refactor(renderer): 优化文本渲染的批处理逻辑并调整代码格式
重构文本渲染的批处理逻辑,添加纹理变化检查并优化换行处理 同时调整部分代码格式以提高可读性
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32e12b8c99
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@ -1,13 +1,13 @@
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include <extra2d/graphics/memory/gpu_context.h>
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#include <extra2d/graphics/backends/opengl/gl_font_atlas.h>
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#include <extra2d/graphics/backends/opengl/gl_renderer.h>
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#include <extra2d/graphics/backends/opengl/gl_texture.h>
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#include <extra2d/graphics/batch/sprite_batch.h>
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#include <extra2d/graphics/shader/shader_manager.h>
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#include <extra2d/graphics/memory/gpu_context.h>
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#include <extra2d/graphics/memory/vram_manager.h>
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#include <extra2d/graphics/shader/shader_manager.h>
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#include <extra2d/platform/iwindow.h>
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#include <extra2d/utils/logger.h>
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#include <vector>
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@ -340,10 +340,8 @@ void GLRenderer::drawSprite(const Texture &texture, const Rect &destRect,
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float v1 = srcRect.origin.y / texH;
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float v2 = (srcRect.origin.y + srcRect.size.height) / texH;
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data.uvRect = Rect(
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Vec2(glm::min(u1, u2), glm::min(v1, v2)),
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Size(glm::abs(u2 - u1), glm::abs(v2 - v1))
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);
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data.uvRect = Rect(Vec2(glm::min(u1, u2), glm::min(v1, v2)),
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Size(glm::abs(u2 - u1), glm::abs(v2 - v1)));
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data.color = tint;
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data.rotation = rotation * 3.14159f / 180.0f;
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@ -366,10 +364,8 @@ void GLRenderer::drawSprite(const Texture &texture, const Rect &destRect,
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float v1 = srcRect.origin.y / texH;
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float v2 = (srcRect.origin.y + srcRect.size.height) / texH;
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data.uvRect = Rect(
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Vec2(glm::min(u1, u2), glm::min(v1, v2)),
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Size(glm::abs(u2 - u1), glm::abs(v2 - v1))
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);
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data.uvRect = Rect(Vec2(glm::min(u1, u2), glm::min(v1, v2)),
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Size(glm::abs(u2 - u1), glm::abs(v2 - v1)));
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data.color = tint;
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data.rotation = rotation * 3.14159f / 180.0f;
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@ -688,6 +684,15 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
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ensureBatchActive();
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}
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// 检查纹理变化,如果纹理不同则先提交当前批次
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if (autoBatchEnabled_ && currentBatchTexture_ != nullptr &&
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currentBatchTexture_ != font.getTexture()) {
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submitPendingSprites();
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}
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if (autoBatchEnabled_) {
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currentBatchTexture_ = font.getTexture();
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}
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// 收集所有字符数据用于批处理
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std::vector<SpriteData> sprites;
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sprites.reserve(text.size()); // 预分配空间
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@ -695,9 +700,15 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
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for (char c : text) {
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char32_t codepoint = static_cast<char32_t>(static_cast<unsigned char>(c));
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if (codepoint == '\n') {
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// 提交当前批次(换行时)
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if (autoBatchEnabled_ && !sprites.empty()) {
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spriteBatch_.drawBatch(*font.getTexture(), sprites);
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// 换行时,将当前行添加到待处理列表
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if (!sprites.empty()) {
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if (autoBatchEnabled_) {
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pendingSprites_.insert(pendingSprites_.end(), sprites.begin(),
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sprites.end());
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} else {
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// 手动模式直接提交
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spriteBatch_.drawBatch(*font.getTexture(), sprites);
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}
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sprites.clear();
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}
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cursorX = x;
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@ -725,12 +736,11 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
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SpriteData data;
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// 设置精灵中心位置(精灵批处理使用中心点)
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data.position = Vec2(xPos + glyph->width * 0.5f, yPos + glyph->height * 0.5f);
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data.position =
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Vec2(xPos + glyph->width * 0.5f, yPos + glyph->height * 0.5f);
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data.size = Vec2(glyph->width, glyph->height);
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data.uvRect = Rect(
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Vec2(glyph->u0, glyph->v0),
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Size(glyph->u1 - glyph->u0, glyph->v1 - glyph->v0)
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);
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data.uvRect = Rect(Vec2(glyph->u0, glyph->v0),
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Size(glyph->u1 - glyph->u0, glyph->v1 - glyph->v0));
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data.color = color;
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data.rotation = 0.0f;
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// pivot (0.5, 0.5) 表示中心点,这样 position 就是精灵中心
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@ -740,7 +750,8 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
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// 自动批处理:如果缓冲区满,先提交当前批次
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if (autoBatchEnabled_ && sprites.size() >= MAX_BATCH_SPRITES) {
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spriteBatch_.drawBatch(*font.getTexture(), sprites);
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pendingSprites_.insert(pendingSprites_.end(), sprites.begin(),
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sprites.end());
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sprites.clear();
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}
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}
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@ -749,14 +760,11 @@ void GLRenderer::drawText(const FontAtlas &font, const std::string &text,
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// 提交剩余的字符
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if (!sprites.empty()) {
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if (autoBatchEnabled_) {
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spriteBatch_.drawBatch(*font.getTexture(), sprites);
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pendingSprites_.insert(pendingSprites_.end(), sprites.begin(),
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sprites.end());
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} else {
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// 手动模式下,添加到待处理列表
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if (currentBatchTexture_ != font.getTexture()) {
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submitPendingSprites();
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currentBatchTexture_ = font.getTexture();
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}
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pendingSprites_.insert(pendingSprites_.end(), sprites.begin(), sprites.end());
