Magic_Game/core/Base/Renderer.cpp

387 lines
7.5 KiB
C++

#include "..\e2dbase.h"
#include "..\e2dmanager.h"
#include "..\e2dnode.h"
e2d::Renderer* e2d::Renderer::_instance = nullptr;
ID2D1Factory* e2d::Renderer::_d2dFactory = nullptr;
IWICImagingFactory* e2d::Renderer::_imagingFactory = nullptr;
IDWriteFactory* e2d::Renderer::_writeFactory = nullptr;
ID2D1StrokeStyle* e2d::Renderer::_miterStrokeStyle = nullptr;
ID2D1StrokeStyle* e2d::Renderer::_bevelStrokeStyle = nullptr;
ID2D1StrokeStyle* e2d::Renderer::_roundStrokeStyle = nullptr;
e2d::Renderer * e2d::Renderer::getInstance()
{
if (!_instance)
{
_instance = new (std::nothrow) Renderer;
}
return _instance;
}
void e2d::Renderer::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
SafeRelease(_miterStrokeStyle);
SafeRelease(_bevelStrokeStyle);
SafeRelease(_roundStrokeStyle);
SafeRelease(_d2dFactory);
SafeRelease(_imagingFactory);
SafeRelease(_writeFactory);
}
}
e2d::Renderer::Renderer()
: _lastRenderTime(Time::now())
, _renderTimes(0)
, _fpsFormat(nullptr)
, _fpsLayout(nullptr)
, _renderTarget(nullptr)
, _solidBrush(nullptr)
, _textRenderer(nullptr)
, _clearColor(D2D1::ColorF(D2D1::ColorF::Black))
{
CoInitialize(nullptr);
}
e2d::Renderer::~Renderer()
{
SafeRelease(_fpsFormat);
SafeRelease(_fpsLayout);
SafeRelease(_textRenderer);
SafeRelease(_solidBrush);
SafeRelease(_renderTarget);
CoUninitialize();
}
void e2d::Renderer::discardDeviceResources()
{
SafeRelease(_renderTarget);
SafeRelease(_solidBrush);
SafeRelease(_textRenderer);
}
void e2d::Renderer::render()
{
auto renderTarget = this->getRenderTarget();
// 仅当窗口没有被遮挡时进行渲染
if (renderTarget->CheckWindowState() & D2D1_WINDOW_STATE_OCCLUDED)
return;
// 开始渲染
renderTarget->BeginDraw();
// 使用背景色清空屏幕
renderTarget->Clear(_clearColor);
// 渲染场景
SceneManager::getInstance()->render();
// 渲染 FPS
if (Game::getInstance()->getConfig().isFpsShow())
{
_renderFps();
}
// 终止渲染
HRESULT hr = renderTarget->EndDraw();
if (hr == D2DERR_RECREATE_TARGET)
{
// 如果 Direct3D 设备在执行过程中消失,将丢弃当前的设备相关资源
// 并在下一次调用时重建资源
hr = S_OK;
this->discardDeviceResources();
}
if (FAILED(hr))
{
throw SystemException(L"Device loss recovery failed");
}
}
void e2d::Renderer::_renderFps()
{
int duration = (Time::now() - _lastRenderTime).milliseconds();
++_renderTimes;
if (duration >= 100)
{
String fpsText = String::format(L"FPS: %.1f", (1000.f / duration * _renderTimes));
_lastRenderTime = Time::now();
_renderTimes = 0;
auto writeFactory = Renderer::getWriteFactory();
if (!_fpsFormat)
{
HRESULT hr = writeFactory->CreateTextFormat(
L"",
nullptr,
DWRITE_FONT_WEIGHT_NORMAL,
DWRITE_FONT_STYLE_NORMAL,
DWRITE_FONT_STRETCH_NORMAL,
20,
L"",
&_fpsFormat
);
if (SUCCEEDED(hr))
{
_fpsFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP);
}
}
SafeRelease(_fpsLayout);
if (_fpsFormat)
{
writeFactory->CreateTextLayout(
(const WCHAR *)fpsText,
(UINT32)fpsText.getLength(),
_fpsFormat,
0,
0,
&_fpsLayout
);
}
}
if (_fpsLayout)
{
this->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
this->getSolidColorBrush()->SetOpacity(1.0f);
auto textRenderer = this->getTextRenderer();
textRenderer->SetTextStyle(
D2D1::ColorF(D2D1::ColorF::White),
TRUE,
D2D1::ColorF(D2D1::ColorF::Black, 0.4f),
1.5f,
D2D1_LINE_JOIN_ROUND
);
_fpsLayout->Draw(nullptr, textRenderer, 10, 0);
}
}
e2d::Color e2d::Renderer::getBackgroundColor()
{
return Color(_clearColor.r, _clearColor.g, _clearColor.b, _clearColor.a);
}
void e2d::Renderer::setBackgroundColor(Color color)
{
_clearColor = (D2D1_COLOR_F)color;
}
