refactor(assets): 重构资源管理系统为ECS风格

- 引入新的Handle<T>轻量级资源句柄,替代原有的uint64_t句柄
- 新增AssetStorage类实现密集存储管理
- 添加AssetsModule模块统一管理资源加载和生命周期
- 实现TextureLoader和ShaderLoader资源加载器
- 重构RendererModule移除资源管理职责,改为使用AssetsModule
- 更新SpriteRenderer和相关组件使用新Handle接口
- 修改RenderTypes.h中的资源句柄类型定义
This commit is contained in:
ChestnutYueyue 2026-03-02 22:44:42 +08:00
parent 3b827149ba
commit 46ec1c665f
16 changed files with 1349 additions and 429 deletions

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@ -0,0 +1,44 @@
#pragma once
#include <assets/handle.h>
#include <types/ptr/intrusive_ptr.h>
#include <vector>
#include <cstdint>
namespace extra2d {
/**
* @brief
*
*
*
* @tparam T
*/
template<typename T>
class AssetLoader {
public:
virtual ~AssetLoader() = default;
/**
* @brief
* @param path
* @return nullptr
*/
virtual Ptr<T> load(const std::string& path) = 0;
/**
* @brief
* @param data
* @param size
* @return nullptr
*/
virtual Ptr<T> loadFromMemory(const uint8_t* data, size_t size) = 0;
/**
* @brief
* @return ".png", ".jpg"
*/
virtual std::vector<std::string> getExtensions() const = 0;
};
} // namespace extra2d

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@ -0,0 +1,147 @@
#pragma once
#include <assets/handle.h>
#include <types/ptr/intrusive_ptr.h>
#include <vector>
#include <cstdint>
namespace extra2d {
/**
* @brief
*
* 使 Dense Vec ECS
* O(1) 访
*
* @tparam T
*/
template<typename T>
class AssetStorage {
public:
struct Slot {
Ptr<T> asset;
typename Handle<T>::Generation generation = 0;
bool active = false;
};
AssetStorage() = default;
~AssetStorage() = default;
AssetStorage(const AssetStorage&) = delete;
AssetStorage& operator=(const AssetStorage&) = delete;
/**
* @brief
* @param asset
* @return
*/
Handle<T> insert(Ptr<T> asset) {
uint32_t index;
if (!freeIndices_.empty()) {
index = freeIndices_.back();
freeIndices_.pop_back();
slots_[index].asset = std::move(asset);
slots_[index].active = true;
} else {
index = static_cast<uint32_t>(slots_.size());
Slot slot;
slot.asset = std::move(asset);
slot.generation = nextGeneration_++;
slot.active = true;
slots_.push_back(std::move(slot));
}
++activeCount_;
return Handle<T>(index, slots_[index].generation);
}
/**
* @brief
* @param handle
*/
void remove(Handle<T> handle) {
if (!isValid(handle)) return;
uint32_t index = handle.index();
slots_[index].asset.reset();
slots_[index].active = false;
slots_[index].generation = nextGeneration_++;
freeIndices_.push_back(index);
--activeCount_;
}
/**
* @brief nullptr
* @param handle
* @return
*/
T* get(Handle<T> handle) const {
if (!isValid(handle)) return nullptr;
return slots_[handle.index()].asset.get();
}
/**
* @brief
* @param handle
* @return
*/
Ptr<T> getPtr(Handle<T> handle) const {
if (!isValid(handle)) return Ptr<T>();
return slots_[handle.index()].asset;
}
/**
* @brief
* @param handle
* @return
*/
bool isValid(Handle<T> handle) const {
if (!handle.isValid()) return false;
uint32_t index = handle.index();
if (index >= slots_.size()) return false;
const Slot& slot = slots_[index];
return slot.active && slot.generation == handle.generation();
}
/**
* @brief
* @param func void(Handle<T>, T*)
*/
template<typename Func>
void forEach(Func&& func) const {
for (size_t i = 0; i < slots_.size(); ++i) {
const Slot& slot = slots_[i];
if (slot.active && slot.asset) {
func(Handle<T>(static_cast<uint32_t>(i), slot.generation), slot.asset.get());
}
}
}
/**
* @brief
*/
void clear() {
slots_.clear();
freeIndices_.clear();
activeCount_ = 0;
}
/**
* @brief
*/
size_t count() const { return activeCount_; }
/**
* @brief
*/
size_t capacity() const { return slots_.size(); }
private:
std::vector<Slot> slots_;
std::vector<uint32_t> freeIndices_;
uint32_t nextGeneration_ = 1;
size_t activeCount_ = 0;
};
} // namespace extra2d