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// 手动模式下直接提交
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spriteBatch_.drawBatch(*font.getTexture(), sprites);
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}
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}
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}
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@ -6,53 +6,46 @@
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* 此示例不依赖任何特定渲染后端(如 OpenGL)
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*/
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#include <extra2d/core/service_locator.h>
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#include <extra2d/extra2d.h>
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#include <extra2d/graphics/core/render_backend.h>
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#include <extra2d/graphics/core/render_module.h>
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#include <extra2d/graphics/texture/texture.h>
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#include <extra2d/platform/input_module.h>
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#include <extra2d/platform/window_module.h>
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#include <extra2d/services/camera_service.h>
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#include <extra2d/services/event_service.h>
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#include <iostream>
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using namespace extra2d;
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class ImageDisplayScene : public Scene {
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public:
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void onEnter() override {
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// 加载图片
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// 注意:请确保有图片文件在 assets/images/ 目录下
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try {
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texture_ = renderer_->loadTexture("assets/images/demo.jpg");
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std::cout << "Image loaded successfully!" << std::endl;
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std::cout << " Size: " << texture_->getWidth() << "x" << texture_->getHeight() << std::endl;
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} catch (...) {
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std::cerr << "Failed to load image from assets/images/demo.jpg" << std::endl;
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// 尝试使用备用路径
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try {
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texture_ = renderer_->loadTexture("examples/image_display/assets/images/demo.jpg");
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std::cout << "Image loaded from alternate path!" << std::endl;
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} catch (...) {
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std::cerr << "Failed to load image from alternate path!" << std::endl;
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texture_ = nullptr;
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}
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}
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void onEnter() override {
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// 加载图片
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// 注意:请确保有图片文件在 assets/images/ 目录下
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try {
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texture_ = renderer_->loadTexture("assets/images/demo.jpg");
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std::cout << "Image loaded successfully!" << std::endl;
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std::cout << " Size: " << texture_->getWidth() << "x"
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<< texture_->getHeight() << std::endl;
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} catch (...) {
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std::cerr << "Failed to load image from assets/images/demo.jpg"
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<< std::endl;
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// 尝试使用备用路径
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try {
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texture_ = renderer_->loadTexture(
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"examples/image_display/assets/images/demo.jpg");
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std::cout << "Image loaded from alternate path!" << std::endl;
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} catch (...) {
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std::cerr << "Failed to load image from alternate path!" << std::endl;
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texture_ = nullptr;
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}
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}
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}
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void onExit() override { texture_.reset(); }
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void onRender(RenderBackend &renderer) override {
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Scene::onRender(renderer);
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if (!texture_) {
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return;
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}
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void onExit() override {
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texture_.reset();
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}
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void onRender(RenderBackend& renderer) override {
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Scene::onRender(renderer);
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if (!texture_) {
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return;
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}
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// 使用 RenderBackend 的抽象接口绘制图片
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// 使用 RenderBackend 的抽象接口绘制图片
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// 不依赖任何特定后端(如 OpenGL)
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// 自动批处理:无需手动调用 begin/endSpriteBatch
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@ -79,102 +72,102 @@ public:
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// 参数:纹理、目标矩形、源矩形、颜色、旋转角度、锚点
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Rect destRect(x, y, displayWidth, displayHeight);
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Rect srcRect(0, 0, imgWidth, imgHeight);
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renderer.drawSprite(*texture_, destRect, srcRect, Colors::White, 0.0f, Vec2(0, 0));
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renderer.drawSprite(*texture_, destRect, srcRect, Colors::White, 0.0f,
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Vec2(0, 0));
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// 注意:无需手动调用 renderer.endSpriteBatch(),帧结束时会自动刷新
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}
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}
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void setRenderer(RenderBackend* renderer) {
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renderer_ = renderer;
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}
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void setRenderer(RenderBackend *renderer) { renderer_ = renderer; }
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private:
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Ptr<Texture> texture_;
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RenderBackend* renderer_ = nullptr;
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Ptr<Texture> texture_;
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RenderBackend *renderer_ = nullptr;
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};
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int main(int argc, char* argv[]) {
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(void)argc;
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(void)argv;
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int main(int argc, char *argv[]) {
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(void)argc;
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(void)argv;
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std::cout << "Extra2D Image Display Demo - Starting..." << std::endl;
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std::cout << "Extra2D Image Display Demo - Starting..." << std::endl;
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Application& app = Application::get();
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Application &app = Application::get();
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// 注册模块
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app.use<WindowModule>([](auto& cfg) {
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cfg.w = 1280;
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cfg.h = 720;
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cfg.title = "Extra2D Image Display Demo";
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cfg.priority = 0;
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cfg.backend = "glfw";
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// 注册模块
