2026-03-02 04:57:44 +08:00
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#include "glad/glad.h"
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2026-03-02 00:25:14 +08:00
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#include <algorithm>
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#include <event/events.h>
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2026-03-02 04:50:28 +08:00
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#include <glm/gtc/type_ptr.hpp>
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2026-03-02 00:25:14 +08:00
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#include <renderer/renderer_module.h>
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#include <utils/logger.h>
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2026-03-02 04:50:28 +08:00
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// SDL for window size query
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#include <SDL.h>
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2026-03-02 00:25:14 +08:00
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namespace extra2d {
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RendererModule::RendererModule() = default;
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RendererModule::~RendererModule() = default;
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RendererModule::RendererModule(RendererModule &&other) noexcept
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: materialPool_(std::move(other.materialPool_)),
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meshPool_(std::move(other.meshPool_)),
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texturePool_(std::move(other.texturePool_)),
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commandBuffer_(std::move(other.commandBuffer_)),
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commandCount_(other.commandCount_),
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uniformManager_(std::move(other.uniformManager_)),
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defaultMaterialHandle_(other.defaultMaterialHandle_),
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defaultQuadHandle_(other.defaultQuadHandle_),
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defaultTextureHandle_(other.defaultTextureHandle_),
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onRenderBeginListener_(std::move(other.onRenderBeginListener_)),
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onRenderSubmitListener_(std::move(other.onRenderSubmitListener_)),
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onRenderEndListener_(std::move(other.onRenderEndListener_)),
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onResizeListener_(std::move(other.onResizeListener_)),
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onShowListener_(std::move(other.onShowListener_)),
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glInitialized_(other.glInitialized_), stats_(other.stats_),
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viewportX_(other.viewportX_), viewportY_(other.viewportY_),
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viewportWidth_(other.viewportWidth_),
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viewportHeight_(other.viewportHeight_) {
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// 重置源对象状态
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other.commandCount_ = 0;
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other.defaultMaterialHandle_ = INVALID_MATERIAL_HANDLE;
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other.defaultQuadHandle_ = INVALID_MESH_HANDLE;
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other.defaultTextureHandle_ = INVALID_TEXTURE_HANDLE;
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other.glInitialized_ = false;
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other.stats_ = {};
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other.viewportX_ = 0;
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other.viewportY_ = 0;
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other.viewportWidth_ = 0;
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other.viewportHeight_ = 0;
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}
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RendererModule &RendererModule::operator=(RendererModule &&other) noexcept {
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if (this != &other) {
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// 清理当前资源
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if (glInitialized_) {
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destroyDefaultResources();
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uniformManager_.shutdown();
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}
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// 移动资源
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materialPool_ = std::move(other.materialPool_);
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meshPool_ = std::move(other.meshPool_);