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@ -0,0 +1,399 @@
#pragma once
#include <event/events.h>
#include <module/module.h>
#include <module/module_registry.h>
#include <assets/handle.h>
#include <assets/asset_storage.h>
#include <assets/asset_loader.h>
#include <renderer/texture.h>
#include <renderer/shader.h>
#include <renderer/material.h>
#include <renderer/mesh.h>
#include <functional>
#include <memory>
#include <mutex>
#include <string>
#include <unordered_map>
#include <vector>
namespace extra2d {
/**
* @brief ECS
*
* Bevy/Amethyst
* - AssetStorage:
* - load<T>():
* - Handle<T>:
*/
class AssetsModule : public Module {
E2D_REGISTER_MODULE(AssetsModule, "Assets", 2)
public:
AssetsModule();
~AssetsModule() override;
bool init() override;
void shutdown() override;
/**
* @brief OpenGL
*/
void onGLContextReady();
//===========================================================================
// 核心加载接口(模板方法,主流设计)
//===========================================================================
/**
* @brief
*
*
* @code
* Handle<Texture> tex = assets->load<Texture>("player.png");
* Handle<Shader> shader = assets->load<Shader>("sprite.vert", "sprite.frag");
* @endcode
*
* @tparam T
* @param path
* @return
*/
template<typename T, typename... Args>
Handle<T> load(const std::string& path, Args&&... args);
/**
* @brief
* @tparam T
* @param key
* @param data
* @param size
* @return
*/
template<typename T>
Handle<T> loadFromMemory(const std::string& key, const uint8_t* data, size_t size);
/**
* @brief nullptr
*
*
* @code
* Texture* tex = assets->get(handle);
* if (tex) {
* tex->bind();
* }
* @endcode
*/
template<typename T>
T* get(Handle<T> handle);
/**
* @brief
*/
template<typename T>
Ptr<T> getPtr(Handle<T> handle);
/**
* @brief
*/
template<typename T>
bool isValid(Handle<T> handle) const;
/**
* @brief
*/
template<typename T>
void remove(Handle<T> handle);
//===========================================================================
// 批量加载(目录/包)
//===========================================================================
/**
* @brief
* @tparam T
* @param directory
* @param pattern "*.png"
* @param recursive
* @return
*/
template<typename T>
std::vector<Handle<T>> loadDir(const std::string& directory,
const std::string& pattern = "*",
bool recursive = true);
//===========================================================================
// 异步加载
//===========================================================================
/**
* @brief
* @tparam T
* @param path
* @param callback
*/
template<typename T>
void loadAsync(const std::string& path,
std::function<void(Handle<T>)> callback);
//===========================================================================
// 注册加载器(扩展点)
//===========================================================================
/**
* @brief
* @tparam T
* @param loader
*/
template<typename T>
void registerLoader(std::unique_ptr<AssetLoader<T>> loader);
//===========================================================================
// 默认资源
//===========================================================================
/**
* @brief
* @return
*/
bool createDefaultResources();
/**
* @brief
*/
void destroyDefaultResources();
Handle<Texture> getDefaultTexture();
Handle<Shader> getDefaultShader();
Handle<Material> getDefaultMaterial();
Handle<Mesh> getDefaultQuad();
Texture* getDefaultTexturePtr();
Shader* getDefaultShaderPtr();
Material* getDefaultMaterialPtr();
Mesh* getDefaultQuadPtr();
//===========================================================================
// 热重载
//===========================================================================
/**
* @brief /
* @param enable
*/
void enableHotReload(bool enable);
/**
* @brief
*/
void checkForChanges();
//===========================================================================
// 统计
//===========================================================================
struct Stats {
size_t textureCount = 0;
size_t shaderCount = 0;
size_t materialCount = 0;
size_t meshCount = 0;
};
Stats getStats() const;
private:
// 资源存储
AssetStorage<Texture> textures_;
AssetStorage<Shader> shaders_;
AssetStorage<Material> materials_;
AssetStorage<Mesh> meshes_;
// 加载器
std::unique_ptr<AssetLoader<Texture>> textureLoader_;
std::unique_ptr<AssetLoader<Shader>> shaderLoader_;
// 路径缓存(避免重复加载)
std::unordered_map<std::string, Handle<Texture>> texturePathCache_;
std::unordered_map<std::string, Handle<Shader>> shaderPathCache_;
// 默认资源
Handle<Texture> defaultTexture_;
Handle<Shader> defaultShader_;
Handle<Material> defaultMaterial_;
Handle<Mesh> defaultQuad_;
// 热重载
bool hotReloadEnabled_ = false;
// 线程安全
mutable std::mutex mutex_;
// 事件监听器
std::unique_ptr<events::OnShow::Listener> onShowListener_;
// 标记默认资源是否已创建
bool defaultResourcesCreated_ = false;
};
// 全局访问
AssetsModule* getAssets();
//===========================================================================
// 模板实现
//===========================================================================
template<typename T, typename... Args>
Handle<T> AssetsModule::load(const std::string& path, Args&&... args) {
static_assert(sizeof...(Args) == 0 || sizeof...(Args) == 1,
"load() accepts 0 or 1 additional arguments");
return Handle<T>::invalid();
}
template<>
Handle<Texture> AssetsModule::load<Texture>(const std::string& path);
template<>
Handle<Shader> AssetsModule::load<Shader>(const std::string& path);
template<>
Handle<Shader> AssetsModule::load<Shader>(const std::string& vertPath, const std::string& fragPath);
template<typename T>
Handle<T> AssetsModule::loadFromMemory(const std::string& key, const uint8_t* data, size_t size) {
return Handle<T>::invalid();
}
template<>
Handle<Texture> AssetsModule::loadFromMemory<Texture>(const std::string& key, const uint8_t* data, size_t size);
template<typename T>
T* AssetsModule::get(Handle<T> handle) {
return nullptr;
}
template<>
inline Texture* AssetsModule::get<Texture>(Handle<Texture> handle) {
return textures_.get(handle);
}
template<>
inline Shader* AssetsModule::get<Shader>(Handle<Shader> handle) {
return shaders_.get(handle);
}
template<>
inline Material* AssetsModule::get<Material>(Handle<Material> handle) {
return materials_.get(handle);
}
template<>
inline Mesh* AssetsModule::get<Mesh>(Handle<Mesh> handle) {
return meshes_.get(handle);
}
template<typename T>
Ptr<T> AssetsModule::getPtr(Handle<T> handle) {
return Ptr<T>();
}
template<>
inline Ptr<Texture> AssetsModule::getPtr<Texture>(Handle<Texture> handle) {
return textures_.getPtr(handle);
}
template<>
inline Ptr<Shader> AssetsModule::getPtr<Shader>(Handle<Shader> handle) {
return shaders_.getPtr(handle);
}
template<>
inline Ptr<Material> AssetsModule::getPtr<Material>(Handle<Material> handle) {
return materials_.getPtr(handle);
}
template<>
inline Ptr<Mesh> AssetsModule::getPtr<Mesh>(Handle<Mesh> handle) {
return meshes_.getPtr(handle);
}
template<typename T>
bool AssetsModule::isValid(Handle<T> handle) const {
return false;
}
template<>
inline bool AssetsModule::isValid<Texture>(Handle<Texture> handle) const {
return textures_.isValid(handle);
}
template<>
inline bool AssetsModule::isValid<Shader>(Handle<Shader> handle) const {
return shaders_.isValid(handle);
}
template<>
inline bool AssetsModule::isValid<Material>(Handle<Material> handle) const {
return materials_.isValid(handle);
}
template<>
inline bool AssetsModule::isValid<Mesh>(Handle<Mesh> handle) const {
return meshes_.isValid(handle);
}
template<typename T>
void AssetsModule::remove(Handle<T> handle) {
}
template<>
inline void AssetsModule::remove<Texture>(Handle<Texture> handle) {
textures_.remove(handle);
}
template<>
inline void AssetsModule::remove<Shader>(Handle<Shader> handle) {
shaders_.remove(handle);
}
template<>
inline void AssetsModule::remove<Material>(Handle<Material> handle) {
materials_.remove(handle);
}
template<>
inline void AssetsModule::remove<Mesh>(Handle<Mesh> handle) {
meshes_.remove(handle);
}
template<typename T>
std::vector<Handle<T>> AssetsModule::loadDir(const std::string& directory,
const std::string& pattern,
bool recursive) {
return {};
}
template<>
std::vector<Handle<Texture>> AssetsModule::loadDir<Texture>(const std::string& directory,
const std::string& pattern,
bool recursive);
template<typename T>
void AssetsModule::loadAsync(const std::string& path,
std::function<void(Handle<T>)> callback) {
}
template<>
void AssetsModule::loadAsync<Texture>(const std::string& path,
std::function<void(Handle<Texture>)> callback);
template<typename T>
void AssetsModule::registerLoader(std::unique_ptr<AssetLoader<T>> loader) {
}
template<>
void AssetsModule::registerLoader<Texture>(std::unique_ptr<AssetLoader<Texture>> loader);
template<>
void AssetsModule::registerLoader<Shader>(std::unique_ptr<AssetLoader<Shader>> loader);
} // namespace extra2d