ID2D1HwndRenderTarget * e2d::Renderer::getRenderTarget()
{
if (!_renderTarget)
{
HWND hWnd = Window::getInstance()->getHWnd();
// 创建设备相关资源。这些资源应在 Direct3D 设备消失时重建
RECT rc;
GetClientRect(hWnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(
rc.right - rc.left,
rc.bottom - rc.top
);
// 创建一个 Direct2D 渲染目标
HRESULT hr = Renderer::getFactory()->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
D2D1::HwndRenderTargetProperties(
hWnd,
size,
D2D1_PRESENT_OPTIONS_NONE),
&_renderTarget
);
if (FAILED(hr))
{
throw SystemException(L"Create ID2D1HwndRenderTarget failed");
}
}
return _renderTarget;
}
ID2D1SolidColorBrush * e2d::Renderer::getSolidColorBrush()
{
if (!_solidBrush)
{
// 创建画刷
HRESULT hr = this->getRenderTarget()->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::White),
&_solidBrush
);
if (FAILED(hr))
{
throw SystemException(L"Create ID2D1SolidColorBrush failed");
}
}
return _solidBrush;
}
e2d::TextRenderer * e2d::Renderer::getTextRenderer()
{
if (!_textRenderer)
{
// 创建自定义的文字渲染器
HRESULT hr = TextRenderer::Create(
&_textRenderer,
Renderer::getFactory(),
this->getRenderTarget(),
this->getSolidColorBrush()
);
if (FAILED(hr))
{
throw SystemException(L"Create TextRenderer failed");
}
}
return _textRenderer;
}
ID2D1Factory * e2d::Renderer::getFactory()
{
if (!_d2dFactory)
{
HRESULT hr = D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
&_d2dFactory
);
if (FAILED(hr))
{
throw SystemException(L"Create ID2D1Factory failed");
}
}
return _d2dFactory;
}
IWICImagingFactory * e2d::Renderer::getImagingFactory()
{
if (!_imagingFactory)
{
// 创建 WIC 绘图工厂,用于统一处理各种格式的图片
HRESULT hr = CoCreateInstance(
CLSID_WICImagingFactory,
nullptr,
CLSCTX_INPROC_SERVER,
IID_IWICImagingFactory,
reinterpret_cast<void**>(&_imagingFactory)
);
if (FAILED(hr))
{
throw SystemException(L"Create IWICImagingFactory failed");
}
}
return _imagingFactory;
}
IDWriteFactory * e2d::Renderer::getWriteFactory()
{
if (!_writeFactory)
{
// 创建 DirectWrite 工厂
HRESULT hr = DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory),
reinterpret_cast<IUnknown**>(&_writeFactory)
);
if (FAILED(hr))
{
throw SystemException(L"Create IDWriteFactory failed");
}
}
return _writeFactory;
}
ID2D1StrokeStyle * e2d::Renderer::getMiterStrokeStyle()
{
if (!_miterStrokeStyle)
{
HRESULT hr = Renderer::getFactory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(
D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE_FLAT,
D2D1_LINE_JOIN_MITER,
2.0f,
D2D1_DASH_STYLE_SOLID,
0.0f),
nullptr,
0,
&_miterStrokeStyle
);
if (FAILED(hr))
{
throw SystemException(L"Create ID2D1StrokeStyle failed");
}
}
return _miterStrokeStyle;
}
ID2D1StrokeStyle * e2d::Renderer::getBevelStrokeStyle()
{
if (!_bevelStrokeStyle)
{
HRESULT hr = Renderer::getFactory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(
D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE_FLAT,
D2D1_LINE_JOIN_BEVEL,
2.0f,
D2D1_DASH_STYLE_SOLID,
0.0f),
nullptr,
0,
&_bevelStrokeStyle
);
if (FAILED(hr))
{
throw SystemException(L"Create ID2D1StrokeStyle failed");
}
}
return _bevelStrokeStyle;
}
ID2D1StrokeStyle * e2d::Renderer::getRoundStrokeStyle()
{
if (!_roundStrokeStyle)
{
HRESULT hr = Renderer::getFactory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(
D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE_FLAT,
D2D1_LINE_JOIN_ROUND,
2.0f,
D2D1_DASH_STYLE_SOLID,
0.0f),
nullptr,
0,
&_roundStrokeStyle
);
if (FAILED(hr))
{
throw SystemException(L"Create ID2D1StrokeStyle failed");
}
}
return _roundStrokeStyle;
}