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texturePool_ = std::move(other.texturePool_);
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commandBuffer_ = std::move(other.commandBuffer_);
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commandCount_ = other.commandCount_;
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uniformManager_ = std::move(other.uniformManager_);
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defaultMaterialHandle_ = other.defaultMaterialHandle_;
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defaultQuadHandle_ = other.defaultQuadHandle_;
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defaultTextureHandle_ = other.defaultTextureHandle_;
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onRenderBeginListener_ = std::move(other.onRenderBeginListener_);
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onRenderSubmitListener_ = std::move(other.onRenderSubmitListener_);
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onRenderEndListener_ = std::move(other.onRenderEndListener_);
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onResizeListener_ = std::move(other.onResizeListener_);
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onShowListener_ = std::move(other.onShowListener_);
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glInitialized_ = other.glInitialized_;
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stats_ = other.stats_;
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viewportX_ = other.viewportX_;
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viewportY_ = other.viewportY_;
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viewportWidth_ = other.viewportWidth_;
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viewportHeight_ = other.viewportHeight_;
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// 重置源对象状态
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other.commandCount_ = 0;
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other.defaultMaterialHandle_ = INVALID_MATERIAL_HANDLE;
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other.defaultQuadHandle_ = INVALID_MESH_HANDLE;
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other.defaultTextureHandle_ = INVALID_TEXTURE_HANDLE;
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other.glInitialized_ = false;
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other.stats_ = {};
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other.viewportX_ = 0;
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other.viewportY_ = 0;
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other.viewportWidth_ = 0;
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other.viewportHeight_ = 0;
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}
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return *this;
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}
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bool RendererModule::init() {
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E2D_LOG_INFO("Initializing RendererModule...");
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// 绑定事件监听器
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onRenderBeginListener_.bind([this]() { onRenderBegin(); });
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onRenderSubmitListener_.bind(
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[this](const RenderCommand &cmd) { onRenderSubmit(cmd); });
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2026-03-02 04:50:28 +08:00
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onRenderSetCameraListener_.bind(
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[this](const Mat4 &viewProj) { onRenderSetCamera(viewProj); });
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2026-03-02 00:25:14 +08:00
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onRenderEndListener_.bind([this]() { onRenderEnd(); });
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onResizeListener_.bind([this](int32_t w, int32_t h) { onResize(w, h); });
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// 延迟 GL 初始化到窗口显示时
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onShowListener_.bind([this]() { onWindowShow(); });
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E2D_LOG_INFO("RendererModule initialized (waiting for GL context)");
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return true;
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}
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void RendererModule::onWindowShow() {
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if (glInitialized_) {
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return;
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}
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E2D_LOG_INFO("Initializing OpenGL context...");
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// 初始化 UBO 管理器(需要 GL 上下文)
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if (!uniformManager_.initialize()) {