53
include/assets/handle.h Normal file
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@ -0,0 +1,53 @@
#pragma once
#include <cstdint>
#include <functional>
namespace extra2d {
/**
* @brief
*
* 32-bit ECS Entity ID
* AssetStorage
*
* @tparam T
*/
template<typename T>
class Handle {
public:
using Index = uint32_t;
using Generation = uint32_t;
Handle() : index_(0), generation_(0) {}
Handle(Index index, Generation generation)
: index_(index), generation_(generation) {}
bool isValid() const { return generation_ != 0; }
Index index() const { return index_; }
Generation generation() const { return generation_; }
bool operator==(const Handle& other) const {
return index_ == other.index_ && generation_ == other.generation_;
}
bool operator!=(const Handle& other) const { return !(*this == other); }
static Handle invalid() { return Handle(); }
private:
Index index_;
Generation generation_;
};
} // namespace extra2d
namespace std {
template<typename T>
struct hash<extra2d::Handle<T>> {
size_t operator()(const extra2d::Handle<T>& h) const {
return std::hash<uint64_t>{}(
(static_cast<uint64_t>(h.index()) << 32) | h.generation()
);
}
};
}

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@ -0,0 +1,55 @@
#pragma once
#include <assets/asset_loader.h>
#include <renderer/shader.h>
namespace extra2d {
/**
* @brief
*
*
*/
class ShaderLoader : public AssetLoader<Shader> {
public:
/**
* @brief
* @param path .vert/.frag
* @return nullptr
*/
Ptr<Shader> load(const std::string& path) override;
/**
* @brief
* @param vertPath
* @param fragPath
* @return nullptr
*/
Ptr<Shader> load(const std::string& vertPath, const std::string& fragPath);
/**
* @brief
* @param data
* @param size
* @return nullptr
*/
Ptr<Shader> loadFromMemory(const uint8_t* data, size_t size) override;
/**
* @brief
* @param vsSource
* @param fsSource
* @return nullptr
*/
Ptr<Shader> loadFromSource(const std::string& vsSource, const std::string& fsSource);
/**
* @brief
* @return
*/
std::vector<std::string> getExtensions() const override {
return {".glsl", ".vert", ".frag"};
}
};
} // namespace extra2d

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@ -0,0 +1,39 @@
#pragma once
#include <assets/asset_loader.h>
#include <renderer/texture.h>
namespace extra2d {
/**
* @brief
*
*
*/
class TextureLoader : public AssetLoader<Texture> {
public:
/**
* @brief
* @param path
* @return nullptr
*/
Ptr<Texture> load(const std::string& path) override;
/**
* @brief
* @param data
* @param size
* @return nullptr
*/
Ptr<Texture> loadFromMemory(const uint8_t* data, size_t size) override;
/**
* @brief
* @return
*/
std::vector<std::string> getExtensions() const override {
return {".png", ".jpg", ".jpeg", ".bmp", ".tga"};
}
};
} // namespace extra2d

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@ -30,7 +30,7 @@ struct MaterialParamInfo {
* @brief
*/
struct TextureSlot {
TextureHandle handle;
Handle<Texture> handle;
uint32_t slot;
std::string uniformName;
};
@ -196,7 +196,7 @@ public:
* @param texture
* @param slot 0-15
*/
void setTexture(const std::string& uniformName, TextureHandle texture, uint32_t slot);
void setTexture(const std::string& uniformName, Handle<Texture> texture, uint32_t slot);
/**
* @brief

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@ -4,6 +4,7 @@
#include <types/math/vec2.h>
#include <types/math/color.h>
#include <types/math/transform.h>
#include <assets/handle.h>
#include <array>
#include <cstdint>
@ -14,15 +15,10 @@ class Material;
class Mesh;
class Texture;
// 资源句柄类型64位替代智能指针
using MaterialHandle = uint64_t;
using MeshHandle = uint64_t;
using TextureHandle = uint64_t;
// 无效句柄值
constexpr MaterialHandle INVALID_MATERIAL_HANDLE = 0;
constexpr MeshHandle INVALID_MESH_HANDLE = 0;
constexpr TextureHandle INVALID_TEXTURE_HANDLE = 0;
// 资源句柄类型(使用新的 Handle<T>
using MaterialHandle = Handle<Material>;
using MeshHandle = Handle<Mesh>;
using TextureHandle = Handle<Texture>;
/**
* @brief
@ -87,7 +83,7 @@ inline uint32_t getMaterialParamSize(MaterialParamType type) {
case MaterialParamType::Vec4: return sizeof(float) * 4;
case MaterialParamType::Color: return sizeof(float) * 4;
case MaterialParamType::Mat4: return sizeof(float) * 16;
case MaterialParamType::Texture: return sizeof(TextureHandle);
case MaterialParamType::Texture: return sizeof(uint32_t) * 2; // Handle size
default: return 0;
}
}
@ -143,8 +139,8 @@ struct RenderCommand {
* @brief
*/
RenderCommand() : type(RenderCommandType::DrawMesh), sortKey(0) {
drawMesh.mesh = INVALID_MESH_HANDLE;
drawMesh.material = INVALID_MATERIAL_HANDLE;
drawMesh.mesh = MeshHandle::invalid();
drawMesh.material = MaterialHandle::invalid();
drawMesh.pos = Vec2(0.0f, 0.0f);
drawMesh.scale = Vec2(1.0f, 1.0f);
drawMesh.rot = 0.0f;

