feat(web): add render performance authoring
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This commit is contained in:
mes123456
2026-08-29 19:43:51 +08:00
parent 085632b3a9
commit ec23b29db1
47 changed files with 1918 additions and 38 deletions

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@@ -945,6 +945,7 @@ function Properties({ snapshot, selectedFaceIndices, selectedVertexIndices, grea
{activeScene?.motionBlurSettings ? <div className="property-section" data-testid="scene-motion-blur-workbench"><h3>Motion Blur</h3><output>{activeScene.motionBlurSettings.enabled ? "Enabled" : "Disabled"} · Shutter {activeScene.motionBlurSettings.shutter.toFixed(3)} · Position {activeScene.motionBlurSettings.position}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMotionBlur(activeScene.id, { enabled: !activeScene.motionBlurSettings!.enabled }))}>{activeScene.motionBlurSettings.enabled ? "关闭运动模糊" : "启用运动模糊"}</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMotionBlur(activeScene.id, { shutter: Math.min(10, activeScene.motionBlurSettings!.shutter + 0.05) }))}>增加快门</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMotionBlur(activeScene.id, { position: ((activeScene.motionBlurSettings!.position + 1) % 3) as 0 | 1 | 2 }))}>切换位置</button></div></div> : null}
{activeScene?.hairSettings ? <div className="property-section" data-testid="scene-hair-settings-workbench"><h3>Hair Display</h3><output>Type {activeScene.hairSettings.type} · Subdivisions {activeScene.hairSettings.subdivisions}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneHairSettings(activeScene.id, { type: ((activeScene.hairSettings!.type + 1) % 3) as 0 | 1 | 2 }))}>切换发丝类型</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneHairSettings(activeScene.id, { subdivisions: Math.min(32, activeScene.hairSettings!.subdivisions + 1) }))}>增加细分</button></div></div> : null}
{activeScene?.compositorSettings ? <div className="property-section" data-testid="scene-compositor-settings-workbench"><h3>Compositor Execution</h3><output>Device {activeScene.compositorSettings.device} · Precision {activeScene.compositorSettings.precision} · Denoise {activeScene.compositorSettings.denoiseDevice} · Quality {activeScene.compositorSettings.previewQuality}/{activeScene.compositorSettings.finalQuality}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneCompositorSettings(activeScene.id, { device: activeScene.compositorSettings!.device === 0 ? 1 : 0 }))}>切换设备</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneCompositorSettings(activeScene.id, { precision: activeScene.compositorSettings!.precision === 0 ? 1 : 0 }))}>切换精度</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneCompositorSettings(activeScene.id, { denoiseDevice: ((activeScene.compositorSettings!.denoiseDevice + 1) % 3) as 0 | 1 | 2 }))}>切换降噪设备</button></div></div> : null}
{activeScene?.performanceSettings ? <div className="property-section" data-testid="scene-performance-settings-workbench"><h3>Render Performance</h3><output>{activeScene.performanceSettings.fixedThreads ? `${activeScene.performanceSettings.threads} fixed threads` : "Automatic threads"} · {activeScene.performanceSettings.persistentData ? "Persistent data" : "Transient data"} · {activeScene.performanceSettings.highQualityNormals ? "HQ normals" : "Standard normals"}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setScenePerformanceSettings(activeScene.id, { fixedThreads: !activeScene.performanceSettings!.fixedThreads }))}>切换线程模式</button><button type="button" onClick={() => onCommand(animationRenderCommands.setScenePerformanceSettings(activeScene.id, { threads: Math.min(1024, activeScene.performanceSettings!.threads + 1) }))}>增加线程</button><button type="button" onClick={() => onCommand(animationRenderCommands.setScenePerformanceSettings(activeScene.id, { persistentData: !activeScene.performanceSettings!.persistentData }))}>切换持久数据</button></div></div> : null}