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E2D_LOG_ERROR("Failed to initialize UniformBufferManager");
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return;
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}
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// 创建默认资源(需要 GL 上下文)
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if (!createDefaultResources()) {
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E2D_LOG_ERROR("Failed to create default resources");
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return;
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}
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2026-03-02 04:50:28 +08:00
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// 获取实际窗口大小并设置视口
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// 查询当前 SDL 窗口大小
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int windowWidth = 800, windowHeight = 600;
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SDL_Window *sdlWindow = SDL_GL_GetCurrentWindow();
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if (sdlWindow) {
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SDL_GetWindowSize(sdlWindow, &windowWidth, &windowHeight);
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E2D_LOG_INFO("Setting initial viewport to window size: {}x{}", windowWidth,
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windowHeight);
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} else {
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E2D_LOG_WARN("Could not get SDL window, using default viewport 800x600");
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}
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setViewport(0, 0, static_cast<int32>(windowWidth),
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static_cast<int32>(windowHeight));
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2026-03-02 00:25:14 +08:00
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glInitialized_ = true;
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E2D_LOG_INFO("OpenGL context initialized successfully");
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}
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void RendererModule::shutdown() {
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E2D_LOG_INFO("Shutting down RendererModule...");
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// 只有在 GL 初始化后才销毁 GL 相关资源
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if (glInitialized_) {
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// 销毁默认资源
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destroyDefaultResources();
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// 关闭 UBO 管理器
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uniformManager_.shutdown();
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}
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// 清理资源池
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materialPool_.slots.clear();
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while (!materialPool_.freeIndices.empty())
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materialPool_.freeIndices.pop();
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meshPool_.slots.clear();
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while (!meshPool_.freeIndices.empty())
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meshPool_.freeIndices.pop();
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texturePool_.slots.clear();
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while (!texturePool_.freeIndices.empty())
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texturePool_.freeIndices.pop();
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glInitialized_ = false;
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E2D_LOG_INFO("RendererModule shutdown complete");
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}
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MaterialHandle RendererModule::registerMaterial(Ptr<Material> material) {
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uint64_t handle = materialPool_.acquire();
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auto *slot = materialPool_.get(handle);
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if (slot) {
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slot->material = material;
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}
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return handle;
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}
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MeshHandle RendererModule::registerMesh(Ptr<Mesh> mesh) {
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uint64_t handle = meshPool_.acquire();
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auto *slot = meshPool_.get(handle);
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if (slot) {
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slot->mesh = mesh;
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}
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return handle;