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@ -4,7 +4,6 @@
#include <event/events.h>
#include <module/module.h>
#include <module/module_registry.h>
#include <queue>
#include <renderer/material.h>
#include <renderer/mesh.h>
#include <renderer/render_types.h>
@ -16,17 +15,20 @@
namespace extra2d {
// 前向声明
class AssetsModule;
/**
* @brief
*
*
* -
* -
* - GPU
* -
*
* AssetsModule
*/
class RendererModule : public Module {
// 自动注册到模块系统,优先级为 3在 Window、Timer、Input 之后)
E2D_REGISTER_MODULE(RendererModule, "Renderer", 3)
public:
@ -65,94 +67,26 @@ public:
void shutdown() override;
//===========================================================================
// 资源注册接口(供其他模块使用)
//===========================================================================
/**
* @brief
* @param material
* @return
*/
MaterialHandle registerMaterial(Ptr<Material> material);
/**
* @brief
* @param mesh
* @return
*/
MeshHandle registerMesh(Ptr<Mesh> mesh);
/**
* @brief
* @param texture
* @return
*/
TextureHandle registerTexture(Ptr<Texture> texture);
/**
* @brief
* @param handle
*/
void unregisterMaterial(MaterialHandle handle);
/**
* @brief
* @param handle
*/
void unregisterMesh(MeshHandle handle);
/**
* @brief
* @param handle
*/
void unregisterTexture(TextureHandle handle);
/**
* @brief
* @param handle
* @return nullptr
*/
Ptr<Material> getMaterial(MaterialHandle handle);
/**
* @brief
* @param handle
* @return nullptr
*/
Ptr<Mesh> getMesh(MeshHandle handle);
/**
* @brief
* @param handle
* @return nullptr
*/
Ptr<Texture> getTexture(TextureHandle handle);
//===========================================================================
// 默认资源
// 默认资源(通过 AssetsModule 获取)
//===========================================================================
/**
* @brief
* @return
*/
MaterialHandle getDefaultMaterialHandle() const {
return defaultMaterialHandle_;
}
MaterialHandle getDefaultMaterialHandle() const;
/**
* @brief
* @return
*/
MeshHandle getDefaultQuadHandle() const { return defaultQuadHandle_; }
MeshHandle getDefaultQuadHandle() const;
/**
* @brief 1x1
* @return
*/
TextureHandle getDefaultTextureHandle() const {
return defaultTextureHandle_;
}
TextureHandle getDefaultTextureHandle() const;
//===========================================================================
// 渲染状态设置
@ -266,105 +200,6 @@ private:
*/
void executeCommand(const RenderCommand &cmd);
//===========================================================================
// 默认资源创建与销毁
//===========================================================================
/**
* @brief
* @return
*/
bool createDefaultResources();
/**
* @brief
*/
void destroyDefaultResources();
//===========================================================================
// 资源句柄管理
//===========================================================================
/**
* @brief
*
*
*/
struct ResourceSlot {
Ptr<Material> material;
Ptr<Mesh> mesh;
Ptr<Texture> texture;
uint32 generation = 0;
bool active = false;
};
/**
* @brief
*
*
*/
template <typename T> struct HandlePool {
std::vector<ResourceSlot> slots;
std::queue<uint32> freeIndices;
uint32 nextGeneration = 1;
/**
* @brief
* @return 3232
*/
uint64 acquire() {
uint32 index;
if (!freeIndices.empty()) {
index = freeIndices.front();
freeIndices.pop();
} else {
index = static_cast<uint32>(slots.size());
slots.emplace_back();
}
slots[index].active = true;
slots[index].generation = nextGeneration++;
// 编码句柄高32位是索引低32位是世代
return (static_cast<uint64>(index) << 32) | slots[index].generation;
}
/**
* @brief
* @param handle
*/
void release(uint64 handle) {
uint32 index = static_cast<uint32>(handle >> 32);
if (index < slots.size() && slots[index].active) {
slots[index].active = false;
slots[index].material.reset();
slots[index].mesh.reset();
slots[index].texture.reset();
freeIndices.push(index);
}
}
/**
* @brief
* @param handle
* @return nullptr
*/
ResourceSlot *get(uint64 handle) {
uint32 index = static_cast<uint32>(handle >> 32);
uint32 generation = static_cast<uint32>(handle & 0xFFFFFFFF);
if (index < slots.size() && slots[index].active &&
slots[index].generation == generation) {
return &slots[index];
}
return nullptr;
}
};
HandlePool<Material> materialPool_; // 材质资源池
HandlePool<Mesh> meshPool_; // 网格资源池
HandlePool<Texture> texturePool_; // 纹理资源池
//===========================================================================
// 命令缓冲区
//===========================================================================
@ -379,14 +214,6 @@ private:
UniformBufferManager uniformManager_;
//===========================================================================
// 默认资源句柄
//===========================================================================
MaterialHandle defaultMaterialHandle_ = INVALID_MATERIAL_HANDLE;
MeshHandle defaultQuadHandle_ = INVALID_MESH_HANDLE;
TextureHandle defaultTextureHandle_ = INVALID_TEXTURE_HANDLE;
//===========================================================================
// 事件监听器
//===========================================================================

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@ -3,9 +3,14 @@
#include <scene/component.h>
#include <renderer/render_types.h>
#include <types/math/color.h>
#include <assets/handle.h>
namespace extra2d {
// 前向声明
class Material;
class Texture;
/**
* @brief
*
@ -22,7 +27,7 @@ namespace extra2d {
* material->setShader(customShader);
* material->setTexture("uTexture", textureHandle, 0);
* material->setColor("uTintColor", Color::Red);
* MaterialHandle matHandle = renderer->registerMaterial(material);
* Handle<Material> matHandle = assets->load<Material>("material.mat");
* sprite->setMaterial(matHandle);
*
* // 方式2只设置纹理使用默认材质
@ -60,13 +65,13 @@ public:
*
* @param material
*/
void setMaterial(MaterialHandle material);
void setMaterial(Handle<Material> material);
/**
* @brief
* @return
*/
MaterialHandle getMaterial() const { return material_; }
Handle<Material> getMaterial() const { return material_; }
// ========================================
// 纹理设置(便捷方式)
@ -79,13 +84,13 @@ public:
*
* @param texture
*/
void setTexture(TextureHandle texture);
void setTexture(Handle<Texture> texture);
/**
* @brief
* @return
*/
TextureHandle getTexture() const { return texture_; }
Handle<Texture> getTexture() const { return texture_; }
// ========================================
// 颜色(顶点颜色)
@ -113,8 +118,8 @@ public:
void render() override;
private:
MaterialHandle material_ = INVALID_MATERIAL_HANDLE; // 材质句柄
TextureHandle texture_ = INVALID_TEXTURE_HANDLE; // 纹理句柄(便捷方式)
Handle<Material> material_; // 材质句柄
Handle<Texture> texture_; // 纹理句柄(便捷方式)
Color color_ = Color::White; // 顶点颜色
};

