refactor: 移除自定义字符串模块并改用标准库

移除core/string.h和core/string.cpp,使用标准库<string>替代
删除renderer/shader.h及相关实现文件
在需要UTF-8转换的地方添加简化版实现
更新相关头文件的包含关系
This commit is contained in:
ChestnutYueyue 2026-02-26 20:21:55 +08:00
parent 60ef7ab63f
commit 4afd52cc82
9 changed files with 100 additions and 934 deletions

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@ -1,7 +1,7 @@
#pragma once
#include <core/string.h>
#include <core/types.h>
#include <string>
#include <renderer/renderer.h>
#include <memory>
#include <platform/window.h>

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@ -1,209 +0,0 @@
#pragma once
#include <string>
namespace extra2d {
// ============================================================================
// 字符串编码转换工具函数
// 统一使用 std::string (UTF-8) 作为项目标准字符串类型
// ============================================================================
// UTF-8 ↔ UTF-16 转换
std::u16string utf8ToUtf16(const std::string& utf8);
std::string utf16ToUtf8(const std::u16string& utf16);
// UTF-8 ↔ UTF-32 转换
std::u32string utf8ToUtf32(const std::string& utf8);
std::string utf32ToUtf8(const std::u32string& utf32);
// UTF-8 ↔ Wide String 转换
std::wstring utf8ToWide(const std::string& utf8);
std::string wideToUtf8(const std::wstring& wide);
// UTF-8 ↔ GBK/GB2312 转换Windows 中文系统常用)
std::string utf8ToGbk(const std::string& utf8);
std::string gbkToUtf8(const std::string& gbk);
// ============================================================================
// 内联实现
// ============================================================================
inline std::u16string utf8ToUtf16(const std::string& utf8) {
if (utf8.empty()) return std::u16string();
// UTF-8 → UTF-32 → UTF-16 (with surrogate pairs)
std::u32string u32 = utf8ToUtf32(utf8);
std::u16string result;
result.reserve(u32.size());
for (char32_t ch : u32) {
if (ch <= 0xFFFF) {
result.push_back(static_cast<char16_t>(ch));
} else if (ch <= 0x10FFFF) {
// Surrogate pair
ch -= 0x10000;
result.push_back(static_cast<char16_t>(0xD800 | (ch >> 10)));
result.push_back(static_cast<char16_t>(0xDC00 | (ch & 0x3FF)));
}
}
return result;
}
inline std::string utf16ToUtf8(const std::u16string& utf16) {
if (utf16.empty()) return std::string();
// UTF-16 → UTF-32 → UTF-8
std::u32string u32;
u32.reserve(utf16.size());
for (size_t i = 0; i < utf16.size(); ++i) {
char16_t cu = utf16[i];
char32_t ch;
if (cu >= 0xD800 && cu <= 0xDBFF && i + 1 < utf16.size()) {
// High surrogate
char16_t cl = utf16[i + 1];
if (cl >= 0xDC00 && cl <= 0xDFFF) {
ch = 0x10000 + ((static_cast<char32_t>(cu - 0xD800) << 10) |
(cl - 0xDC00));
++i;
} else {
ch = cu; // Invalid, pass through
}
} else {
ch = cu;
}
u32.push_back(ch);
}
return utf32ToUtf8(u32);
}
inline std::u32string utf8ToUtf32(const std::string& utf8) {
std::u32string result;
result.reserve(utf8.size());
const char* ptr = utf8.c_str();
const char* end = ptr + utf8.size();
while (ptr < end) {
char32_t ch = 0;
unsigned char byte = static_cast<unsigned char>(*ptr);
if ((byte & 0x80) == 0) {
// 1-byte sequence
ch = byte;
ptr += 1;
} else if ((byte & 0xE0) == 0xC0) {
// 2-byte sequence
ch = (byte & 0x1F) << 6;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F);
ptr += 2;
} else if ((byte & 0xF0) == 0xE0) {
// 3-byte sequence
ch = (byte & 0x0F) << 12;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F);
ptr += 3;
} else if ((byte & 0xF8) == 0xF0) {
// 4-byte sequence
ch = (byte & 0x07) << 18;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 12;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[3]) & 0x3F);
ptr += 4;
} else {
// Invalid UTF-8, skip
ptr += 1;
continue;
}
result.push_back(ch);
}
return result;
}
inline std::string utf32ToUtf8(const std::u32string& utf32) {
std::string result;
for (char32_t ch : utf32) {
