feat(渲染): 添加自动批处理功能并实现图片显示示例

添加自动精灵批处理功能,优化渲染性能
新增图片显示示例,展示如何使用RenderBackend抽象接口加载和显示图片
重构文本渲染示例以使用RenderBackend接口
添加flush方法用于手动控制批处理提交时机
This commit is contained in:
ChestnutYueyue 2026-02-17 20:16:07 +08:00
parent 6b4ce69657
commit 32e12b8c99
8 changed files with 451 additions and 57 deletions

View File

@ -48,6 +48,7 @@ public:
void drawSprite(const Texture &texture, const Vec2 &position, void drawSprite(const Texture &texture, const Vec2 &position,
const Color &tint) override; const Color &tint) override;
void endSpriteBatch() override; void endSpriteBatch() override;
void flush() override;
void drawLine(const Vec2 &start, const Vec2 &end, const Color &color, void drawLine(const Vec2 &start, const Vec2 &end, const Color &color,
float width) override; float width) override;
@ -120,7 +121,16 @@ private:
int cachedViewportWidth_ = 0; int cachedViewportWidth_ = 0;
int cachedViewportHeight_ = 0; int cachedViewportHeight_ = 0;
// 自动批处理状态
bool batchActive_ = false; // 批处理是否激活
bool autoBatchEnabled_ = true; // 是否启用自动批处理
const Texture* currentBatchTexture_ = nullptr; // 当前批处理的纹理
std::vector<SpriteData> pendingSprites_; // 待提交的精灵
static constexpr size_t MAX_BATCH_SPRITES = 1000; // 最大批处理精灵数
void initShapeRendering(); void initShapeRendering();
void ensureBatchActive(); // 确保批处理已激活
void submitPendingSprites(); // 提交待处理的精灵
void flushShapeBatch(); void flushShapeBatch();
void flushLineBatch(); void flushLineBatch();
void addShapeVertex(float x, float y, const Color &color); void addShapeVertex(float x, float y, const Color &color);

View File

@ -78,6 +78,10 @@ public:
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
// 精灵批渲染 // 精灵批渲染
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
/**
* @brief
* @note drawSprite/drawText
*/
virtual void beginSpriteBatch() = 0; virtual void beginSpriteBatch() = 0;
virtual void drawSprite(const Texture &texture, const Rect &destRect, virtual void drawSprite(const Texture &texture, const Rect &destRect,
const Rect &srcRect, const Color &tint, const Rect &srcRect, const Color &tint,
@ -86,6 +90,12 @@ public:
const Color &tint) = 0; const Color &tint) = 0;
virtual void endSpriteBatch() = 0; virtual void endSpriteBatch() = 0;
/**
* @brief
* @note
*/
virtual void flush() = 0;
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
// 形状渲染 // 形状渲染
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------