View File

@ -0,0 +1,404 @@
#include <assets/assets_module.h>
#include <assets/loaders/shader_loader.h>
#include <assets/loaders/texture_loader.h>
#include <event/events.h>
#include <filesystem>
#include <thread>
#include <utils/logger.h>
namespace extra2d {
AssetsModule *g_assetsModule = nullptr;
AssetsModule::AssetsModule() { g_assetsModule = this; }
AssetsModule::~AssetsModule() {
if (g_assetsModule == this) {
g_assetsModule = nullptr;
}
}
bool AssetsModule::init() {
E2D_LOG_INFO("AssetsModule initializing...");
textureLoader_ = std::make_unique<TextureLoader>();
shaderLoader_ = std::make_unique<ShaderLoader>();
// 监听窗口显示事件,在 OpenGL 上下文创建完成后创建默认资源
onShowListener_ = std::make_unique<events::OnShow::Listener>();
onShowListener_->bind([this]() { this->onGLContextReady(); });
E2D_LOG_INFO(
"AssetsModule initialized successfully (waiting for GL context)");
return true;
}
void AssetsModule::onGLContextReady() {
if (defaultResourcesCreated_) {
return;
}
E2D_LOG_INFO("OpenGL context ready, creating default resources...");
if (!createDefaultResources()) {
E2D_LOG_ERROR("Failed to create default resources");
return;
}
defaultResourcesCreated_ = true;
E2D_LOG_INFO("Default resources created successfully");
}
void AssetsModule::shutdown() {
E2D_LOG_INFO("AssetsModule shutting down...");
// 释放事件监听器
onShowListener_.reset();
destroyDefaultResources();
textures_.clear();
shaders_.clear();
materials_.clear();
meshes_.clear();
texturePathCache_.clear();
shaderPathCache_.clear();
textureLoader_.reset();
shaderLoader_.reset();
defaultResourcesCreated_ = false;
E2D_LOG_INFO("AssetsModule shutdown complete");
}
AssetsModule *getAssets() { return g_assetsModule; }
//===========================================================================
// Texture 加载特化
//===========================================================================
template <>
Handle<Texture> AssetsModule::load<Texture>(const std::string &path) {
auto it = texturePathCache_.find(path);
if (it != texturePathCache_.end()) {
if (textures_.isValid(it->second)) {
return it->second;
}
texturePathCache_.erase(it);
}
if (!textureLoader_) {
E2D_LOG_ERROR("TextureLoader not registered");
return Handle<Texture>::invalid();
}
Ptr<Texture> texture = textureLoader_->load(path);
if (!texture) {
E2D_LOG_ERROR("Failed to load texture: {}", path);
return Handle<Texture>::invalid();
}
Handle<Texture> handle = textures_.insert(texture);
texturePathCache_[path] = handle;
E2D_LOG_DEBUG("Loaded texture: {} -> handle index {}", path, handle.index());
return handle;
}
template <>
Handle<Texture> AssetsModule::loadFromMemory<Texture>(const std::string &key,
const uint8_t *data,
size_t size) {
auto it = texturePathCache_.find(key);
if (it != texturePathCache_.end()) {
if (textures_.isValid(it->second)) {
return it->second;
}
texturePathCache_.erase(it);
}
if (!textureLoader_) {
E2D_LOG_ERROR("TextureLoader not registered");
return Handle<Texture>::invalid();
}
Ptr<Texture> texture = textureLoader_->loadFromMemory(data, size);
if (!texture) {
E2D_LOG_ERROR("Failed to load texture from memory: {}", key);
return Handle<Texture>::invalid();
}
Handle<Texture> handle = textures_.insert(texture);
texturePathCache_[key] = handle;
return handle;
}
//===========================================================================
// Shader 加载特化
//===========================================================================
template <> Handle<Shader> AssetsModule::load<Shader>(const std::string &path) {
auto it = shaderPathCache_.find(path);
if (it != shaderPathCache_.end()) {
if (shaders_.isValid(it->second)) {
return it->second;
}
shaderPathCache_.erase(it);
}
if (!shaderLoader_) {
E2D_LOG_ERROR("ShaderLoader not registered");
return Handle<Shader>::invalid();
}
Ptr<Shader> shader = shaderLoader_->load(path);
if (!shader) {
E2D_LOG_ERROR("Failed to load shader: {}", path);
return Handle<Shader>::invalid();
}
Handle<Shader> handle = shaders_.insert(shader);
shaderPathCache_[path] = handle;
E2D_LOG_DEBUG("Loaded shader: {} -> handle index {}", path, handle.index());
return handle;
}
template <>
Handle<Shader> AssetsModule::load<Shader>(const std::string &vertPath,
const std::string &fragPath) {
std::string cacheKey = vertPath + "|" + fragPath;
auto it = shaderPathCache_.find(cacheKey);
if (it != shaderPathCache_.end()) {
if (shaders_.isValid(it->second)) {
return it->second;
}
shaderPathCache_.erase(it);
}
if (!shaderLoader_) {
E2D_LOG_ERROR("ShaderLoader not registered");
return Handle<Shader>::invalid();
}
ShaderLoader *shaderLoader = static_cast<ShaderLoader *>(shaderLoader_.get());
Ptr<Shader> shader = shaderLoader->load(vertPath, fragPath);
if (!shader) {
E2D_LOG_ERROR("Failed to load shader: {} + {}", vertPath, fragPath);
return Handle<Shader>::invalid();
}
Handle<Shader> handle = shaders_.insert(shader);
shaderPathCache_[cacheKey] = handle;
E2D_LOG_DEBUG("Loaded shader: {} + {} -> handle index {}", vertPath, fragPath,
handle.index());
return handle;
}
//===========================================================================
// 批量加载
//===========================================================================
template <>
std::vector<Handle<Texture>>
AssetsModule::loadDir<Texture>(const std::string &directory,
const std::string &pattern, bool recursive) {
std::vector<Handle<Texture>> handles;
try {
std::filesystem::path dirPath(directory);
if (!std::filesystem::exists(dirPath)) {
E2D_LOG_WARN("Directory not found: {}", directory);
return handles;
}
auto loadFile = [this, &handles](const std::filesystem::path &filePath) {
std::string ext = filePath.extension().string();
std::string pathStr = filePath.string();
for (const auto &supportedExt : textureLoader_->getExtensions()) {
if (ext == supportedExt) {
Handle<Texture> handle = load<Texture>(pathStr);
if (handle.isValid()) {
handles.push_back(handle);
}
break;
}
}
};
if (recursive) {
for (const auto &entry :
std::filesystem::recursive_directory_iterator(dirPath)) {
if (entry.is_regular_file()) {
loadFile(entry.path());
}
}
} else {
for (const auto &entry : std::filesystem::directory_iterator(dirPath)) {
if (entry.is_regular_file()) {
loadFile(entry.path());
}
}
}
} catch (const std::exception &e) {
E2D_LOG_ERROR("Error loading directory {}: {}", directory, e.what());
}
E2D_LOG_DEBUG("Loaded {} textures from {}", handles.size(), directory);
return handles;
}
//===========================================================================
// 异步加载
//===========================================================================
template <>
void AssetsModule::loadAsync<Texture>(
const std::string &path, std::function<void(Handle<Texture>)> callback) {
std::thread([this, path, callback]() {
Handle<Texture> handle = load<Texture>(path);
if (callback) {
callback(handle);
}
}).detach();
}
//===========================================================================
// 加载器注册
//===========================================================================
template <>
void AssetsModule::registerLoader<Texture>(
std::unique_ptr<AssetLoader<Texture>> loader) {
textureLoader_ = std::move(loader);
}
template <>
void AssetsModule::registerLoader<Shader>(
std::unique_ptr<AssetLoader<Shader>> loader) {
shaderLoader_ = std::move(loader);
}
//===========================================================================
// 默认资源
//===========================================================================
bool AssetsModule::createDefaultResources() {
{
Ptr<Texture> texture = makePtr<Texture>();
uint8_t whitePixel[] = {255, 255, 255, 255};
if (!texture->loadFromMemory(whitePixel, 1, 1, TextureFormat::RGBA8)) {
E2D_LOG_ERROR("Failed to create default texture");
return false;
}
defaultTexture_ = textures_.insert(texture);
E2D_LOG_DEBUG("Created default texture");
}
{
// 从文件加载默认着色器
std::filesystem::path vertPath = "shader/default.vert";
std::filesystem::path fragPath = "shader/default.frag";
Ptr<Shader> shader = makePtr<Shader>();
if (!std::filesystem::exists(vertPath) ||
!std::filesystem::exists(fragPath)) {
E2D_LOG_ERROR("Default shader files not found: {}, {}", vertPath.string(),
fragPath.string());
return false;
}
if (!shader->loadFromFile(vertPath.string(), fragPath.string())) {
E2D_LOG_ERROR("Failed to load default shader from files: {}, {}",
vertPath.string(), fragPath.string());
return false;
}
defaultShader_ = shaders_.insert(shader);
E2D_LOG_DEBUG("Loaded default shader from files: {}, {}", vertPath.string(),
fragPath.string());
}
{
Ptr<Material> material = makePtr<Material>();
material->setShader(getPtr(defaultShader_));
defaultMaterial_ = materials_.insert(material);
E2D_LOG_DEBUG("Created default material");
}
{
Ptr<Mesh> mesh = Mesh::createQuad(Vec2(1.0f, 1.0f));
if (!mesh) {
E2D_LOG_ERROR("Failed to create default quad mesh");
return false;
}
defaultQuad_ = meshes_.insert(mesh);
E2D_LOG_DEBUG("Created default quad mesh");
}
return true;
}
void AssetsModule::destroyDefaultResources() {
materials_.remove(defaultMaterial_);
meshes_.remove(defaultQuad_);
textures_.remove(defaultTexture_);
shaders_.remove(defaultShader_);
defaultMaterial_ = Handle<Material>::invalid();
defaultQuad_ = Handle<Mesh>::invalid();
defaultTexture_ = Handle<Texture>::invalid();
defaultShader_ = Handle<Shader>::invalid();
}
Handle<Texture> AssetsModule::getDefaultTexture() { return defaultTexture_; }
Handle<Shader> AssetsModule::getDefaultShader() { return defaultShader_; }
Handle<Material> AssetsModule::getDefaultMaterial() { return defaultMaterial_; }
Handle<Mesh> AssetsModule::getDefaultQuad() { return defaultQuad_; }
Texture *AssetsModule::getDefaultTexturePtr() {
return textures_.get(defaultTexture_);
}
Shader *AssetsModule::getDefaultShaderPtr() {
return shaders_.get(defaultShader_);
}
Material *AssetsModule::getDefaultMaterialPtr() {
return materials_.get(defaultMaterial_);
}
Mesh *AssetsModule::getDefaultQuadPtr() { return meshes_.get(defaultQuad_); }
//===========================================================================
// 热重载
//===========================================================================
void AssetsModule::enableHotReload(bool enable) { hotReloadEnabled_ = enable; }
void AssetsModule::checkForChanges() {}
//===========================================================================
// 统计
//===========================================================================
AssetsModule::Stats AssetsModule::getStats() const {
Stats stats;
stats.textureCount = textures_.count();
stats.shaderCount = shaders_.count();
stats.materialCount = materials_.count();
stats.meshCount = meshes_.count();
return stats;
}
} // namespace extra2d

