tm.create(pivotEntity); // 将资产根节点挂载到 Pivot 下 utils::Entity assetRoot = asset->getRoot(); tm.setParent(tm.getInstance(assetRoot), tm.getInstance(pivotEntity)); // 获取原始局部变换并叠加旋转补偿 filament::math::mat4f originalLocalTransform = tm.getTransform(tm.getInstance(assetRoot)); glm::mat4 originalMatrix; std::memcpy(glm::value_ptr(originalMatrix), &originalLocalTransform[0][0], sizeof(float) * 16); glm::mat4 compensationMatrix = glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f), {1, 0, 0}); glm::mat4 finalRootMatrix = compensationMatrix * originalMatrix; tm.setTransform(tm.getInstance(assetRoot), *reinterpret_cast(glm::value_ptr(finalRootMatrix))); // 【关键一步】:注册 hostRootId(顶级根宿主)的 ID 与 pivotEntity,彻底打通顶级宿主的 Gizmo 坐标变换! ObjectToFilamentEntity_[hostRootId] = { asset, pivotEntity }; Scene_->addEntity(pivotEntity); EntitiesInScene_.insert(pivotEntity); // 更新初始位置 glm::mat4 initLocalMat{1.0f}; auto itMat = snapshot.LocalMatrices.find(renderable.ObjectId); if (itMat != snapshot.LocalMatrices.end()) { initLocalMat = itMat->second; } UpdateTransform(renderable.ObjectId, initLocalMat); } // 1. 构建反向查找映射,方便反查 entity 对应的 objectId std::unordered_map entityToObjectId; for (const auto& [objectId, assetEntity] : ObjectToFilamentEntity_) { entityToObjectId[assetEntity.second] = objectId; } // 2. 控制所有已加载 glTF 资产内部所有实体(包括无直接映射的内部渲染实体)的可见性 auto& tm = Engine_->getTransformManager(); for (const auto& [hostRootId, asset] : LoadedAssets_) { if (!asset) continue; const utils::Entity* entities = asset->getEntities(); size_t entityCount = asset->getEntityCount(); for (size_t i = 0; i < entityCount; ++i) { utils::Entity entity = entities[i]; if (!entity) continue; bool shouldBeInScene = false; auto it = entityToObjectId.find(entity); if (it != entityToObjectId.end()) { // 若是直接映射节点,其可见性由快照决定 shouldBeInScene = snapshot.WorldMatrices.contains(it->second); } else { // 若是没有直接映射关系的内部渲染/辅助实体,上溯其在 Filament 层级树中的父节点链, // 找到最近的具有映射关系的祖先节点,并继承其可见性状态。 utils::Entity current = entity; utils::Entity mappedAncestor; while (current) { auto instance = tm.getInstance(current); if (!instance) break; utils::Entity parent = tm.getParent(instance); if (!parent) break; if (entityToObjectId.contains(parent)) { mappedAncestor = parent; break; } current = parent; } if (mappedAncestor) { shouldBeInScene = snapshot.WorldMatrices.contains(entityToObjectId[mappedAncestor]); } else { // 回退保护:如果没有找到,则与该资产对应的顶级根宿主保持状态一致 shouldBeInScene = snapshot.WorldMatrices.contains(hostRootId); } } // 同步可见性状态到 Filament Scene if (shouldBeInScene) { if (Scene_ && !EntitiesInScene_.contains(entity)) { Scene_->addEntity(entity); EntitiesInScene_.insert(entity); } } else { if (Scene_ && EntitiesInScene_.contains(entity)) { Scene_->remove(entity); EntitiesInScene_.erase(entity); } } } } // 3. 控制 ObjectToFilamentEntity_ 中所有非资产实体(如 pivotEntity 辅助实体)的可见性 for (const auto& [objectId, assetEntity] : ObjectToFilamentEntity_) { utils::Entity entity = assetEntity.second; if (!entity) continue; // 检查该实体是否为资产内部实体,如果不是(例如 pivotEntity),则直接控制可见性 bool isAssetEntity = false; if (assetEntity.first) { const utils::Entity* entities = assetEntity.first->getEntities(); size_t entityCount = assetEntity.first->getEntityCount(); for (size_t i = 0; i < entityCount; ++i) { if (entities[i] == entity) { isAssetEntity = true; break; } } } if (!isAssetEntity) { bool shouldBeInScene = snapshot.WorldMatrices.contains(objectId); if (shouldBeInScene) { if (Scene_ && !EntitiesInScene_.contains(entity)) { Scene_->addEntity(entity); EntitiesInScene_.insert(entity); } } else { if (Scene_ && EntitiesInScene_.contains(entity)) { Scene_->remove(entity); EntitiesInScene_.erase(entity); } } } } // 4. 