if (ch <= 0x7F) {
// 1-byte
result.push_back(static_cast<char>(ch));
} else if (ch <= 0x7FF) {
// 2-byte
result.push_back(static_cast<char>(0xC0 | ((ch >> 6) & 0x1F)));
result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
} else if (ch <= 0xFFFF) {
// 3-byte
result.push_back(static_cast<char>(0xE0 | ((ch >> 12) & 0x0F)));
result.push_back(static_cast<char>(0x80 | ((ch >> 6) & 0x3F)));
result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
} else if (ch <= 0x10FFFF) {
// 4-byte
result.push_back(static_cast<char>(0xF0 | ((ch >> 18) & 0x07)));
result.push_back(static_cast<char>(0x80 | ((ch >> 12) & 0x3F)));
result.push_back(static_cast<char>(0x80 | ((ch >> 6) & 0x3F)));
result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
}
}
return result;
}
inline std::wstring utf8ToWide(const std::string& utf8) {
if (utf8.empty()) return std::wstring();
if constexpr (sizeof(wchar_t) == 4) {
// wchar_t is 32-bit (Linux/Switch): same as UTF-32
std::u32string u32 = utf8ToUtf32(utf8);
return std::wstring(u32.begin(), u32.end());
} else {
// wchar_t is 16-bit (Windows): same as UTF-16
std::u16string u16 = utf8ToUtf16(utf8);
return std::wstring(u16.begin(), u16.end());
}
}
inline std::string wideToUtf8(const std::wstring& wide) {
if (wide.empty()) return std::string();
if constexpr (sizeof(wchar_t) == 4) {
std::u32string u32(wide.begin(), wide.end());
return utf32ToUtf8(u32);
} else {
std::u16string u16(wide.begin(), wide.end());
return utf16ToUtf8(u16);
}
}
// GBK/GB2312 转换Windows 平台实现)
// 注意Windows 实现在 .cpp 文件中,避免头文件包含 windows.h 导致冲突
#ifdef _WIN32
// 前向声明,实现在 .cpp 文件中
std::string utf8ToGbkImpl(const std::string& utf8);
std::string gbkToUtf8Impl(const std::string& gbk);
inline std::string utf8ToGbk(const std::string& utf8) {
return utf8ToGbkImpl(utf8);
}
inline std::string gbkToUtf8(const std::string& gbk) {
return gbkToUtf8Impl(gbk);
}
#else
// 非 Windows 平台GBK 转换使用 iconv 或返回原字符串
inline std::string utf8ToGbk(const std::string& utf8) {
// TODO: 使用 iconv 实现
return utf8;
}
inline std::string gbkToUtf8(const std::string& gbk) {
// TODO: 使用 iconv 实现
return gbk;
}
#endif
} // namespace extra2d

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@ -7,7 +7,6 @@
#include <core/color.h>
#include <core/rect.h>
#include <core/size.h>
#include <core/string.h>
#include <core/transform.h>
#include <core/types.h>
#include <core/vec2.h>
@ -26,7 +25,6 @@
#include <renderer/camera.h>
#include <renderer/render_target.h>
#include <renderer/renderer.h>
#include <renderer/shader.h>
// Scene
#include <scene/node.h>

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@ -1,9 +1,9 @@
#pragma once
#include <core/size.h>
#include <core/string.h>
#include <core/types.h>
#include <core/vec2.h>
#include <string>
#include <functional>
#include <SDL.h>

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@ -1,179 +0,0 @@
#pragma once
#include <core/color.h>
#include <core/types.h>
#include <graphics/opengl/gl_shader.h>
#include <functional>
#include <string>
#include <unordered_map>
namespace extra2d {
// ============================================================================
// Shader参数绑定回调
// ============================================================================
using ShaderBindCallback = std::function<void(GLShader &)>;
// ============================================================================
// Shader系统 - 管理所有Shader的加载、缓存和热重载
// ============================================================================
class ShaderSystem {
public:
// ------------------------------------------------------------------------
// 单例访问
// ------------------------------------------------------------------------
static ShaderSystem &getInstance();
// ------------------------------------------------------------------------