View File

@ -134,6 +134,10 @@ void GLRenderer::beginFrame(const Color &clearColor) {
* @brief * @brief
*/ */
void GLRenderer::endFrame() { void GLRenderer::endFrame() {
// 刷新所有待处理的精灵批次(自动批处理)
if (autoBatchEnabled_ && batchActive_) {
flush();
}
// 刷新所有待处理的形状批次 // 刷新所有待处理的形状批次
flushShapeBatch(); flushShapeBatch();
// 刷新所有待处理的线条批次 // 刷新所有待处理的线条批次
@ -258,9 +262,45 @@ Ptr<Texture> GLRenderer::loadTexture(const std::string &filepath) {
} }
/** /**
* @brief * @brief 使
*/ */
void GLRenderer::beginSpriteBatch() { spriteBatch_.begin(viewProjection_); } void GLRenderer::ensureBatchActive() {
if (!batchActive_) {
spriteBatch_.begin(viewProjection_);
batchActive_ = true;
currentBatchTexture_ = nullptr;
pendingSprites_.clear();
}
}
/**
* @brief 使
*/
void GLRenderer::submitPendingSprites() {
if (pendingSprites_.empty()) {
return;
}
// 提交所有待处理的精灵
spriteBatch_.drawBatch(*currentBatchTexture_, pendingSprites_);
pendingSprites_.clear();
currentBatchTexture_ = nullptr;
}
/**
* @brief
* @note drawSprite/drawText
*/
void GLRenderer::beginSpriteBatch() {
// 如果自动批处理已激活,先提交
if (autoBatchEnabled_ && batchActive_) {
flush();
}
// 禁用自动批处理,进入手动模式
autoBatchEnabled_ = false;
spriteBatch_.begin(viewProjection_);
batchActive_ = true;
}
/** /**
* @brief * @brief
@ -274,30 +314,69 @@ void GLRenderer::beginSpriteBatch() { spriteBatch_.begin(viewProjection_); }
void GLRenderer::drawSprite(const Texture &texture, const Rect &destRect, void GLRenderer::drawSprite(const Texture &texture, const Rect &destRect,
const Rect &srcRect, const Color &tint, const Rect &srcRect, const Color &tint,
float rotation, const Vec2 &anchor) { float rotation, const Vec2 &anchor) {
SpriteData data; // 自动批处理模式
data.position = Vec2(destRect.origin.x, destRect.origin.y); if (autoBatchEnabled_) {
data.size = Vec2(destRect.size.width, destRect.size.height); ensureBatchActive();
Texture *tex = const_cast<Texture *>(&texture); // 如果纹理变化或缓冲区满,先提交当前批次
float texW = static_cast<float>(tex->getWidth()); if (currentBatchTexture_ != &texture ||
float texH = static_cast<float>(tex->getHeight()); pendingSprites_.size() >= MAX_BATCH_SPRITES) {
submitPendingSprites();
currentBatchTexture_ = &texture;
}
// 纹理坐标计算 // 创建精灵数据
float u1 = srcRect.origin.x / texW; SpriteData data;
float u2 = (srcRect.origin.x + srcRect.size.width) / texW; data.position = Vec2(destRect.origin.x, destRect.origin.y);
float v1 = srcRect.origin.y / texH; data.size = Vec2(destRect.size.width, destRect.size.height);
float v2 = (srcRect.origin.y + srcRect.size.height) / texH;
data.uvRect = Rect( Texture *tex = const_cast<Texture *>(&texture);
Vec2(glm::min(u1, u2), glm::min(v1, v2)), float texW = static_cast<float>(tex->getWidth());
Size(glm::abs(u2 - u1), glm::abs(v2 - v1)) float texH = static_cast<float>(tex->getHeight());
);
data.color = tint; // 纹理坐标计算
data.rotation = rotation * 3.14159f / 180.0f; float u1 = srcRect.origin.x / texW;
data.pivot = Vec2(anchor.x, anchor.y); float u2 = (srcRect.origin.x + srcRect.size.width) / texW;
float v1 = srcRect.origin.y / texH;
float v2 = (srcRect.origin.y + srcRect.size.height) / texH;
spriteBatch_.draw(texture, data); data.uvRect = Rect(
Vec2(glm::min(u1, u2), glm::min(v1, v2)),
Size(glm::abs(u2 - u1), glm::abs(v2 - v1))
);
data.color = tint;
data.rotation = rotation * 3.14159f / 180.0f;
data.pivot = Vec2(anchor.x, anchor.y);
// 添加到待处理列表
pendingSprites_.push_back(data);