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app.use<WindowModule>([](auto &cfg) {
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cfg.w = 1280;
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cfg.h = 720;
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cfg.title = "Extra2D Image Display Demo";
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cfg.priority = 0;
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cfg.backend = "glfw";
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});
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app.use<RenderModule>([](auto &cfg) { cfg.priority = 10; });
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app.use<InputModule>([](auto &cfg) { cfg.priority = 20; });
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std::cout << "Initializing application..." << std::endl;
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if (!app.init()) {
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std::cerr << "Failed to initialize application!" << std::endl;
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return -1;
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}
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std::cout << "Application initialized successfully!" << std::endl;
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auto *win = app.window();
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if (win) {
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std::cout << "Window: " << win->width() << "x" << win->height()
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<< std::endl;
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}
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// 设置事件监听
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auto eventService = ServiceLocator::instance().getService<IEventService>();
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if (eventService) {
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eventService->addListener(EventType::KeyPressed, [](Event &e) {
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auto &keyEvent = std::get<KeyEvent>(e.data);
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if (keyEvent.keyCode == static_cast<int>(Key::Escape)) {
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e.handled = true;
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Application::get().quit();
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}
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});
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}
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app.use<RenderModule>([](auto& cfg) { cfg.priority = 10; });
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app.use<InputModule>([](auto& cfg) { cfg.priority = 20; });
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std::cout << "Initializing application..." << std::endl;
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if (!app.init()) {
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std::cerr << "Failed to initialize application!" << std::endl;
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return -1;
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}
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std::cout << "Application initialized successfully!" << std::endl;
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auto* win = app.window();
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if (win) {
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std::cout << "Window: " << win->width() << "x" << win->height() << std::endl;
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}
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// 设置事件监听
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auto eventService = ServiceLocator::instance().getService<IEventService>();
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if (eventService) {
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eventService->addListener(EventType::KeyPressed, [](Event& e) {
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auto& keyEvent = std::get<KeyEvent>(e.data);
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if (keyEvent.keyCode == static_cast<int>(Key::Escape)) {
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e.handled = true;
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Application::get().quit();
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}
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});
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}
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// 获取渲染器
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RenderBackend* renderer = app.renderer();
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// 获取渲染器
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RenderBackend *renderer = app.renderer();
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// 创建并配置场景
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auto scene = makeShared<ImageDisplayScene>();
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scene->setRenderer(renderer);
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scene->setBackgroundColor(Color(0.1f, 0.1f, 0.15f, 1.0f));
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scene->setBackgroundColor(Color(0.1f, 0.1f, 0.15f, 1.0f));
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if (win) {
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scene->setViewportSize(static_cast<float>(win->width()),
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static_cast<float>(win->height()));
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}
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if (win) {
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scene->setViewportSize(static_cast<float>(win->width()),
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static_cast<float>(win->height()));
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}
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// 配置相机
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auto cameraService = ServiceLocator::instance().getService<ICameraService>();
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if (cameraService && win) {
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ViewportConfig vpConfig;
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vpConfig.logicWidth = static_cast<float>(win->width());
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vpConfig.logicHeight = static_cast<float>(win->height());
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vpConfig.mode = ViewportMode::AspectRatio;
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cameraService->setViewportConfig(vpConfig);
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cameraService->updateViewport(win->width(), win->height());
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cameraService->applyViewportAdapter();
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}
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// 配置相机
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auto cameraService = ServiceLocator::instance().getService<ICameraService>();
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if (cameraService && win) {
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ViewportConfig vpConfig;
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vpConfig.logicWidth = static_cast<float>(win->width());
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vpConfig.logicHeight = static_cast<float>(win->height());
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vpConfig.mode = ViewportMode::AspectRatio;
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cameraService->setViewportConfig(vpConfig);
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cameraService->updateViewport(win->width(), win->height());
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cameraService->applyViewportAdapter();
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}
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app.enterScene(scene);
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app.enterScene(scene);
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std::cout << "\nControls:" << std::endl;
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std::cout << " ESC - Exit" << std::endl;
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std::cout << "\nRunning main loop...\n" << std::endl;
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std::cout << "\nControls:" << std::endl;
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std::cout << " ESC - Exit" << std::endl;
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std::cout << "\nRunning main loop...\n" << std::endl;
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app.run();
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app.run();
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std::cout << "Shutting down..." << std::endl;
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app.shutdown();
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std::cout << "Shutting down..." << std::endl;
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app.shutdown();
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std::cout << "Goodbye!" << std::endl;
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return 0;
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std::cout << "Goodbye!" << std::endl;
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return 0;
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}
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