同步所有存活实体的本地和全局变换矩阵 for (const auto& [objectId, assetEntity] : ObjectToFilamentEntity_) { if (snapshot.WorldMatrices.contains(objectId)) { auto itMat = snapshot.LocalMatrices.find(objectId); if (itMat != snapshot.LocalMatrices.end()) { UpdateTransform(objectId, itMat->second); } } } } void ApplySceneView(const MetaCoreSceneView& sceneView) { if (!Camera_ || !View_) return; // 1. 视图矩阵同步 const glm::mat4 viewMatrix = glm::lookAt(sceneView.CameraPosition, sceneView.CameraTarget, sceneView.CameraUp); const glm::mat4 cameraModelMatrix = glm::inverse(viewMatrix); Camera_->setModelMatrix(*reinterpret_cast(glm::value_ptr(cameraModelMatrix))); // 2. 投影矩阵:回归 Filament 原生设置 const auto& viewport = View_->getViewport(); float aspect = (viewport.height > 0) ? (static_cast(viewport.width) / static_cast(viewport.height)) : 1.0f; Camera_->setProjection( sceneView.VerticalFieldOfViewDegrees, aspect, sceneView.NearClip, sceneView.FarClip, filament::Camera::Fov::VERTICAL ); } void RenderAll() { if (!Renderer_ || !SwapChain_ || !View_) { return; } if (Renderer_->beginFrame(SwapChain_)) { if (RenderTarget_) { // 1. 渲染 3D 离屏视口 (输出到 RenderTarget) filament::Renderer::ClearOptions options; options.clearColor = { 0.11f, 0.12f, 0.14f, 1.0f }; // 深灰色 options.clear = true; Renderer_->setClearOptions(options); Renderer_->render(View_); if (UIView_ && ImGuiHelper_) { // 2. 准备并渲染 UI 视口 (输出到 SwapChain) ImGuiIO& io = ImGui::GetIO(); ImGuiHelper_->setDisplaySize(io.DisplaySize.x, io.DisplaySize.y); UIView_->setViewport({0, 0, static_cast(io.DisplaySize.x), static_cast(io.DisplaySize.y)}); options.clearColor = { 0.11f, 0.12f, 0.14f, 1.0f }; // 灰色 options.clear = true; Renderer_->setClearOptions(options); ImGuiHelper_->processImGuiCommands(ImGui::GetDrawData(), io); Renderer_->render(UIView_); } } else { // 3. 直接上屏渲染 filament::Renderer::ClearOptions options; options.clearColor = { 0.11f, 0.12f, 0.14f, 1.0f }; // 深灰色 options.clear = true; Renderer_->setClearOptions(options); Renderer_->render(View_); } Renderer_->endFrame(); // 在帧结束、指令提交后,安全地销毁上一帧遗留的旧纹理 for (auto* tex : OldTextures_) { Engine_->destroy(tex); } OldTextures_.clear(); } } uint32_t GetGLTextureId() const { return GLTextureId_; } void Resize(int width, int height) { if (width <= 0 || height <= 0) return; if (!RenderTarget_) { View_->setViewport({0, 0, static_cast(width), static_cast(height)}); return; } // 【关键修复】:如果大小没有改变,不要重新创建纹理! // 否则会导致上一帧传给 ImGui 的纹理指针在这一帧被提前销毁,引发 Use-after-free 崩溃。 if (FilamentTexture_ && FilamentTexture_->getWidth() == static_cast(width) && FilamentTexture_->getHeight() == static_cast(height)) { return; } if (RenderTarget_) Engine_->destroy(RenderTarget_); if (DepthTexture_) Engine_->destroy(DepthTexture_); // 【关键修复】:推迟销毁旧纹理,避免当前帧 ImGui 的 DrawList 还在引用它导致崩溃。 