} else {
// 手动批处理模式
SpriteData data;
data.position = Vec2(destRect.origin.x, destRect.origin.y);
data.size = Vec2(destRect.size.width, destRect.size.height);
Texture *tex = const_cast<Texture *>(&texture);
float texW = static_cast<float>(tex->getWidth());
float texH = static_cast<float>(tex->getHeight());
float u1 = srcRect.origin.x / texW;
float u2 = (srcRect.origin.x + srcRect.size.width) / texW;
float v1 = srcRect.origin.y / texH;
float v2 = (srcRect.origin.y + srcRect.size.height) / texH;
data.uvRect = Rect(
Vec2(glm::min(u1, u2), glm::min(v1, v2)),
Size(glm::abs(u2 - u1), glm::abs(v2 - v1))
);
data.color = tint;
data.rotation = rotation * 3.14159f / 180.0f;
data.pivot = Vec2(anchor.x, anchor.y);
spriteBatch_.draw(texture, data);
}
} }
/** /**
@ -316,11 +395,34 @@ void GLRenderer::drawSprite(const Texture &texture, const Vec2 &position,
} }
/** /**
* @brief * @brief
* @note
*/ */
void GLRenderer::endSpriteBatch() { void GLRenderer::endSpriteBatch() {
spriteBatch_.end(); if (autoBatchEnabled_) {
stats_.drawCalls += spriteBatch_.getDrawCallCount(); // 自动模式下,只是标记批处理结束
flush();
} else {
// 手动模式下,提交批处理并恢复自动模式
spriteBatch_.end();
stats_.drawCalls += spriteBatch_.getDrawCallCount();
batchActive_ = false;
autoBatchEnabled_ = true;
}
}
/**
* @brief
* @note
*/
void GLRenderer::flush() {
if (autoBatchEnabled_ && batchActive_) {
submitPendingSprites();
spriteBatch_.end();
stats_.drawCalls += spriteBatch_.getDrawCallCount();
batchActive_ = false;
currentBatchTexture_ = nullptr;
}
} }
/** /**
@ -581,6 +683,11 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
float cursorY = y; float cursorY = y;
float baselineY = cursorY + font.getAscent(); float baselineY = cursorY + font.getAscent();
// 确保批处理已激活(自动批处理)
if (autoBatchEnabled_) {
ensureBatchActive();
}
// 收集所有字符数据用于批处理 // 收集所有字符数据用于批处理
std::vector<SpriteData> sprites; std::vector<SpriteData> sprites;
sprites.reserve(text.size()); // 预分配空间 sprites.reserve(text.size()); // 预分配空间
@ -588,6 +695,11 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
for (char c : text) { for (char c : text) {
char32_t codepoint = static_cast<char32_t>(static_cast<unsigned char>(c)); char32_t codepoint = static_cast<char32_t>(static_cast<unsigned char>(c));
if (codepoint == '\n') { if (codepoint == '\n') {
// 提交当前批次(换行时)
if (autoBatchEnabled_ && !sprites.empty()) {
spriteBatch_.drawBatch(*font.getTexture(), sprites);
sprites.clear();
}
cursorX = x; cursorX = x;
cursorY += font.getLineHeight(); cursorY += font.getLineHeight();
baselineY = cursorY + font.getAscent(); baselineY = cursorY + font.getAscent();
@ -625,12 +737,27 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
data.pivot = Vec2(0.5f, 0.5f); data.pivot = Vec2(0.5f, 0.5f);
sprites.push_back(data); sprites.push_back(data);
// 自动批处理:如果缓冲区满,先提交当前批次
if (autoBatchEnabled_ && sprites.size() >= MAX_BATCH_SPRITES) {
spriteBatch_.drawBatch(*font.getTexture(), sprites);
sprites.clear();
}
} }
} }
// 使用批处理绘制所有字符 // 提交剩余的字符
if (!sprites.empty()) { if (!sprites.empty()) {
spriteBatch_.drawBatch(*font.getTexture(), sprites); if (autoBatchEnabled_) {
spriteBatch_.drawBatch(*font.getTexture(), sprites);
} else {
// 手动模式下,添加到待处理列表
if (currentBatchTexture_ != font.getTexture()) {
submitPendingSprites();
currentBatchTexture_ = font.getTexture();
}
pendingSprites_.insert(pendingSprites_.end(), sprites.begin(), sprites.end());
}
} }
} }