{activeScene?.renderSettings ? <div className="property-section" data-testid="scene-render-settings-workbench"><h3>Render Output</h3><output>{activeScene.renderSettings.resolutionX} × {activeScene.renderSettings.resolutionY} @ {activeScene.renderSettings.resolutionPercentage}%</output><output>Frames {activeScene.renderSettings.frameStart} - {activeScene.renderSettings.frameEnd} · {activeScene.renderSettings.outputPath}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneRenderSettings(activeScene.id, { resolutionX: Math.min(65536, activeScene.renderSettings!.resolutionX + 64), resolutionY: Math.min(65536, activeScene.renderSettings!.resolutionY + 64) }))}>增加分辨率</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneRenderSettings(activeScene.id, { resolutionPercentage: Math.min(1000, activeScene.renderSettings!.resolutionPercentage + 10) }))}>增加百分比</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneRenderSettings(activeScene.id, { frameEnd: Math.min(1000000, activeScene.renderSettings!.frameEnd + 1) }))}>延长帧范围</button></div></div> : null}
{activeScene?.audioSettings ? <div className="property-section" data-testid="scene-audio-settings-workbench"><h3>Scene Audio</h3><output>Volume {activeScene.audioSettings.volume.toFixed(2)} · Speed {activeScene.audioSettings.speedOfSound.toFixed(1)} · Doppler {activeScene.audioSettings.dopplerFactor.toFixed(2)}</output><output>Distance model {activeScene.audioSettings.distanceModel} · {activeScene.audioSettings.muted ? "Muted" : "Audible"} · {activeScene.audioSettings.sync ? "Synced" : "Free"}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneAudioSettings(activeScene.id, { volume: Math.min(10, activeScene.audioSettings!.volume + 0.1) }))}>增加音量</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneAudioSettings(activeScene.id, { muted: !activeScene.audioSettings!.muted }))}>{activeScene.audioSettings.muted ? "取消静音" : "静音"}</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneAudioSettings(activeScene.id, { sync: !activeScene.audioSettings!.sync }))}>切换同步</button></div></div> : null}
{activeScene?.unitSettings ? <div className="property-section" data-testid="scene-unit-settings-workbench"><h3>Scene Units</h3><output>System {activeScene.unitSettings.system} · Scale {activeScene.unitSettings.scaleLength.toFixed(4)} · Rotation {activeScene.unitSettings.rotationSystem}</output><output>Length {activeScene.unitSettings.lengthUnit} · Mass {activeScene.unitSettings.massUnit} · Time {activeScene.unitSettings.timeUnit}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneUnitSettings(activeScene.id, { system: activeScene.unitSettings!.system === 1 ? 2 : 1 }))}>切换单位系统</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneUnitSettings(activeScene.id, { scaleLength: Math.min(1000000, Math.max(0.000001, activeScene.unitSettings!.scaleLength || 1) * 1.1) }))}>调整单位缩放</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneUnitSettings(activeScene.id, { rotationSystem: activeScene.unitSettings!.rotationSystem === 2 ? 0 : 2 }))}>切换旋转单位</button></div></div> : null}

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@@ -759,6 +759,14 @@ function assertFutureCapability(payload: Extract<WebEngineRequest["command"], {
for (const field of ["denoiseDevice", "previewQuality", "finalQuality"] as const) if (properties[field] !== undefined && ![0, 1, 2].includes(properties[field])) throw report("RENDER_PROPERTY_INVALID", `Scene compositor ${field} is unsupported`);
return;
}
case "setScenePerformanceSettings": {
const scene = currentSnapshot?.scenes.find((candidate) => candidate.id === payload.dataId);
const properties = payload.properties;
if (!scene || !validPropertyKeys(properties, ["fixedThreads", "threads", "persistentData", "highQualityNormals"])) throw report("RENDER_PROPERTY_INVALID", "Scene performance target or properties are invalid");
for (const field of ["fixedThreads", "persistentData", "highQualityNormals"] as const) if (properties[field] !== undefined && typeof properties[field] !== "boolean") throw report("RENDER_PROPERTY_INVALID", `Scene performance ${field} must be boolean`);
if (properties.threads !== undefined && (!Number.isSafeInteger(properties.threads) || properties.threads < 1 || properties.threads > 1024)) throw report("RENDER_PROPERTY_INVALID", "Scene performance threads are outside the bounded range");
return;
}
case "setGeometryNodeGraph": {
const snapshot = currentSnapshot;
const availableResourceIds = new Set([