View File

@ -0,0 +1,61 @@
#include <assets/loaders/shader_loader.h>
#include <filesystem>
#include <renderer/shader.h>
#include <utils/logger.h>
namespace extra2d {
Ptr<Shader> ShaderLoader::load(const std::string &path) {
std::string basePath = path;
std::string::size_type dotPos = basePath.rfind('.');
if (dotPos != std::string::npos) {
basePath = basePath.substr(0, dotPos);
}
std::string vertPath = basePath + ".vert";
std::string fragPath = basePath + ".frag";
if (!std::filesystem::exists(vertPath)) {
vertPath = basePath + ".vs";
}
if (!std::filesystem::exists(fragPath)) {
fragPath = basePath + ".fs";
}
return load(vertPath, fragPath);
}
Ptr<Shader> ShaderLoader::load(const std::string &vertPath,
const std::string &fragPath) {
Ptr<Shader> shader = makePtr<Shader>();
if (!shader->loadFromFile(vertPath, fragPath)) {
E2D_LOG_ERROR("ShaderLoader: Failed to load shader {} + {}", vertPath,
fragPath);
return Ptr<Shader>();
}
E2D_LOG_DEBUG("ShaderLoader: Loaded shader {} + {}", vertPath, fragPath);
return shader;
}
Ptr<Shader> ShaderLoader::loadFromMemory(const uint8_t *data, size_t size) {
E2D_LOG_ERROR("ShaderLoader: loadFromMemory not supported for shaders");
return Ptr<Shader>();
}
Ptr<Shader> ShaderLoader::loadFromSource(const std::string &vsSource,
const std::string &fsSource) {
Ptr<Shader> shader = makePtr<Shader>();
if (!shader->loadFromSource(vsSource, fsSource)) {
E2D_LOG_ERROR("ShaderLoader: Failed to compile shader from source");
return Ptr<Shader>();
}
E2D_LOG_DEBUG("ShaderLoader: Compiled shader from source");
return shader;
}
} // namespace extra2d

View File

@ -0,0 +1,66 @@
#include <assets/loaders/texture_loader.h>
#include <renderer/texture.h>
#include <utils/logger.h>
#include <stb/stb_image.h>
namespace extra2d {
Ptr<Texture> TextureLoader::load(const std::string &path) {
Ptr<Texture> texture = makePtr<Texture>();
if (!texture->loadFromFile(path)) {
E2D_LOG_ERROR("TextureLoader: Failed to load texture from {}", path);
return Ptr<Texture>();
}
E2D_LOG_DEBUG("TextureLoader: Loaded texture {}", path);
return texture;
}
Ptr<Texture> TextureLoader::loadFromMemory(const uint8_t *data, size_t size) {
int width, height, channels;
stbi_set_flip_vertically_on_load(true);
uint8_t *imageData = stbi_load_from_memory(data, static_cast<int>(size),
&width, &height, &channels, 0);
if (!imageData) {
E2D_LOG_ERROR("TextureLoader: Failed to decode image from memory");
return Ptr<Texture>();
}
TextureFormat format;
switch (channels) {
case 1:
format = TextureFormat::R8;
break;
case 2:
format = TextureFormat::RG8;
break;
case 3:
format = TextureFormat::RGB8;
break;
case 4:
format = TextureFormat::RGBA8;
break;
default:
format = TextureFormat::RGBA8;
break;
}
Ptr<Texture> texture = makePtr<Texture>();
bool success = texture->loadFromMemory(imageData, width, height, format);
stbi_image_free(imageData);
if (!success) {
E2D_LOG_ERROR("TextureLoader: Failed to create texture from memory");
return Ptr<Texture>();
}
E2D_LOG_DEBUG("TextureLoader: Created texture from memory ({}x{})", width,
height);
return texture;
}
} // namespace extra2d

View File

@ -197,7 +197,7 @@ void Material::setMat4(const std::string& name, const float* value) {
* @param texture
* @param slot 0-15
*/
void Material::setTexture(const std::string& uniformName, TextureHandle texture, uint32_t slot) {
void Material::setTexture(const std::string& uniformName, Handle<Texture> texture, uint32_t slot) {
// 查找是否已存在相同名称的纹理
for (auto& texSlot : textures_) {
if (texSlot.uniformName == uniformName) {