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}
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TextureHandle RendererModule::registerTexture(Ptr<Texture> texture) {
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uint64_t handle = texturePool_.acquire();
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auto *slot = texturePool_.get(handle);
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if (slot) {
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slot->texture = texture;
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}
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return handle;
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}
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void RendererModule::unregisterMaterial(MaterialHandle handle) {
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materialPool_.release(handle);
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}
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void RendererModule::unregisterMesh(MeshHandle handle) {
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meshPool_.release(handle);
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}
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void RendererModule::unregisterTexture(TextureHandle handle) {
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texturePool_.release(handle);
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}
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Ptr<Material> RendererModule::getMaterial(MaterialHandle handle) {
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auto *slot = materialPool_.get(handle);
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return slot ? slot->material : nullptr;
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}
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Ptr<Mesh> RendererModule::getMesh(MeshHandle handle) {
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auto *slot = meshPool_.get(handle);
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return slot ? slot->mesh : nullptr;
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}
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Ptr<Texture> RendererModule::getTexture(TextureHandle handle) {
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auto *slot = texturePool_.get(handle);
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return slot ? slot->texture : nullptr;
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}
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void RendererModule::setViewport(int32 x, int32 y, int32 width, int32 height) {
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viewportX_ = x;
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viewportY_ = y;
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viewportWidth_ = width;
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viewportHeight_ = height;
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2026-03-02 04:50:28 +08:00
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// 更新视口适配器
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viewportAdapter_.update(width, height);
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// 获取适配后的视口
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auto result = viewportAdapter_.getResult();
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glViewport(static_cast<GLint>(result.viewport.x),
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static_cast<GLint>(result.viewport.y),
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static_cast<GLsizei>(result.viewport.w),
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static_cast<GLsizei>(result.viewport.h));
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}
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void RendererModule::clear(const Color &color, uint32_t flags) {
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GLbitfield mask = 0;
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if (flags & CLEAR_COLOR_FLAG) {
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glClearColor(color.r, color.g, color.b, color.a);
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mask |= GL_COLOR_BUFFER_BIT;
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}
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if (flags & CLEAR_DEPTH_FLAG) {
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mask |= GL_DEPTH_BUFFER_BIT;
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}
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if (flags & CLEAR_STENCIL_FLAG) {
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mask |= GL_STENCIL_BUFFER_BIT;
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}
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if (mask != 0) {
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glClear(mask);
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}
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}
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void RendererModule::onRenderBegin() {
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// 如果 GL 未初始化,跳过渲染
