#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 #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 // 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(); } bool Initialize(MetaCoreWindow& window) { 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_); // 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_); // 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)}); // 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 Texture ID: " << GLTextureId_ << std::endl; return true; } void Shutdown() { if (Engine_) { std::cout << "FilamentSceneBridge: Shutting down..." << std::endl; // 销毁所有加载的资产 for (auto& [id, asset] : LoadedAssets_) { AssetLoader_->destroyAsset(asset); } LoadedAssets_.clear(); // 销毁 gltfio 资源 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_); // 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() }; // 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)); // 如果场景中在 parentObject 下已经展开好了对应的子 GameObject,直接复用以建立映射 MetaCoreGameObject childObj; bool isExisting = false; for (auto& sceneObj : scene.GetGameObjects()) { if (sceneObj.GetParentId() == parentObject.GetId() && sceneObj.HasComponent() && sceneObj.GetComponent().ModelNodeIndex == static_cast(i)) { childObj = sceneObj; isExisting = true; break; } } if (!isExisting) { // 如果没找到才动态创建它(用于默认场景的未展开根节点) 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()); } } } } void SyncScene(MetaCoreScene& scene, bool compatibilityMeshOnly) { if (!AssetLoader_) return; for (const auto& gameObject : scene.GetGameObjects()) { if (!gameObject.HasComponent()) { continue; } const auto& meshRenderer = gameObject.GetComponent(); if (meshRenderer.MeshSource != MetaCoreMeshSourceKind::Asset && meshRenderer.MeshSource != MetaCoreMeshSourceKind::Builtin) { continue; } std::string modelPath; if (meshRenderer.SourceModelAssetGuid.IsValid()) { modelPath = MetaCoreAssetRegistry::Get().ResolveGuidToPath(meshRenderer.SourceModelAssetGuid).generic_string(); } if (modelPath.empty() && !meshRenderer.SourceModelPath.empty()) { modelPath = meshRenderer.SourceModelPath; } if (modelPath.empty() && meshRenderer.MeshSource == MetaCoreMeshSourceKind::Builtin && meshRenderer.BuiltinMesh == MetaCoreBuiltinMeshType::Cube) { modelPath = "Assets/Models/box1.glb"; } if (modelPath.empty()) { continue; } std::filesystem::path absolutePath = ProjectRootPath_ / modelPath; // 【黄金算法】:溯源确定唯一的模型根加载主体 MetaCoreGameObject hostRoot = gameObject; if (meshRenderer.ModelNodeIndex >= 0) { // 如果是子节点,沿着场景树向上回溯至最顶层父节点作为该模型的宿主加载实体 while (hostRoot.GetParentId() != 0) { auto parentObj = scene.FindGameObject(hostRoot.GetParentId()); if (!parentObj) break; hostRoot = parentObj; } } // 如果该模型的顶级根宿主已经被加载过,我们只需更新当前游戏对象的位置即可 if (LoadedAssets_.contains(hostRoot.GetId())) { UpdateTransform(gameObject); continue; } // 加载新模型,以顶级根宿主 hostRoot 的 ID 进行注册存储 std::cout << "FilamentSceneBridge: Loading GLTF: " << absolutePath << " (Host: " << hostRoot.GetName() << ")" << 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()); LoadedAssets_[hostRoot.GetId()] = asset; // 同步层级结构到场景树并自动进行展开子节点的复用映射 MetaCoreGameObject nonConstHostRoot = hostRoot; // 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); // 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 hostRoot(顶级根宿主)的 ID 与 pivotEntity,彻底打通顶级宿主的 Gizmo 坐标变换! ObjectToFilamentEntity_[hostRoot.GetId()] = { asset, pivotEntity }; Scene_->addEntity(pivotEntity); // 更新初始位置 UpdateTransform(gameObject); } // 全量同步所有已映射对象的 Transform for (const auto& gameObject : scene.GetGameObjects()) { if (ObjectToFilamentEntity_.count(gameObject.GetId())) { UpdateTransform(gameObject); } } } 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, 0.1, 1000.0, filament::Camera::Fov::VERTICAL ); } void RenderAll() { if (!Renderer_ || !SwapChain_ || !View_ || !UIView_ || !ImGuiHelper_) { return; } if (Renderer_->beginFrame(SwapChain_)) { // 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_); // 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_); 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; // 【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 { return false; } bool HasRuntimeSyncFailure() const { return false; } const std::string& GetLastRuntimeSyncFailure() const { return EmptyString_; } private: void UpdateTransform(const MetaCoreGameObject& gameObject) { auto it = ObjectToFilamentEntity_.find(gameObject.GetId()); if (it == ObjectToFilamentEntity_.end()) return; filament::gltfio::FilamentAsset* asset = it->second.first; utils::Entity entity = it->second.second; auto& tm = Engine_->getTransformManager(); auto instance = tm.getInstance(entity); if (instance) { if (!gameObject.HasComponent()) return; const auto& transform = gameObject.GetComponent(); glm::mat4 matrix = MetaCoreBuildTransformMatrix(transform); // 【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(gameObject.GetId()) == 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; std::unordered_map> ObjectToFilamentEntity_; std::unordered_map LoadedAssets_; 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) { return Impl_->Initialize(window); } void MetaCoreFilamentSceneBridge::Shutdown() { Impl_->Shutdown(); } void MetaCoreFilamentSceneBridge::SetProjectRootPath(const std::filesystem::path& projectRootPath) { Impl_->SetProjectRootPath(projectRootPath); } void MetaCoreFilamentSceneBridge::SyncScene(MetaCoreScene& scene, bool compatibilityMeshOnly) { Impl_->SyncScene(scene, compatibilityMeshOnly); } 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(); } } // namespace MetaCore