View File

@ -1,11 +1,11 @@
#include "glad/glad.h"
#include <algorithm>
#include <assets/assets_module.h>
#include <event/events.h>
#include <glm/gtc/type_ptr.hpp>
#include <renderer/renderer_module.h>
#include <utils/logger.h>
// SDL for window size query
#include <SDL.h>
namespace extra2d {
@ -15,29 +15,22 @@ RendererModule::RendererModule() = default;
RendererModule::~RendererModule() = default;
RendererModule::RendererModule(RendererModule &&other) noexcept
: materialPool_(std::move(other.materialPool_)),
meshPool_(std::move(other.meshPool_)),
texturePool_(std::move(other.texturePool_)),
commandBuffer_(std::move(other.commandBuffer_)),
: commandBuffer_(std::move(other.commandBuffer_)),
commandCount_(other.commandCount_),
uniformManager_(std::move(other.uniformManager_)),
defaultMaterialHandle_(other.defaultMaterialHandle_),
defaultQuadHandle_(other.defaultQuadHandle_),
defaultTextureHandle_(other.defaultTextureHandle_),
onRenderBeginListener_(std::move(other.onRenderBeginListener_)),
onRenderSubmitListener_(std::move(other.onRenderSubmitListener_)),
onRenderSetCameraListener_(std::move(other.onRenderSetCameraListener_)),
onRenderEndListener_(std::move(other.onRenderEndListener_)),
onResizeListener_(std::move(other.onResizeListener_)),
onShowListener_(std::move(other.onShowListener_)),
glInitialized_(other.glInitialized_), stats_(other.stats_),
viewportX_(other.viewportX_), viewportY_(other.viewportY_),
viewportWidth_(other.viewportWidth_),
viewportHeight_(other.viewportHeight_) {
// 重置源对象状态
viewportHeight_(other.viewportHeight_),
viewportAdapter_(std::move(other.viewportAdapter_)),
viewProjectionMatrix_(std::move(other.viewProjectionMatrix_)) {
other.commandCount_ = 0;
other.defaultMaterialHandle_ = INVALID_MATERIAL_HANDLE;
other.defaultQuadHandle_ = INVALID_MESH_HANDLE;
other.defaultTextureHandle_ = INVALID_TEXTURE_HANDLE;
other.glInitialized_ = false;
other.stats_ = {};
other.viewportX_ = 0;
@ -48,24 +41,16 @@ RendererModule::RendererModule(RendererModule &&other) noexcept
RendererModule &RendererModule::operator=(RendererModule &&other) noexcept {
if (this != &other) {
// 清理当前资源
if (glInitialized_) {
destroyDefaultResources();
uniformManager_.shutdown();
}
// 移动资源
materialPool_ = std::move(other.materialPool_);
meshPool_ = std::move(other.meshPool_);
texturePool_ = std::move(other.texturePool_);
commandBuffer_ = std::move(other.commandBuffer_);
commandCount_ = other.commandCount_;
uniformManager_ = std::move(other.uniformManager_);
defaultMaterialHandle_ = other.defaultMaterialHandle_;
defaultQuadHandle_ = other.defaultQuadHandle_;
defaultTextureHandle_ = other.defaultTextureHandle_;
onRenderBeginListener_ = std::move(other.onRenderBeginListener_);
onRenderSubmitListener_ = std::move(other.onRenderSubmitListener_);
onRenderSetCameraListener_ = std::move(other.onRenderSetCameraListener_);
onRenderEndListener_ = std::move(other.onRenderEndListener_);
onResizeListener_ = std::move(other.onResizeListener_);
onShowListener_ = std::move(other.onShowListener_);
@ -75,12 +60,10 @@ RendererModule &RendererModule::operator=(RendererModule &&other) noexcept {
viewportY_ = other.viewportY_;
viewportWidth_ = other.viewportWidth_;
viewportHeight_ = other.viewportHeight_;
viewportAdapter_ = std::move(other.viewportAdapter_);
viewProjectionMatrix_ = std::move(other.viewProjectionMatrix_);
// 重置源对象状态
other.commandCount_ = 0;
other.defaultMaterialHandle_ = INVALID_MATERIAL_HANDLE;
other.defaultQuadHandle_ = INVALID_MESH_HANDLE;
other.defaultTextureHandle_ = INVALID_TEXTURE_HANDLE;
other.glInitialized_ = false;
other.stats_ = {};
other.viewportX_ = 0;
@ -94,16 +77,14 @@ RendererModule &RendererModule::operator=(RendererModule &&other) noexcept {
bool RendererModule::init() {
E2D_LOG_INFO("Initializing RendererModule...");
// 绑定事件监听器
onRenderBeginListener_.bind([this]() { onRenderBegin(); });
onRenderSubmitListener_.bind(
[this](const RenderCommand &cmd) { onRenderSubmit(cmd); });
onRenderSetCameraListener_.bind(
[this](const Mat4 &viewProj) { onRenderSetCamera(viewProj); });
onRenderEndListener_.bind([this]() { onRenderEnd(); });
onResizeListener_.bind([this](int32_t w, int32_t h) { onResize(w, h); });
onResizeListener_.bind([this](int32 w, int32 h) { onResize(w, h); });
// 延迟 GL 初始化到窗口显示时
onShowListener_.bind([this]() { onWindowShow(); });
E2D_LOG_INFO("RendererModule initialized (waiting for GL context)");
@ -117,20 +98,11 @@ void RendererModule::onWindowShow() {
E2D_LOG_INFO("Initializing OpenGL context...");
// 初始化 UBO 管理器(需要 GL 上下文)
if (!uniformManager_.initialize()) {
E2D_LOG_ERROR("Failed to initialize UniformBufferManager");
return;
}
// 创建默认资源(需要 GL 上下文)
if (!createDefaultResources()) {
E2D_LOG_ERROR("Failed to create default resources");
return;
}
// 获取实际窗口大小并设置视口
// 查询当前 SDL 窗口大小
int windowWidth = 800, windowHeight = 600;
SDL_Window *sdlWindow = SDL_GL_GetCurrentWindow();
if (sdlWindow) {
@ -153,85 +125,28 @@ void RendererModule::onWindowShow() {
void RendererModule::shutdown() {
E2D_LOG_INFO("Shutting down RendererModule...");
// 只有在 GL 初始化后才销毁 GL 相关资源
if (glInitialized_) {
// 销毁默认资源
destroyDefaultResources();
// 关闭 UBO 管理器
uniformManager_.shutdown();
}
// 清理资源池
materialPool_.slots.clear();
while (!materialPool_.freeIndices.empty())
materialPool_.freeIndices.pop();
meshPool_.slots.clear();
while (!meshPool_.freeIndices.empty())
meshPool_.freeIndices.pop();
texturePool_.slots.clear();
while (!texturePool_.freeIndices.empty())
texturePool_.freeIndices.pop();
glInitialized_ = false;
E2D_LOG_INFO("RendererModule shutdown complete");
}
MaterialHandle RendererModule::registerMaterial(Ptr<Material> material) {
uint64_t handle = materialPool_.acquire();
auto *slot = materialPool_.get(handle);
if (slot) {
slot->material = material;
}
return handle;
MaterialHandle RendererModule::getDefaultMaterialHandle() const {
auto* assets = getAssets();
return assets ? assets->getDefaultMaterial() : MaterialHandle::invalid();
}
MeshHandle RendererModule::registerMesh(Ptr<Mesh> mesh) {
uint64_t handle = meshPool_.acquire();
auto *slot = meshPool_.get(handle);
if (slot) {
slot->mesh = mesh;
}
return handle;
MeshHandle RendererModule::getDefaultQuadHandle() const {
auto* assets = getAssets();
return assets ? assets->getDefaultQuad() : MeshHandle::invalid();
}
TextureHandle RendererModule::registerTexture(Ptr<Texture> texture) {
uint64_t handle = texturePool_.acquire();
auto *slot = texturePool_.get(handle);
if (slot) {
slot->texture = texture;
}
return handle;
}
void RendererModule::unregisterMaterial(MaterialHandle handle) {
materialPool_.release(handle);
}
void RendererModule::unregisterMesh(MeshHandle handle) {
meshPool_.release(handle);
}
void RendererModule::unregisterTexture(TextureHandle handle) {
texturePool_.release(handle);
}
Ptr<Material> RendererModule::getMaterial(MaterialHandle handle) {
auto *slot = materialPool_.get(handle);
return slot ? slot->material : nullptr;
}
Ptr<Mesh> RendererModule::getMesh(MeshHandle handle) {
auto *slot = meshPool_.get(handle);
return slot ? slot->mesh : nullptr;
}
Ptr<Texture> RendererModule::getTexture(TextureHandle handle) {
auto *slot = texturePool_.get(handle);
return slot ? slot->texture : nullptr;
TextureHandle RendererModule::getDefaultTextureHandle() const {
auto* assets = getAssets();
return assets ? assets->getDefaultTexture() : TextureHandle::invalid();
}
void RendererModule::setViewport(int32 x, int32 y, int32 width, int32 height) {
@ -240,10 +155,8 @@ void RendererModule::setViewport(int32 x, int32 y, int32 width, int32 height) {
viewportWidth_ = width;
viewportHeight_ = height;
// 更新视口适配器
viewportAdapter_.update(width, height);
// 获取适配后的视口
auto result = viewportAdapter_.getResult();
glViewport(static_cast<GLint>(result.viewport.x),
static_cast<GLint>(result.viewport.y),
@ -251,7 +164,7 @@ void RendererModule::setViewport(int32 x, int32 y, int32 width, int32 height) {
static_cast<GLsizei>(result.viewport.h));
}
void RendererModule::clear(const Color &color, uint32_t flags) {
void RendererModule::clear(const Color &color, uint32 flags) {
GLbitfield mask = 0;
if (flags & CLEAR_COLOR_FLAG) {
@ -273,68 +186,53 @@ void RendererModule::clear(const Color &color, uint32_t flags) {
}
void RendererModule::onRenderBegin() {
// 如果 GL 未初始化,跳过渲染
if (!glInitialized_) {
return;
}
// 清除屏幕(黑色背景)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 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++;
}
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));
}
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);
}
@ -344,7 +242,6 @@ void RendererModule::onResize(int32 width, int32 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;
@ -352,8 +249,14 @@ void RendererModule::sortCommands() {
}
void RendererModule::batchAndDraw() {
MaterialHandle lastMaterial = INVALID_MATERIAL_HANDLE;
MeshHandle lastMesh = INVALID_MESH_HANDLE;
auto* assets = getAssets();
if (!assets) {
E2D_LOG_ERROR("AssetsModule not available");
return;
}
MaterialHandle lastMaterial = MaterialHandle::invalid();
MeshHandle lastMesh = MeshHandle::invalid();
uint32_t batchStart = 0;
uint32_t batchCount = 0;
@ -361,7 +264,6 @@ void RendererModule::batchAndDraw() {
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++;
@ -371,11 +273,9 @@ void RendererModule::batchAndDraw() {
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++;
@ -392,7 +292,6 @@ void RendererModule::batchAndDraw() {
stats_.commandsExecuted++;
}
// 刷新最后一批
if (batchCount > 0) {
drawBatch(batchStart, batchCount, lastMaterial, lastMesh);
stats_.batches++;
@ -402,79 +301,66 @@ void RendererModule::batchAndDraw() {
void RendererModule::drawBatch(uint32_t start, uint32_t count,
MaterialHandle materialHandle,
MeshHandle meshHandle) {
auto material = getMaterial(materialHandle);
// 如果材质无效,使用默认材质
auto* assets = getAssets();
if (!assets) return;
Material* material = assets->get(materialHandle);
if (!material) {
material = getMaterial(defaultMaterialHandle_);
material = assets->getDefaultMaterialPtr();
}
auto mesh = getMesh(meshHandle);
// 如果网格无效,使用默认四边形
Mesh* mesh = assets->get(meshHandle);
if (!mesh) {
mesh = getMesh(defaultQuadHandle_);
mesh = assets->getDefaultQuadPtr();
}
if (!material || !mesh)
return;
// 获取着色器
auto shader = material->getShader();
Shader* shader = material->getShader().get();
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 (slot.handle.isValid()) {
Texture* texture = assets->get(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 (!hasMaterialTexture) {
Texture* defaultTexture = assets->getDefaultTexturePtr();
if (defaultTexture) {
defaultTexture->bind(0);
shader->setInt("uTexture", 0);
}
}
// 绑定网格
mesh->bind();
// 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);
// 设置模型矩阵
shader->setMat4("uModelMatrix", matrix);
// 设置顶点颜色
Color color = commandBuffer_[start + i].getColor();
shader->setVec4("uColor", color.r, color.g, color.b, color.a);
// 绘制
mesh->draw();
stats_.drawCalls++;
}
@ -496,59 +382,4 @@ void RendererModule::executeCommand(const RenderCommand &cmd) {
}
}
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