if (FilamentTexture_) { OldTextures_.push_back(FilamentTexture_); } FilamentTexture_ = filament::Texture::Builder() .width(static_cast(width)) .height(static_cast(height)) .usage(filament::Texture::Usage::COLOR_ATTACHMENT | filament::Texture::Usage::SAMPLEABLE) .format(filament::Texture::InternalFormat::RGBA8) .build(*Engine_); DepthTexture_ = filament::Texture::Builder() .width(static_cast(width)) .height(static_cast(height)) .usage(filament::Texture::Usage::DEPTH_ATTACHMENT) .format(filament::Texture::InternalFormat::DEPTH24) .build(*Engine_); RenderTarget_ = filament::RenderTarget::Builder() .texture(filament::RenderTarget::AttachmentPoint::COLOR, FilamentTexture_) .texture(filament::RenderTarget::AttachmentPoint::DEPTH, DepthTexture_) .build(*Engine_); View_->setRenderTarget(RenderTarget_); View_->setViewport({0, 0, static_cast(width), static_cast(height)}); } void* GetFilamentTexturePointer() const { return FilamentTexture_; } bool TryGetObjectWorldMatrix(MetaCoreId objectId, glm::mat4& worldMatrix) const { const auto worldIt = ObjectWorldMatrices_.find(objectId); if (worldIt == ObjectWorldMatrices_.end()) { return false; } worldMatrix = worldIt->second; return true; } bool HasRuntimeSyncFailure() const { return false; } const std::string& GetLastRuntimeSyncFailure() const { return EmptyString_; } bool VerifyTransformForTesting(MetaCoreId objectId, const glm::mat4& expectedMatrix) const { auto it = ObjectToFilamentEntity_.find(objectId); if (it == ObjectToFilamentEntity_.end()) return false; utils::Entity entity = it->second.second; auto& tm = Engine_->getTransformManager(); auto instance = tm.getInstance(entity); if (!instance) return false; filament::math::mat4f currentMat = tm.getTransform(instance); glm::mat4 actualMatrix; std::memcpy(glm::value_ptr(actualMatrix), ¤tMat[0][0], sizeof(float) * 16); glm::mat4 targetMatrix = expectedMatrix; if (LoadedAssets_.count(objectId) == 0) { glm::mat4 R_plus90X = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), {1, 0, 0}); glm::mat4 R_minus90X = glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f), {1, 0, 0}); targetMatrix = R_plus90X * targetMatrix * R_minus90X; } // 浮点数比对,精度 0.0001 for (int c = 0; c < 4; ++c) { for (int r = 0; r < 4; ++r) { if (std::abs(actualMatrix[c][r] - targetMatrix[c][r]) > 0.0001f) { return false; } } } return true; } bool VerifyLightExistsForTesting(MetaCoreId objectId) const { return SceneLightEntities_.contains(objectId); } float GetDefaultLightIntensityForTesting() const { if (!Engine_) return 0.0F; auto& lightManager = Engine_->getLightManager(); const auto defaultLightInstance = lightManager.getInstance(Light_); if (defaultLightInstance) { return lightManager.getIntensity(defaultLightInstance); } return 0.0F; } bool VerifyEntityInSceneForTesting(MetaCoreId objectId) const { auto it = ObjectToFilamentEntity_.find(objectId); if (it == ObjectToFilamentEntity_.end()) return false; return EntitiesInScene_.contains(it->second.second); } private: static filament::math::float3 ToFilamentFloat3(const glm::vec3& value) { return filament::math::float3{ value.x, value.y, value.z }; } static filament::math::float3 BuildFilamentLightDirection(const glm::mat4& worldMatrix) { glm::vec3 direction = glm::vec3(worldMatrix * glm::vec4(0.0F, 0.0F, -1.0F, 0.0F)); if (glm::length(direction) <= 0.0001F) { direction = glm::vec3(0.5F, 0.5F, -1.0F); } direction = glm::normalize(direction); return ToFilamentFloat3(direction); } static filament::LinearColor BuildFilamentLightColor(const glm::vec3& color) { return