Binary file not shown.

After

Width:  |  Height:  |  Size: 73 KiB

View File

@ -0,0 +1,4 @@
请将 1.jpg 图片复制到此目录,并重命名为 demo.jpg
源文件位置: C:\Users\soulcoco\Desktop\Extra2D\1.jpg
目标文件位置: C:\Users\soulcoco\Desktop\Extra2D\examples\image_display\assets\images\demo.jpg

View File

@ -0,0 +1,180 @@
/**
* @file main.cpp
* @brief Extra2D
*
* 使 RenderBackend
* OpenGL
*/
#include <extra2d/core/service_locator.h>
#include <extra2d/extra2d.h>
#include <extra2d/graphics/core/render_backend.h>
#include <extra2d/graphics/core/render_module.h>
#include <extra2d/graphics/texture/texture.h>
#include <extra2d/platform/input_module.h>
#include <extra2d/platform/window_module.h>
#include <extra2d/services/camera_service.h>
#include <extra2d/services/event_service.h>
#include <iostream>
using namespace extra2d;
class ImageDisplayScene : public Scene {
public:
void onEnter() override {
// 加载图片
// 注意:请确保有图片文件在 assets/images/ 目录下
try {
texture_ = renderer_->loadTexture("assets/images/demo.jpg");
std::cout << "Image loaded successfully!" << std::endl;
std::cout << " Size: " << texture_->getWidth() << "x" << texture_->getHeight() << std::endl;
} catch (...) {
std::cerr << "Failed to load image from assets/images/demo.jpg" << std::endl;
// 尝试使用备用路径
try {
texture_ = renderer_->loadTexture("examples/image_display/assets/images/demo.jpg");
std::cout << "Image loaded from alternate path!" << std::endl;
} catch (...) {
std::cerr << "Failed to load image from alternate path!" << std::endl;
texture_ = nullptr;
}
}
}
void onExit() override {
texture_.reset();
}
void onRender(RenderBackend& renderer) override {
Scene::onRender(renderer);
if (!texture_) {
return;
}
// 使用 RenderBackend 的抽象接口绘制图片
// 不依赖任何特定后端(如 OpenGL
// 自动批处理:无需手动调用 begin/endSpriteBatch
// 计算图片显示位置(居中显示)
float windowWidth = 1280.0f;
float windowHeight = 720.0f;
float imgWidth = static_cast<float>(texture_->getWidth());
float imgHeight = static_cast<float>(texture_->getHeight());
// 缩放图片以适应窗口(保持宽高比)
float scale = 1.0f;
if (imgWidth > windowWidth * 0.8f || imgHeight > windowHeight * 0.8f) {
float scaleX = (windowWidth * 0.8f) / imgWidth;
float scaleY = (windowHeight * 0.8f) / imgHeight;
scale = std::min(scaleX, scaleY);
}
float displayWidth = imgWidth * scale;
float displayHeight = imgHeight * scale;
float x = (windowWidth - displayWidth) * 0.5f;
float y = (windowHeight - displayHeight) * 0.5f;
// 使用 RenderBackend 的 drawSprite 方法绘制图片
// 参数:纹理、目标矩形、源矩形、颜色、旋转角度、锚点
Rect destRect(x, y, displayWidth, displayHeight);
Rect srcRect(0, 0, imgWidth, imgHeight);
renderer.drawSprite(*texture_, destRect, srcRect, Colors::White, 0.0f, Vec2(0, 0));
// 注意:无需手动调用 renderer.endSpriteBatch(),帧结束时会自动刷新
}
void setRenderer(RenderBackend* renderer) {
renderer_ = renderer;
}
private:
Ptr<Texture> texture_;
RenderBackend* renderer_ = nullptr;
};
int main(int argc, char* argv[]) {
(void)argc;
(void)argv;
std::cout << "Extra2D Image Display Demo - Starting..." << std::endl;
Application& app = Application::get();
// 注册模块
app.use<WindowModule>([](auto& cfg) {
cfg.w = 1280;
cfg.h = 720;
cfg.title = "Extra2D Image Display Demo";
cfg.priority = 0;
cfg.backend = "glfw";
});
app.use<RenderModule>([](auto& cfg) { cfg.priority = 10; });
app.use<InputModule>([](auto& cfg) { cfg.priority = 20; });
std::cout << "Initializing application..." << std::endl;
if (!app.init()) {
std::cerr << "Failed to initialize application!" << std::endl;
return -1;
}
std::cout << "Application initialized successfully!" << std::endl;
auto* win = app.window();
if (win) {
std::cout << "Window: " << win->width() << "x" << win->height() << std::endl;
}
// 设置事件监听
auto eventService = ServiceLocator::instance().getService<IEventService>();
if (eventService) {
eventService->addListener(EventType::KeyPressed, [](Event& e) {
auto& keyEvent = std::get<KeyEvent>(e.data);
if (keyEvent.keyCode == static_cast<int>(Key::Escape)) {
e.handled = true;
Application::get().quit();
}
});
}
// 获取渲染器
RenderBackend* renderer = app.renderer();
// 创建并配置场景
auto scene = makeShared<ImageDisplayScene>();
scene->setRenderer(renderer);
scene->setBackgroundColor(Color(0.1f, 0.1f, 0.15f, 1.0f));
if (win) {
scene->setViewportSize(static_cast<float>(win->width()),
static_cast<float>(win->height()));
}
// 配置相机
auto cameraService = ServiceLocator::instance().getService<ICameraService>();
if (cameraService && win) {
ViewportConfig vpConfig;
vpConfig.logicWidth = static_cast<float>(win->width());
vpConfig.logicHeight = static_cast<float>(win->height());
vpConfig.mode = ViewportMode::AspectRatio;
cameraService->setViewportConfig(vpConfig);
cameraService->updateViewport(win->width(), win->height());
cameraService->applyViewportAdapter();
}
app.enterScene(scene);
std::cout << "\nControls:" << std::endl;
std::cout << " ESC - Exit" << std::endl;
std::cout << "\nRunning main loop...\n" << std::endl;
app.run();
std::cout << "Shutting down..." << std::endl;
app.shutdown();
std::cout << "Goodbye!" << std::endl;
return 0;
}

