feat(图像显示示例): 延迟纹理加载以避免RHIModule未初始化问题
将纹理加载逻辑移至渲染开始事件监听器中,确保在RHIModule和设备完全初始化后再加载纹理。这解决了在场景进入时立即加载纹理可能因渲染后端未就绪而失败的问题。 同时添加了事件监听器的生命周期管理,在场景退出时正确清理监听器。
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@ -1,4 +1,5 @@
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#include <cstdio>
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#include <event/events.h>
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#include <extra2d.h>
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#include <renderer/rhi_module.h>
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@ -10,13 +11,30 @@ public:
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Scene::onEnter();
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createCamera();
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createImageSprite();
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onRenderBeginListener_.bind([this]() { trySetupTexture(); });
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}
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void update(float dt) override {
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Scene::update(dt);
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void onExit() override {
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onRenderBeginListener_.reset();
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Scene::onExit();
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}
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private:
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void trySetupTexture() {
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auto *rhiModule = RHIModule::get();
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if (!rhiModule || !rhiModule->getDevice()) {
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return;
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}
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auto assets = getAssets();
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if (!assets || !spriteRenderer_) {
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return;
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}
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auto texture = assets->load<Texture>("assets/test.png");
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if (texture.isValid()) {
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spriteRenderer_->setTexture(texture);
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onRenderBeginListener_.reset();
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}
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}
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void createCamera() {
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auto cameraNode = makePtr<Node>();
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cameraNode->setName("MainCamera");
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@ -29,9 +47,6 @@ private:
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}
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void createImageSprite() {
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auto assets = getAssets();
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auto texture = assets->load<Texture>("assets/test.png");
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auto spriteNode = makePtr<Node>();
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spriteNode->setName("ImageSprite");
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spriteNode->setPosition(640.0f, 360.0f);
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@ -39,11 +54,9 @@ private:
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spriteRenderer_ = makePtr<SpriteRenderer>();
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spriteNode->addComponent(spriteRenderer_);
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addChild(spriteNode);
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if (texture.isValid()) {
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spriteRenderer_->setTexture(texture);
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}
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}
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Ptr<SpriteRenderer> spriteRenderer_;
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events::OnRenderBegin::Listener onRenderBeginListener_;
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};
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int main(int argc, char **argv) {
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