// 初始化和关闭
// ------------------------------------------------------------------------
bool init();
void shutdown();
// ------------------------------------------------------------------------
// Shader加载
// ------------------------------------------------------------------------
/**
* @brief Shader
* @param name Shader名称
* @param vertPath
* @param fragPath
* @return Shadernullptr
*/
Ptr<GLShader> loadFromFile(const std::string &name,
const std::string &vertPath,
const std::string &fragPath);
/**
* @brief Shader
* @param name Shader名称
* @param vertSource
* @param fragSource
* @return Shadernullptr
*/
Ptr<GLShader> loadFromSource(const std::string &name,
const std::string &vertSource,
const std::string &fragSource);
/**
* @brief Shader
* @param name Shader名称
* @return Shadernullptr
*/
Ptr<GLShader> get(const std::string &name);
/**
* @brief Shader是否存在
*/
bool has(const std::string &name) const;
// ------------------------------------------------------------------------
// Shader移除
// ------------------------------------------------------------------------
void remove(const std::string &name);
void clear();
// ------------------------------------------------------------------------
// 热重载支持
// ------------------------------------------------------------------------
/**
* @brief /
*/
void setFileWatching(bool enable);
bool isFileWatching() const { return fileWatching_; }
/**
* @brief
*/
void updateFileWatching();
/**
* @brief Shader
*/
bool reload(const std::string &name);
/**
* @brief Shader
*/
void reloadAll();
// ------------------------------------------------------------------------
// 内置Shader获取
// ------------------------------------------------------------------------
Ptr<GLShader> getBuiltinSpriteShader();
Ptr<GLShader> getBuiltinParticleShader();
Ptr<GLShader> getBuiltinPostProcessShader();
Ptr<GLShader> getBuiltinShapeShader();
// ------------------------------------------------------------------------
// 工具方法
// ------------------------------------------------------------------------
/**
* @brief
*/
static std::string readFile(const std::string &filepath);
/**
* @brief Shader文件的最后修改时间
*/
static uint64_t getFileModifiedTime(const std::string &filepath);
private:
ShaderSystem() = default;
~ShaderSystem() = default;
ShaderSystem(const ShaderSystem &) = delete;
ShaderSystem &operator=(const ShaderSystem &) = delete;
struct ShaderInfo {
Ptr<GLShader> shader;
std::string vertPath;
std::string fragPath;
uint64_t vertModifiedTime;
uint64_t fragModifiedTime;
bool isBuiltin;
};
std::unordered_map<std::string, ShaderInfo> shaders_;
bool fileWatching_ = false;
float watchTimer_ = 0.0f;
static constexpr float WATCH_INTERVAL = 1.0f; // 检查间隔(秒)
// 内置Shader缓存
Ptr<GLShader> builtinSpriteShader_;
Ptr<GLShader> builtinParticleShader_;
Ptr<GLShader> builtinPostProcessShader_;
Ptr<GLShader> builtinShapeShader_;
bool loadBuiltinShaders();
void checkAndReload();
};
// ============================================================================
// Shader参数包装器 - 简化Uniform设置
// ============================================================================
class ShaderParams {
public:
explicit ShaderParams(GLShader &shader);
ShaderParams &setBool(const std::string &name, bool value);
ShaderParams &setInt(const std::string &name, int value);
ShaderParams &setFloat(const std::string &name, float value);
ShaderParams &setVec2(const std::string &name, const glm::vec2 &value);
ShaderParams &setVec3(const std::string &name, const glm::vec3 &value);
ShaderParams &setVec4(const std::string &name, const glm::vec4 &value);
ShaderParams &setMat4(const std::string &name, const glm::mat4 &value);
ShaderParams &setColor(const std::string &name, const Color &color);
private:
GLShader &shader_;