View File

@ -2,13 +2,13 @@
* @file main.cpp * @file main.cpp
* @brief Extra2D * @brief Extra2D
* *
* 使 GLFontAtlas * 使 RenderBackend
* OpenGL
*/ */
#include <extra2d/core/service_locator.h> #include <extra2d/core/service_locator.h>
#include <extra2d/extra2d.h> #include <extra2d/extra2d.h>
#include <extra2d/graphics/backends/opengl/gl_font_atlas.h> #include <extra2d/graphics/core/render_backend.h>
#include <extra2d/graphics/backends/opengl/gl_renderer.h>
#include <extra2d/graphics/core/render_module.h> #include <extra2d/graphics/core/render_module.h>
#include <extra2d/graphics/texture/font.h> #include <extra2d/graphics/texture/font.h>
#include <extra2d/platform/input_module.h> #include <extra2d/platform/input_module.h>
@ -25,14 +25,19 @@ public:
// 加载字体 // 加载字体
// 注意:请确保有字体文件在 assets/fonts/ 目录下 // 注意:请确保有字体文件在 assets/fonts/ 目录下
// 如果没有,可以使用系统字体路径 // 如果没有,可以使用系统字体路径
if (!renderer_) {
std::cerr << "Renderer not available!" << std::endl;
return;
}
try { try {
font_ = std::make_shared<GLFontAtlas>("assets/fonts/arial.ttf", 24); font_ = renderer_->createFontAtlas("assets/fonts/arial.ttf", 24);
} catch (...) { } catch (...) {
std::cerr << "Failed to load font from assets/fonts/arial.ttf" std::cerr << "Failed to load font from assets/fonts/arial.ttf"
<< std::endl; << std::endl;
// 尝试使用备用路径 // 尝试使用备用路径
try { try {
font_ = std::make_shared<GLFontAtlas>("C:/Windows/Fonts/arial.ttf", 24); font_ = renderer_->createFontAtlas("C:/Windows/Fonts/arial.ttf", 24);
} catch (...) { } catch (...) {
std::cerr << "Failed to load font from system path!" << std::endl; std::cerr << "Failed to load font from system path!" << std::endl;
font_ = nullptr; font_ = nullptr;
@ -57,69 +62,64 @@ public:
return; return;
} }
// 获取渲染器
auto *glRenderer = dynamic_cast<GLRenderer *>(&renderer);
if (!glRenderer) {
return;
}
// 开始精灵批处理
glRenderer->beginSpriteBatch();
float y = 100.0f; float y = 100.0f;
float x = 100.0f; float x = 100.0f;
// 渲染标题 // 渲染标题(自动批处理,无需手动调用 begin/end
renderText(glRenderer, "Extra2D Text Rendering Demo", x, y, renderText(renderer, "Extra2D Text Rendering Demo", x, y,
Color(1.0f, 0.8f, 0.2f, 1.0f)); Color(1.0f, 0.8f, 0.2f, 1.0f));
y += font_->getLineHeight() * 2; y += font_->getLineHeight() * 2;
// 渲染不同颜色的文字 // 渲染不同颜色的文字
renderText(glRenderer, "Red Text", x, y, Color(1.0f, 0.2f, 0.2f, 1.0f)); renderText(renderer, "Red Text", x, y, Color(1.0f, 0.2f, 0.2f, 1.0f));
y += font_->getLineHeight(); y += font_->getLineHeight();
renderText(glRenderer, "Green Text", x, y, Color(0.2f, 1.0f, 0.2f, 1.0f)); renderText(renderer, "Green Text", x, y, Color(0.2f, 1.0f, 0.2f, 1.0f));
y += font_->getLineHeight(); y += font_->getLineHeight();
renderText(glRenderer, "Blue Text", x, y, Color(0.2f, 0.2f, 1.0f, 1.0f)); renderText(renderer, "Blue Text", x, y, Color(0.2f, 0.2f, 1.0f, 1.0f));
y += font_->getLineHeight() * 2; y += font_->getLineHeight() * 2;
// 渲染多行文字 // 渲染多行文字
renderText(glRenderer, "This is a multi-line text example.", x, y, renderText(renderer, "This is a multi-line text example.", x, y,
Color(1.0f, 1.0f, 1.0f, 1.0f)); Color(1.0f, 1.0f, 1.0f, 1.0f));
y += font_->getLineHeight(); y += font_->getLineHeight();
renderText(glRenderer, "You can render text with different colors", x, y, renderText(renderer, "You can render text with different colors", x, y,
Color(0.8f, 0.8f, 0.8f, 1.0f)); Color(0.8f, 0.8f, 0.8f, 1.0f));
y += font_->getLineHeight(); y += font_->getLineHeight();
renderText(glRenderer, "and styles using GLFontAtlas.", x, y, renderText(renderer, "and styles using FontAtlas.", x, y,
Color(0.6f, 0.6f, 0.6f, 1.0f)); Color(0.6f, 0.6f, 0.6f, 1.0f));
y += font_->getLineHeight() * 2; y += font_->getLineHeight() * 2;
// 渲染半透明文字 // 渲染半透明文字
renderText(glRenderer, "Semi-transparent text (50% opacity)", x, y, renderText(renderer, "Semi-transparent text (50% opacity)", x, y,
Color(1.0f, 1.0f, 1.0f, 0.5f)); Color(1.0f, 1.0f, 1.0f, 0.5f));
y += font_->getLineHeight() * 2; y += font_->getLineHeight() * 2;
// 渲染操作提示 // 渲染操作提示
renderText(glRenderer, "Press ESC to exit", x, y, renderText(renderer, "Press ESC to exit", x, y,
Color(0.5f, 0.5f, 0.5f, 1.0f)); Color(0.5f, 0.5f, 0.5f, 1.0f));
// 结束精灵批处理 // 注意:无需手动调用 renderer.endSpriteBatch(),帧结束时会自动刷新
glRenderer->endSpriteBatch(); }
void setRenderer(RenderBackend* renderer) {
renderer_ = renderer;
} }
private: private:
void renderText(GLRenderer *renderer, const std::string &text, float x, void renderText(RenderBackend &renderer, const std::string &text, float x,
float y, const Color &color) { float y, const Color &color) {
if (!font_ || !renderer) { if (!font_) {
return; return;
} }
// 使用渲染器的 drawText 方法 // 使用 RenderBackend 的 drawText 方法
renderer->drawText(*font_, text, Vec2(x, y), color); renderer.drawText(*font_, text, Vec2(x, y), color);
} }
std::shared_ptr<GLFontAtlas> font_; Ptr<FontAtlas> font_;
RenderBackend* renderer_ = nullptr;
}; };
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
@ -169,8 +169,12 @@ int main(int argc, char *argv[]) {
}); });
} }
// 获取渲染器
RenderBackend* renderer = app.renderer();
// 创建并配置场景 // 创建并配置场景
auto scene = makeShared<TextRenderingScene>(); auto scene = makeShared<TextRenderingScene>();
scene->setRenderer(renderer);
scene->setBackgroundColor(Color(0.1f, 0.1f, 0.15f, 1.0f)); scene->setBackgroundColor(Color(0.1f, 0.1f, 0.15f, 1.0f));
if (win) { if (win) {

