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e011cea090
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44e0d65f10
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@ -12,9 +12,9 @@
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* - SpriteRenderer 精灵渲染
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*/
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#include <extra2d.h>
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#include "game_scene.h"
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#include <cstdio>
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#include <extra2d.h>
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using namespace extra2d;
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@ -36,6 +36,10 @@ int main(int argc, char **argv) {
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printf("Failed to initialize application!\n");
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return -1;
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}
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printf("Application initialized successfully\n");
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printf("Window size: %dx%d\n", app->getWindowWidth(), app->getWindowHeight());
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// ========================================
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// 2. 获取场景模块和导演
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// ========================================
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@ -0,0 +1,73 @@
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#version 320 es
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precision highp float;
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// 全局 UBO (binding = 0) - 每帧更新一次
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layout(std140, binding = 0) uniform GlobalUBO {
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mat4 uViewProjection;
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vec4 uCameraPosition;
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float uTime;
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float uDeltaTime;
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vec2 uScreenSize;
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};
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// 材质 UBO (binding = 1) - 每批次更新
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layout(std140, binding = 1) uniform MaterialUBO {
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vec4 uColor;
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vec4 uTintColor;
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float uOpacity;
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float uPadding[3]; // std140 对齐填充
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};
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// 顶点属性 (每个顶点)
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layout(location = 0) in vec2 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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layout(location = 2) in vec4 aColor;
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// 实例属性 (每个实例) - 使用 location 3-6
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layout(location = 3) in vec2 iPosition; // 实例位置
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layout(location = 4) in float iRotation; // 实例旋转
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layout(location = 5) in vec2 iScale; // 实例缩放
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layout(location = 6) in vec4 iColor; // 实例颜色
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// 输出到片段着色器
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out vec2 vTexCoord;
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out vec4 vColor;
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out vec4 vTintColor;
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out float vOpacity;
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/**
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* @brief 从旋转角度构建2D变换矩阵
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* @param angle 旋转角度(弧度)
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* @return 2x2旋转矩阵
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*/
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mat2 rotate2D(float angle) {
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float c = cos(angle);
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float s = sin(angle);
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return mat2(c, -s, s, c);
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}
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/**
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* @brief 顶点着色器入口
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*
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* 计算顶点在裁剪空间中的位置,
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* 应用实例的变换(位置、旋转、缩放),
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* 并传递纹理坐标和颜色到片段着色器
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*/
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void main() {
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// 应用实例缩放和旋转
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vec2 localPos = rotate2D(iRotation) * (aPosition * iScale);
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// 应用实例位置偏移
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vec2 worldPos = localPos + iPosition;
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// 变换到裁剪空间
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gl_Position = uViewProjection * vec4(worldPos, 0.0, 1.0);
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vTexCoord = aTexCoord;
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// 混合顶点颜色、实例颜色和材质颜色
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vColor = aColor * iColor * uColor;
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vTintColor = uTintColor;
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vOpacity = uOpacity;
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}
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@ -0,0 +1,35 @@
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#version 320 es
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precision highp float;
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// 从顶点着色器输入
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in vec2 vTexCoord;
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in vec4 vColor;
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// 纹理采样器
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uniform sampler2D uTexture;
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// 输出颜色
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out vec4 fragColor;
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/**
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* @brief 片段着色器入口(实例化版本)
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*
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* 采样纹理并与顶点颜色混合
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*/
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void main() {
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// 采样纹理
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vec4 texColor = texture(uTexture, vTexCoord);
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// 如果纹理采样结果是黑色或透明,使用白色作为默认值
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if (texColor.rgb == vec3(0.0) || texColor.a < 0.01) {
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texColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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// 混合:纹理 * 顶点颜色
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fragColor = texColor * vColor;
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// Alpha 测试:丢弃几乎透明的像素
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if (fragColor.a < 0.01) {
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discard;
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}
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}
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