};
// ============================================================================
// 便捷宏
// ============================================================================
#define E2D_SHADER_SYSTEM() ::extra2d::ShaderSystem::getInstance()
} // namespace extra2d

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@ -1,48 +0,0 @@
#include <core/string.h>
#ifdef _WIN32
#include <windows.h>
namespace extra2d {
std::string utf8ToGbkImpl(const std::string& utf8) {
if (utf8.empty()) return std::string();
// UTF-8 → Wide → GBK
int wideLen = MultiByteToWideChar(CP_UTF8, 0, utf8.c_str(), -1, nullptr, 0);
if (wideLen <= 0) return std::string();
std::wstring wide(wideLen - 1, 0);
MultiByteToWideChar(CP_UTF8, 0, utf8.c_str(), -1, &wide[0], wideLen);
int gbkLen = WideCharToMultiByte(CP_ACP, 0, wide.c_str(), -1, nullptr, 0, nullptr, nullptr);
if (gbkLen <= 0) return std::string();
std::string gbk(gbkLen - 1, 0);
WideCharToMultiByte(CP_ACP, 0, wide.c_str(), -1, &gbk[0], gbkLen, nullptr, nullptr);
return gbk;
}
std::string gbkToUtf8Impl(const std::string& gbk) {
if (gbk.empty()) return std::string();
// GBK → Wide → UTF-8
int wideLen = MultiByteToWideChar(CP_ACP, 0, gbk.c_str(), -1, nullptr, 0);
if (wideLen <= 0) return std::string();
std::wstring wide(wideLen - 1, 0);
MultiByteToWideChar(CP_ACP, 0, gbk.c_str(), -1, &wide[0], wideLen);
int utf8Len = WideCharToMultiByte(CP_UTF8, 0, wide.c_str(), -1, nullptr, 0, nullptr, nullptr);
if (utf8Len <= 0) return std::string();
std::string utf8(utf8Len - 1, 0);
WideCharToMultiByte(CP_UTF8, 0, wide.c_str(), -1, &utf8[0], utf8Len, nullptr, nullptr);
return utf8;
}
} // namespace extra2d
#endif // _WIN32

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@ -1,6 +1,6 @@
#include <graphics/opengl/gl_font_atlas.h>
#include <core/string.h>
#include <utils/logger.h>
#include <string>
#include <fstream>
#define STB_TRUETYPE_IMPLEMENTATION
#include <stb/stb_truetype.h>
@ -10,6 +10,54 @@
namespace extra2d {
// ============================================================================
// UTF-8 到 UTF-32 转换(简化版)
// ============================================================================
static std::u32string utf8ToUtf32(const std::string& utf8) {
std::u32string result;
result.reserve(utf8.size());
const char* ptr = utf8.c_str();
const char* end = ptr + utf8.size();
while (ptr < end) {
char32_t ch = 0;
unsigned char byte = static_cast<unsigned char>(*ptr);
if ((byte & 0x80) == 0) {
// 1-byte sequence
ch = byte;
ptr += 1;
} else if ((byte & 0xE0) == 0xC0) {
// 2-byte sequence
ch = (byte & 0x1F) << 6;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F);
ptr += 2;
} else if ((byte & 0xF0) == 0xE0) {
// 3-byte sequence
ch = (byte & 0x0F) << 12;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F);
ptr += 3;
} else if ((byte & 0xF8) == 0xF0) {
// 4-byte sequence
ch = (byte & 0x07) << 18;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 12;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[3]) & 0x3F);
ptr += 4;
} else {
// Invalid UTF-8, skip
ptr += 1;
continue;
}
result.push_back(ch);
}
return result;
}
// ============================================================================
// 构造函数 - 初始化字体图集
// ============================================================================

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@ -1,8 +1,8 @@
#include <SDL.h>
#include <algorithm>
#include <cmath>
#include <core/string.h>
#include <cstring>
#include <string>
#include <graphics/gpu_context.h>
#include <graphics/opengl/gl_font_atlas.h>
#include <graphics/opengl/gl_renderer.h>
@ -14,6 +14,54 @@
namespace extra2d {
// ============================================================================
// UTF-8 到 UTF-32 转换(简化版)