View File

@ -302,3 +302,62 @@ target("demo_hello_module")
-- 构建后安装Shader文件 -- 构建后安装Shader文件
after_build(install_shaders) after_build(install_shaders)
target_end() target_end()
-- 图片显示示例
target("demo_image_display")
set_kind("binary")
set_default(false)
add_deps("extra2d")
add_files("examples/image_display/main.cpp")
-- 平台配置
local plat = get_config("plat") or os.host()
local backend = get_config("window_backend") or "sdl2"
if plat == "mingw" or plat == "windows" then
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_syslinks("opengl32", "glu32", "winmm", "imm32", "version", "setupapi")
elseif plat == "linux" then
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_syslinks("GL", "dl", "pthread")
elseif plat == "macosx" then
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_frameworks("OpenGL", "Cocoa", "IOKit", "CoreVideo")
end
-- 构建后安装Shader文件和assets
after_build(function (target)
-- 安装shaders
local plat = get_config("plat") or os.host()
local targetdir = target:targetdir()
local shader_src = "Extra2D/shaders"
local shader_dest = path.join(targetdir, "shaders")
os.rm(shader_dest)
os.cp(shader_src, shader_dest)
print("Shaders installed to: " .. shader_dest)
-- 复制assets目录
local assets_src = "examples/image_display/assets"
local assets_dest = path.join(targetdir, "assets")
if os.exists(assets_src) then
os.rm(assets_dest)
os.cp(assets_src, assets_dest)
print("Assets installed to: " .. assets_dest)
end
end)
target_end()