View File

@ -1,3 +1,4 @@
#include <assets/assets_module.h>
#include <event/events.h>
#include <scene/components/sprite_renderer.h>
#include <scene/node.h>
@ -6,17 +7,15 @@
namespace extra2d {
SpriteRenderer::SpriteRenderer() {
// 默认材质和纹理为无效句柄
// 渲染时会使用默认材质
}
void SpriteRenderer::onAttach(Node *owner) { Component::onAttach(owner); }
void SpriteRenderer::setMaterial(MaterialHandle material) {
void SpriteRenderer::setMaterial(Handle<Material> material) {
material_ = material;
}
void SpriteRenderer::setTexture(TextureHandle texture) { texture_ = texture; }
void SpriteRenderer::setTexture(Handle<Texture> texture) { texture_ = texture; }
void SpriteRenderer::setColor(const Color &color) { color_ = color; }
@ -25,27 +24,21 @@ void SpriteRenderer::render() {
return;
}
// 获取世界变换(已包含锚点计算)
Transform worldTransform = owner_->getWorldTransform();
// 构建渲染命令
RenderCommand cmd;
cmd.type = RenderCommandType::DrawMesh;
// 计算排序键简单实现材质ID + 纹理ID
uint32_t materialId = static_cast<uint32_t>(material_ & 0xFFFFFFFF);
uint32_t textureId = static_cast<uint32_t>(texture_ & 0xFFFFFFFF);
uint32_t materialId = material_.index();
uint32_t textureId = texture_.index();
cmd.sortKey = (materialId << 16) | (textureId & 0xFFFF);
// 设置网格(使用默认四边形)
cmd.drawMesh.mesh = INVALID_MESH_HANDLE; // 渲染器会使用默认四边形
cmd.drawMesh.material = material_;
cmd.drawMesh.mesh = MeshHandle::invalid();
cmd.drawMesh.material = material_.isValid() ? material_ : MaterialHandle::invalid();
cmd.setTransform(worldTransform);
// 设置顶点颜色
cmd.setColor(color_);
// 提交渲染命令
events::OnRenderSubmit::emit(cmd);
}