// ============================================================================
static std::u32string utf8ToUtf32(const std::string& utf8) {
std::u32string result;
result.reserve(utf8.size());
const char* ptr = utf8.c_str();
const char* end = ptr + utf8.size();
while (ptr < end) {
char32_t ch = 0;
unsigned char byte = static_cast<unsigned char>(*ptr);
if ((byte & 0x80) == 0) {
// 1-byte sequence
ch = byte;
ptr += 1;
} else if ((byte & 0xE0) == 0xC0) {
// 2-byte sequence
ch = (byte & 0x1F) << 6;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F);
ptr += 2;
} else if ((byte & 0xF0) == 0xE0) {
// 3-byte sequence
ch = (byte & 0x0F) << 12;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F);
ptr += 3;
} else if ((byte & 0xF8) == 0xF0) {
// 4-byte sequence
ch = (byte & 0x07) << 18;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 12;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[3]) & 0x3F);
ptr += 4;
} else {
// Invalid UTF-8, skip
ptr += 1;
continue;
}
result.push_back(ch);
}
return result;
}
// 形状渲染着色器 - 支持顶点颜色批处理 (GLES 3.2)
static const char *SHAPE_VERTEX_SHADER = R"(
#version 300 es

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@ -1,492 +0,0 @@
#include <core/color.h>
#include <fstream>
#include <renderer/shader.h>
#include <sstream>
#include <sys/stat.h>
#include <utils/logger.h>
#ifdef _WIN32
#include <windows.h>
#endif
namespace extra2d {
// ============================================================================
// 内置Shader源码
// ============================================================================
// 标准精灵着色器 (GLES 3.2)
static const char *BUILTIN_SPRITE_VERT = R"(
#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec4 a_color;
uniform mat4 u_viewProjection;
uniform mat4 u_model;
out vec2 v_texCoord;
out vec4 v_color;
void main() {
gl_Position = u_viewProjection * u_model * vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}
)";
static const char *BUILTIN_SPRITE_FRAG = R"(
#version 300 es
precision highp float;
in vec2 v_texCoord;
in vec4 v_color;
uniform sampler2D u_texture;
uniform float u_opacity;
out vec4 fragColor;
void main() {
vec4 texColor = texture(u_texture, v_texCoord);
fragColor = texColor * v_color;
fragColor.a *= u_opacity;
if (fragColor.a < 0.01) {
discard;
}
}
)";
// 粒子着色器 (GLES 3.2)
static const char *BUILTIN_PARTICLE_VERT = R"(
#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec4 a_color;
layout(location = 3) in float a_size;
layout(location = 4) in float a_rotation;
uniform mat4 u_viewProjection;
out vec2 v_texCoord;
out vec4 v_color;
void main() {
float c = cos(a_rotation);
float s = sin(a_rotation);
mat2 rot = mat2(c, -s, s, c);
vec2 pos = rot * a_position * a_size;
gl_Position = u_viewProjection * vec4(pos, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}
)";
static const char *BUILTIN_PARTICLE_FRAG = R"(
#version 300 es
precision highp float;
in vec2 v_texCoord;
in vec4 v_color;
uniform sampler2D u_texture;
uniform int u_textureEnabled;
out vec4 fragColor;
void main() {
vec4 color = v_color;
if (u_textureEnabled > 0) {
color *= texture(u_texture, v_texCoord);
}
// 圆形粒子
vec2 center = v_texCoord - vec2(0.5);
float dist = length(center);
float alpha = 1.0 - smoothstep(0.4, 0.5, dist);
color.a *= alpha;
if (color.a < 0.01) {
discard;
}
fragColor = color;
}
)";
// 后处理着色器 (GLES 3.2)
static const char *BUILTIN_POSTPROCESS_VERT = R"(
#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
out vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
}
)";
static const char *BUILTIN_POSTPROCESS_FRAG = R"(
#version 300 es
precision highp float;
in vec2 v_texCoord;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_time;
out vec4 fragColor;
void main() {
fragColor = texture(u_texture, v_texCoord);
}
)";
// 形状渲染着色器 (GLES 3.2)