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if (!glInitialized_) {
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return;
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}
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2026-03-02 04:50:28 +08:00
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// 清除屏幕(黑色背景)
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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2026-03-02 00:25:14 +08:00
|
|
|
|
// 清空命令缓冲区
|
|
|
|
|
|
commandCount_ = 0;
|
|
|
|
|
|
|
|
|
|
|
|
// 重置统计
|
|
|
|
|
|
stats_ = {};
|
|
|
|
|
|
|
|
|
|
|
|
// 重置 UBO 管理器
|
|
|
|
|
|
uniformManager_.resetMaterialUBOs();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void RendererModule::onRenderSubmit(const RenderCommand &cmd) {
|
|
|
|
|
|
// 如果 GL 未初始化,跳过提交
|
|
|
|
|
|
if (!glInitialized_) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 检查缓冲区是否已满
|
|
|
|
|
|
if (commandCount_ >= MAX_RENDER_COMMANDS) {
|
|
|
|
|
|
E2D_LOG_WARN("Render command buffer full!");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 直接存入预分配缓冲区(无动态分配)
|
|
|
|
|
|
commandBuffer_[commandCount_++] = cmd;
|
|
|
|
|
|
stats_.commandsSubmitted++;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-03-02 04:50:28 +08:00
|
|
|
|
void RendererModule::onRenderSetCamera(const Mat4 &viewProj) {
|
|
|
|
|
|
// 如果 GL 未初始化,跳过
|
|
|
|
|
|
if (!glInitialized_) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 保存视图投影矩阵
|
|
|
|
|
|
viewProjectionMatrix_ = viewProj;
|
|
|
|
|
|
|
|
|
|
|
|
// 更新全局 UBO 中的视图投影矩阵
|
|
|
|
|
|
uniformManager_.updateGlobalUBO(&viewProj, sizeof(Mat4));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-03-02 00:25:14 +08:00
|
|
|
|
void RendererModule::onRenderEnd() {
|
|
|
|
|
|
// 如果 GL 未初始化,跳过渲染
|
|
|
|
|
|
if (!glInitialized_) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 排序命令
|
|
|
|
|
|
sortCommands();
|
|
|
|
|
|
|
|
|
|
|
|
// 批处理并绘制
|
|
|
|
|
|
batchAndDraw();
|
|
|
|
|
|
|
|
|
|
|
|
// 输出统计
|
|
|
|
|
|
E2D_LOG_DEBUG("Render: {} commands, {} draw calls, {} batches",
|
|
|
|
|
|
stats_.commandsExecuted, stats_.drawCalls, stats_.batches);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void RendererModule::onResize(int32 width, int32 height) {
|
|
|
|
|
|
setViewport(0, 0, width, height);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void RendererModule::sortCommands() {
|
|
|
|
|
|
// 使用 std::sort 对命令进行排序
|
|
|
|
|
|
std::sort(commandBuffer_.begin(), commandBuffer_.begin() + commandCount_,
|
|
|
|
|
|
[](const RenderCommand &a, const RenderCommand &b) {
|
|
|
|
|
|
return a.sortKey < b.sortKey;
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void RendererModule::batchAndDraw() {
|
|
|
|
|
|
MaterialHandle lastMaterial = INVALID_MATERIAL_HANDLE;
|
|
|
|
|
|
MeshHandle lastMesh = INVALID_MESH_HANDLE;
|
|
|
|
|
|
uint32_t batchStart = 0;
|
|
|
|
|
|
uint32_t batchCount = 0;
|
|
|
|
|
|
|
|
|
|
|
|
for (uint32_t i = 0; i < commandCount_; ++i) {
|
|
|
|
|
|
const auto &cmd = commandBuffer_[i];
|
|
|
|
|
|
|
|
|
|
|
|
if (cmd.type != RenderCommandType::DrawMesh) {
|
|
|
|
|
|
// 处理非绘制命令
|
|
|
|
|
|
if (batchCount > 0) {
|
|
|
|
|
|
drawBatch(batchStart, batchCount, lastMaterial, lastMesh);
|
|
|
|
|
|
stats_.batches++;
|
|
|
|
|
|
batchCount = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
executeCommand(cmd);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 检查是否需要刷新批次
|
|
|
|
|
|
if (cmd.drawMesh.material != lastMaterial ||
|
|
|
|
|
|
cmd.drawMesh.mesh != lastMesh) {
|
|
|
|
|
|
|
|
|
|
|
|
// 刷新上一批次
|
|
|
|
|
|
if (batchCount > 0) {
|
|
|
|
|
|
drawBatch(batchStart, batchCount, lastMaterial, lastMesh);
|
|
|
|
|
|
stats_.batches++;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
lastMaterial = cmd.drawMesh.material;
|
|
|
|
|
|
lastMesh = cmd.drawMesh.mesh;
|
|
|
|
|
|
batchStart = i;
|
|
|
|
|
|
batchCount = 1;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
++batchCount;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
stats_.commandsExecuted++;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 刷新最后一批
|
|
|
|
|
|
if (batchCount > 0) {
|
|
|
|
|
|
drawBatch(batchStart, batchCount, lastMaterial, lastMesh);
|
|
|
|
|
|
stats_.batches++;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void RendererModule::drawBatch(uint32_t start, uint32_t count,
|
|
|
|
|
|
MaterialHandle materialHandle,
|
|
|
|
|
|
MeshHandle meshHandle) {
|
|
|
|
|
|
auto material = getMaterial(materialHandle);
|
2026-03-02 04:50:28 +08:00
|
|
|
|
// 如果材质无效,使用默认材质
|
|
|
|
|
|
if (!material) {
|
|
|
|
|
|
material = getMaterial(defaultMaterialHandle_);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-03-02 00:25:14 +08:00
|
|
|
|
auto mesh = getMesh(meshHandle);
|
2026-03-02 04:50:28 +08:00
|
|
|
|
// 如果网格无效,使用默认四边形
|
|
|
|
|
|
if (!mesh) {
|
|
|
|
|
|
mesh = getMesh(defaultQuadHandle_);
|
|
|
|
|
|
}
|
2026-03-02 00:25:14 +08:00
|
|
|
|
|
|
|
|
|
|
if (!material || !mesh)
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
2026-03-02 04:50:28 +08:00
|
|
|
|
// 获取着色器
|
|
|
|
|
|
auto shader = material->getShader();