filament::Color::toLinear({ color.x, color.y, color.z }); } static float BuildFilamentLightIntensity(float intensity) { return (intensity > 0.0F ? intensity : 0.0F) * 10000.0F; } void SyncSceneLights(const MetaCoreSceneRenderSyncSnapshot& snapshot) { if (!Engine_ || !Scene_) { return; } std::unordered_set activeLightIds; auto& lightManager = Engine_->getLightManager(); const auto defaultLightInstance = lightManager.getInstance(Light_); // 统计当前是否有处于启用状态的光源 bool hasActiveLight = false; for (const auto& light : snapshot.Lights) { if (light.Enabled) { hasActiveLight = true; break; } } if (defaultLightInstance) { // 如果场景中没有任何起作用的灯光,则自动亮起默认灯光作为兜底 lightManager.setIntensity(defaultLightInstance, hasActiveLight ? 0.0F : 100000.0F); } for (const MetaCoreRenderSyncLight& light : snapshot.Lights) { if (!light.Enabled) { continue; } activeLightIds.insert(light.ObjectId); auto lightIt = SceneLightEntities_.find(light.ObjectId); if (lightIt == SceneLightEntities_.end()) { utils::Entity lightEntity = utils::EntityManager::get().create(); filament::LightManager::Builder(filament::LightManager::Type::DIRECTIONAL) .color(BuildFilamentLightColor(light.Color)) .intensity(BuildFilamentLightIntensity(light.Intensity)) .direction(BuildFilamentLightDirection(light.WorldMatrix)) .castShadows(true) .build(*Engine_, lightEntity); Scene_->addEntity(lightEntity); EntitiesInScene_.insert(lightEntity); lightIt = SceneLightEntities_.emplace(light.ObjectId, lightEntity).first; } const auto lightInstance = lightManager.getInstance(lightIt->second); if (lightInstance) { lightManager.setColor(lightInstance, BuildFilamentLightColor(light.Color)); lightManager.setIntensity(lightInstance, BuildFilamentLightIntensity(light.Intensity)); lightManager.setDirection(lightInstance, BuildFilamentLightDirection(light.WorldMatrix)); } } for (auto it = SceneLightEntities_.begin(); it != SceneLightEntities_.end();) { if (activeLightIds.contains(it->first)) { ++it; continue; } Scene_->remove(it->second); EntitiesInScene_.erase(it->second); Engine_->destroy(it->second); utils::EntityManager::get().destroy(it->second); it = SceneLightEntities_.erase(it); } } void UpdateTransform(MetaCoreId objectId, const glm::mat4& localMatrix) { auto it = ObjectToFilamentEntity_.find(objectId); if (it == ObjectToFilamentEntity_.end()) return; utils::Entity entity = it->second.second; auto& tm = Engine_->getTransformManager(); auto instance = tm.getInstance(entity); if (instance) { glm::mat4 matrix = localMatrix; // 【关键修复】:如果当前 entity 是子节点(即不是顶级映射的 pivotEntity) // 由于它的父级(assetRoot)带有了 -90X 旋转,我们必须对子节点应用基变换来抵消这个旋转。 // 公式:L_filament = R(90X) * L_ecs * R(-90X) if (LoadedAssets_.count(objectId) == 0) { glm::mat4 R_plus90X = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), {1, 0, 0}); glm::mat4 R_minus90X = glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f), {1, 0, 0}); matrix = R_plus90X * matrix * R_minus90X; } tm.setTransform(instance, *reinterpret_cast(glm::value_ptr(matrix))); } } filament::Engine* Engine_ = nullptr; filament::SwapChain* SwapChain_ = nullptr; filament::Renderer* Renderer_ = nullptr; filament::Scene* Scene_ = nullptr; filament::Camera* Camera_ = nullptr; filament::View* View_ = nullptr; filament::gltfio::AssetLoader* AssetLoader_ = nullptr; filament::gltfio::MaterialProvider* MaterialProvider_ = nullptr; utils::NameComponentManager* NameManager_ = nullptr; MetaCoreSceneRenderSync RenderSync_{}; MetaCoreSceneRenderSyncSnapshot LastSyncSnapshot_{}; std::unordered_map ObjectWorldMatrices_{}; std::unordered_map> ObjectToFilamentEntity_; std::unordered_map LoadedAssets_; std::unordered_map SceneLightEntities_; std::unordered_set EntitiesInScene_; filament::View* UIView_ = nullptr; MetaCoreImGuiHelper* ImGuiHelper_ = nullptr; GLuint GLTextureId_ = 0; filament::Texture* FilamentTexture_ = nullptr; filament::Texture* DepthTexture_ = nullptr; filament::RenderTarget* RenderTarget_ = nullptr; std::vector OldTextures_; utils::Entity Light_; std::filesystem::path ProjectRootPath_{}; std::string EmptyString_{}; }; MetaCoreFilamentSceneBridge::MetaCoreFilamentSceneBridge() : Impl_(std::make_unique()) {} MetaCoreFilamentSceneBridge::~MetaCoreFilamentSceneBridge() = default; bool MetaCoreFilamentSceneBridge::Initialize(MetaCoreWindow& window, bool offscreen) { return Impl_->Initialize(window, offscreen); } void MetaCoreFilamentSceneBridge::Shutdown() { Impl_->Shutdown(); } void MetaCoreFilamentSceneBridge::SetProjectRootPath(const std::filesystem::path& projectRootPath) { Impl_->SetProjectRootPath(projectRootPath); } void MetaCoreFilamentSceneBridge::SyncScene(MetaCoreScene& scene, bool compatibilityMeshOnly, bool useScenePrimaryCamera) { auto snapshot = Impl_->BuildSnapshot(scene); Impl_->SyncScene(snapshot, &scene, compatibilityMeshOnly, useScenePrimaryCamera); } void MetaCoreFilamentSceneBridge::SyncScene(const MetaCoreSceneRenderSyncSnapshot& snapshot, MetaCoreScene* scene, bool compatibilityMeshOnly, bool useScenePrimaryCamera) { Impl_->SyncScene(snapshot, scene, compatibilityMeshOnly, useScenePrimaryCamera); } void MetaCoreFilamentSceneBridge::ApplySceneView(const MetaCoreSceneView& sceneView) { Impl_->ApplySceneView(sceneView); } void MetaCoreFilamentSceneBridge::RenderAll() { Impl_->RenderAll(); } uint32_t MetaCoreFilamentSceneBridge::GetGLTextureId() const { return Impl_->GetGLTextureId(); } void MetaCoreFilamentSceneBridge::Resize(int width, int height) { Impl_->Resize(width, height); } void* MetaCoreFilamentSceneBridge::GetFilamentTexturePointer() const { return Impl_->GetFilamentTexturePointer(); } bool MetaCoreFilamentSceneBridge::TryGetObjectWorldMatrix(MetaCoreId objectId, glm::mat4& worldMatrix) const { return Impl_->TryGetObjectWorldMatrix(objectId, worldMatrix); } bool MetaCoreFilamentSceneBridge::HasRuntimeSyncFailure() const { return Impl_->HasRuntimeSyncFailure(); } const std::string& MetaCoreFilamentSceneBridge::GetLastRuntimeSyncFailure() const { return Impl_->GetLastRuntimeSyncFailure(); } bool MetaCoreFilamentSceneBridge::VerifyTransformForTesting(MetaCoreId objectId, const glm::mat4& expectedMatrix) const { return Impl_->VerifyTransformForTesting(objectId, expectedMatrix); } bool MetaCoreFilamentSceneBridge::VerifyLightExistsForTesting(MetaCoreId objectId) const { return Impl_->VerifyLightExistsForTesting(objectId); } float MetaCoreFilamentSceneBridge::GetDefaultLightIntensityForTesting() const { return Impl_->GetDefaultLightIntensityForTesting(); } bool MetaCoreFilamentSceneBridge::VerifyEntityInSceneForTesting(MetaCoreId objectId) const { return Impl_->VerifyEntityInSceneForTesting(objectId); } } // namespace MetaCore