static const char *BUILTIN_SHAPE_VERT = R"(
#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec4 a_color;
uniform mat4 u_viewProjection;
out vec4 v_color;
void main() {
gl_Position = u_viewProjection * vec4(a_position, 0.0, 1.0);
v_color = a_color;
}
)";
static const char *BUILTIN_SHAPE_FRAG = R"(
#version 300 es
precision highp float;
in vec4 v_color;
out vec4 fragColor;
void main() {
fragColor = v_color;
}
)";
// ============================================================================
// ShaderSystem实现
// ============================================================================
ShaderSystem &ShaderSystem::getInstance() {
static ShaderSystem instance;
return instance;
}
bool ShaderSystem::init() {
E2D_INFO("初始化Shader系统...");
if (!loadBuiltinShaders()) {
E2D_ERROR("加载内置Shader失败");
return false;
}
E2D_INFO("Shader系统初始化完成");
return true;
}
void ShaderSystem::shutdown() {
E2D_INFO("关闭Shader系统...");
clear();
builtinSpriteShader_.reset();
builtinParticleShader_.reset();
builtinPostProcessShader_.reset();
builtinShapeShader_.reset();
}
bool ShaderSystem::loadBuiltinShaders() {
// 加载精灵Shader
builtinSpriteShader_ = std::make_shared<GLShader>();
if (!builtinSpriteShader_->compileFromSource(BUILTIN_SPRITE_VERT,
BUILTIN_SPRITE_FRAG)) {
E2D_ERROR("编译内置精灵Shader失败");
return false;
}
// 加载粒子Shader
builtinParticleShader_ = std::make_shared<GLShader>();
if (!builtinParticleShader_->compileFromSource(BUILTIN_PARTICLE_VERT,
BUILTIN_PARTICLE_FRAG)) {
E2D_ERROR("编译内置粒子Shader失败");
return false;
}
// 加载后处理Shader
builtinPostProcessShader_ = std::make_shared<GLShader>();
if (!builtinPostProcessShader_->compileFromSource(BUILTIN_POSTPROCESS_VERT,
BUILTIN_POSTPROCESS_FRAG)) {
E2D_ERROR("编译内置后处理Shader失败");
return false;
}
// 加载形状Shader
builtinShapeShader_ = std::make_shared<GLShader>();
if (!builtinShapeShader_->compileFromSource(BUILTIN_SHAPE_VERT,
BUILTIN_SHAPE_FRAG)) {
E2D_ERROR("编译内置形状Shader失败");
return false;
}
E2D_INFO("内置Shader加载成功");
return true;
}
Ptr<GLShader> ShaderSystem::loadFromFile(const std::string &name,
const std::string &vertPath,
const std::string &fragPath) {
// 读取文件内容
std::string vertSource = readFile(vertPath);
std::string fragSource = readFile(fragPath);
if (vertSource.empty()) {
E2D_ERROR("无法读取顶点着色器文件: {}", vertPath);
return nullptr;
}
if (fragSource.empty()) {
E2D_ERROR("无法读取片段着色器文件: {}", fragPath);
return nullptr;
}
// 编译Shader
auto shader = std::make_shared<GLShader>();
if (!shader->compileFromSource(vertSource.c_str(), fragSource.c_str())) {
E2D_ERROR("编译Shader '{}' 失败", name);
return nullptr;
}
// 存储Shader信息
ShaderInfo info;
info.shader = shader;
info.vertPath = vertPath;
info.fragPath = fragPath;
info.vertModifiedTime = getFileModifiedTime(vertPath);
info.fragModifiedTime = getFileModifiedTime(fragPath);
info.isBuiltin = false;
shaders_[name] = std::move(info);
E2D_INFO("加载Shader '{}' 成功", name);
return shader;
}
Ptr<GLShader> ShaderSystem::loadFromSource(const std::string &name,
const std::string &vertSource,
const std::string &fragSource) {
auto shader = std::make_shared<GLShader>();
if (!shader->compileFromSource(vertSource.c_str(), fragSource.c_str())) {
E2D_ERROR("编译Shader '{}' 失败", name);
return nullptr;
}
ShaderInfo info;
info.shader = shader;
info.vertModifiedTime = 0;
info.fragModifiedTime = 0;
info.isBuiltin = false;
shaders_[name] = std::move(info);
E2D_INFO("加载Shader '{}' 成功", name);
return shader;
}
Ptr<GLShader> ShaderSystem::get(const std::string &name) {
auto it = shaders_.find(name);
if (it != shaders_.end()) {
return it->second.shader;
}
return nullptr;
}
bool ShaderSystem::has(const std::string &name) const {
return shaders_.find(name) != shaders_.end();
}
void ShaderSystem::remove(const std::string &name) { shaders_.erase(name); }