|
|
|
|
|
|
if (!shader)
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
// 绑定着色器
|
|
|
|
|
|
shader->bind();
|
|
|
|
|
|
|
|
|
|
|
|
// 设置视图投影矩阵
|
|
|
|
|
|
shader->setMat4("uViewProjection", glm::value_ptr(viewProjectionMatrix_));
|
|
|
|
|
|
|
|
|
|
|
|
// 设置材质参数
|
|
|
|
|
|
// 注意:直接使用默认值,因为材质数据布局可能不匹配
|
|
|
|
|
|
// tintColor 和 opacity 由着色器默认值处理
|
|
|
|
|
|
shader->setVec4("uTintColor", 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
|
|
shader->setFloat("uOpacity", 1.0f);
|
|
|
|
|
|
|
|
|
|
|
|
// 绑定材质中的纹理
|
|
|
|
|
|
const auto &textureSlots = material->getTextures();
|
|
|
|
|
|
bool hasMaterialTexture = false;
|
|
|
|
|
|
for (const auto &slot : textureSlots) {
|
|
|
|
|
|
if (slot.handle != INVALID_TEXTURE_HANDLE) {
|
|
|
|
|
|
auto texture = getTexture(slot.handle);
|
|
|
|
|
|
if (texture) {
|
|
|
|
|
|
texture->bind(slot.slot);
|
|
|
|
|
|
// 设置采样器 uniform
|
|
|
|
|
|
shader->setInt(slot.uniformName, static_cast<int>(slot.slot));
|
|
|
|
|
|
hasMaterialTexture = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 如果材质没有纹理,绑定默认纹理
|
|
|
|
|
|
if (!hasMaterialTexture && defaultTextureHandle_ != INVALID_TEXTURE_HANDLE) {
|
|
|
|
|
|
auto defaultTexture = getTexture(defaultTextureHandle_);
|
|
|
|
|
|
if (defaultTexture) {
|
|
|
|
|
|
defaultTexture->bind(0);
|
|
|
|
|
|
shader->setInt("uTexture", 0);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2026-03-02 00:25:14 +08:00
|
|
|
|
|
|
|
|
|
|
// 绑定网格
|
|
|
|
|
|
mesh->bind();
|
|
|
|
|
|
|
2026-03-02 04:50:28 +08:00
|
|
|
|
// 对每个实例单独绘制
|
|
|
|
|
|
for (uint32_t i = 0; i < count; ++i) {
|
|
|
|
|
|
Transform transform = commandBuffer_[start + i].getTransform();
|
|
|
|
|
|
float matrix[16];
|
|
|
|
|
|
transform.toMatrix(matrix);
|
2026-03-02 00:25:14 +08:00
|
|
|
|
|
2026-03-02 04:50:28 +08:00
|
|
|
|
// 设置模型矩阵
|
|
|
|
|
|
shader->setMat4("uModelMatrix", matrix);
|
2026-03-02 00:25:14 +08:00
|
|
|
|
|
2026-03-02 04:50:28 +08:00
|
|
|
|
// 设置顶点颜色
|
|
|
|
|
|
Color color = commandBuffer_[start + i].getColor();
|
|
|
|
|
|
shader->setVec4("uColor", color.r, color.g, color.b, color.a);
|
2026-03-02 00:25:14 +08:00
|
|
|
|
|
2026-03-02 04:50:28 +08:00
|
|
|
|
// 绘制
|
|
|
|
|
|
mesh->draw();
|
|
|
|
|
|
stats_.drawCalls++;
|
|
|
|
|
|
}
|
2026-03-02 00:25:14 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void RendererModule::executeCommand(const RenderCommand &cmd) {
|
|
|
|
|
|
switch (cmd.type) {
|
|
|
|
|
|
case RenderCommandType::SetViewport:
|
|
|
|
|
|
setViewport(cmd.viewport.x, cmd.viewport.y, cmd.viewport.width,
|
|
|
|
|
|
cmd.viewport.height);
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case RenderCommandType::Clear:
|
|
|
|
|
|
clear(cmd.clear.color, cmd.clear.flags);
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool RendererModule::createDefaultResources() {
|
|
|
|
|
|
// 创建默认着色器
|
|
|
|
|
|
auto defaultShader = makePtr<Shader>();
|
|
|
|
|
|
if (!defaultShader->loadFromFile("shader/default.vert",
|
|
|
|
|
|
"shader/default.frag")) {
|
|
|
|
|
|
E2D_LOG_ERROR("Failed to load default shader");
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 创建默认材质布局
|
|
|
|
|
|
auto defaultLayout = makePtr<MaterialLayout>();
|
|
|
|
|
|
defaultLayout->addParam("tintColor", MaterialParamType::Color);
|
|
|
|
|
|
defaultLayout->addParam("opacity", MaterialParamType::Float);
|
|
|
|
|
|
defaultLayout->finalize();
|
|
|
|
|
|
|
|
|
|
|
|
// 创建默认材质
|
|
|
|
|
|
auto defaultMaterial = makePtr<Material>();
|
|
|
|
|
|
defaultMaterial->setLayout(defaultLayout);
|
|
|
|
|
|
defaultMaterial->setShader(defaultShader);
|
|
|
|
|
|
defaultMaterial->setColor("tintColor", Color::White);
|
|
|
|
|
|
defaultMaterial->setFloat("opacity", 1.0f);
|
|
|
|
|
|
|
|
|
|
|
|
defaultMaterialHandle_ = registerMaterial(defaultMaterial);
|
|
|
|
|
|
|
|
|
|
|
|
// 创建默认四边形
|
|
|
|
|
|
auto defaultQuad = Mesh::createQuad(Vec2(1.0f, 1.0f));
|
|
|
|
|
|
defaultQuadHandle_ = registerMesh(defaultQuad);
|
|
|
|
|
|
|
|
|
|
|
|
// 创建默认纹理(1x1 白色)
|
|
|
|
|
|
auto defaultTexture = makePtr<Texture>();
|
|
|
|
|
|
uint8_t whitePixel[4] = {255, 255, 255, 255};
|
|
|
|
|
|
defaultTexture->loadFromMemory(whitePixel, 1, 1, TextureFormat::RGBA8);
|
|
|
|
|
|
defaultTextureHandle_ = registerTexture(defaultTexture);
|
|
|
|
|
|
|
|
|
|
|
|
E2D_LOG_INFO("Default resources created");
|
|
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void RendererModule::destroyDefaultResources() {
|
|
|
|
|
|
if (defaultMaterialHandle_ != INVALID_MATERIAL_HANDLE) {
|
|
|
|
|
|
unregisterMaterial(defaultMaterialHandle_);
|
|
|
|
|
|
defaultMaterialHandle_ = INVALID_MATERIAL_HANDLE;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (defaultQuadHandle_ != INVALID_MESH_HANDLE) {
|
|
|
|
|
|
unregisterMesh(defaultQuadHandle_);
|
|
|
|
|
|
defaultQuadHandle_ = INVALID_MESH_HANDLE;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (defaultTextureHandle_ != INVALID_TEXTURE_HANDLE) {
|
|
|
|
|
|
unregisterTexture(defaultTextureHandle_);
|
|
|
|
|
|
defaultTextureHandle_ = INVALID_TEXTURE_HANDLE;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // namespace extra2d
|