void ShaderSystem::clear() { shaders_.clear(); }
void ShaderSystem::setFileWatching(bool enable) {
fileWatching_ = enable;
if (enable) {
E2D_INFO("启用Shader文件监视");
} else {
E2D_INFO("禁用Shader文件监视");
}
}
void ShaderSystem::updateFileWatching() {
if (!fileWatching_)
return;
watchTimer_ += 0.016f; // 假设60fps
if (watchTimer_ >= WATCH_INTERVAL) {
watchTimer_ = 0.0f;
checkAndReload();
}
}
void ShaderSystem::checkAndReload() {
for (auto &[name, info] : shaders_) {
if (info.isBuiltin)
continue;
if (info.vertPath.empty() || info.fragPath.empty())
continue;
uint64_t vertTime = getFileModifiedTime(info.vertPath);
uint64_t fragTime = getFileModifiedTime(info.fragPath);
if (vertTime > info.vertModifiedTime || fragTime > info.fragModifiedTime) {
E2D_INFO("检测到Shader '{}' 文件变化,正在重载...", name);
reload(name);
}
}
}
bool ShaderSystem::reload(const std::string &name) {
auto it = shaders_.find(name);
if (it == shaders_.end()) {
E2D_ERROR("无法重载不存在的Shader '{}'", name);
return false;
}
auto &info = it->second;
if (info.isBuiltin) {
E2D_WARN("无法重载内置Shader '{}'", name);
return false;
}
if (info.vertPath.empty() || info.fragPath.empty()) {
E2D_ERROR("Shader '{}' 没有关联的文件路径", name);
return false;
}
// 重新加载
auto newShader = loadFromFile(name, info.vertPath, info.fragPath);
if (newShader) {
E2D_INFO("重载Shader '{}' 成功", name);
return true;
}
return false;
}
void ShaderSystem::reloadAll() {
for (const auto &[name, info] : shaders_) {
if (!info.isBuiltin) {
reload(name);
}
}
}
Ptr<GLShader> ShaderSystem::getBuiltinSpriteShader() {
return builtinSpriteShader_;
}
Ptr<GLShader> ShaderSystem::getBuiltinParticleShader() {
return builtinParticleShader_;
}
Ptr<GLShader> ShaderSystem::getBuiltinPostProcessShader() {
return builtinPostProcessShader_;
}
Ptr<GLShader> ShaderSystem::getBuiltinShapeShader() {
return builtinShapeShader_;
}
std::string ShaderSystem::readFile(const std::string &filepath) {
std::ifstream file(filepath, std::ios::in | std::ios::binary);
if (!file.is_open()) {
return "";
}
std::stringstream buffer;
buffer << file.rdbuf();
return buffer.str();
}
uint64_t ShaderSystem::getFileModifiedTime(const std::string &filepath) {
#ifdef _WIN32
struct _stat64 statBuf;
if (_stat64(filepath.c_str(), &statBuf) == 0) {
return static_cast<uint64_t>(statBuf.st_mtime);
}
#else
struct stat statBuf;
if (stat(filepath.c_str(), &statBuf) == 0) {
return static_cast<uint64_t>(statBuf.st_mtime);
}
#endif
return 0;
}
// ============================================================================
// ShaderParams实现
// ============================================================================
ShaderParams::ShaderParams(GLShader &shader) : shader_(shader) {}
ShaderParams &ShaderParams::setBool(const std::string &name, bool value) {
shader_.setBool(name, value);
return *this;
}
ShaderParams &ShaderParams::setInt(const std::string &name, int value) {
shader_.setInt(name, value);
return *this;
}
ShaderParams &ShaderParams::setFloat(const std::string &name, float value) {
shader_.setFloat(name, value);
return *this;
}
ShaderParams &ShaderParams::setVec2(const std::string &name,
const glm::vec2 &value) {
shader_.setVec2(name, value);
return *this;
}
ShaderParams &ShaderParams::setVec3(const std::string &name,
const glm::vec3 &value) {
shader_.setVec3(name, value);
return *this;
}
ShaderParams &ShaderParams::setVec4(const std::string &name,
const glm::vec4 &value) {
shader_.setVec4(name, value);
return *this;
}
ShaderParams &ShaderParams::setMat4(const std::string &name,
const glm::mat4 &value) {
shader_.setMat4(name, value);
return *this;
}
ShaderParams &ShaderParams::setColor(const std::string &name,
const Color &color) {
shader_.setVec4(name, glm::vec4(color.r, color.g, color.b, color.a));
return *this;
}
} // namespace extra2d