修改OpenGl渲染底层之前

This commit is contained in:
2025-10-20 20:50:12 +08:00
parent 1b011b9b68
commit 2b888aae5b
61 changed files with 1609 additions and 680 deletions

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@@ -36,6 +36,14 @@ void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string s
Ani->SetRenderZOrder(Variation.Layer);
this->AddChild(Ani);
ActionAnis[actionName].push_back(Ani);
// 构造一下阴影对象
RefPtr<Animation> ShadowAni = new Animation(path, FormatImgPath, Data);
ShadowAni->SetVisible(false);
// 皮肤统一设置阴影
ShadowAni->SetShadow();
chr_parent->_Shadow->AddChild(ShadowAni);
chr_parent->_Shadow->ActionAnis[actionName].push_back(ShadowAni);
}
}
}
@@ -106,11 +114,7 @@ void Chr_Animation::SetAction(std::string actionName)
Ani->SetVisible(true);
}
CurrentActionTag = actionName;
}
void Chr_Animation::Update(float deltaTime)
{
RenderBase::Update(deltaTime);
// SDL_Log("Position %d %d", this->GetTransform().position.x, this->GetTransform().position.y);
// SDL_Log("IterPosition %d %d", this->GetIterationTransform().position.x, this->GetIterationTransform().position.y);
// 设置阴影的动作
chr_parent->_Shadow->SetAction(actionName);
}

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@@ -45,6 +45,4 @@ public:
void Init(CharacterObject *parent);
// 设置动作
void SetAction(std::string actionName);
void Update(float deltaTime) override;
};

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@@ -0,0 +1,44 @@
#include "Chr_Shadow.h"
#include "Global/Global_Game.h"
#include "Actor/Object/CharacterObject.h"
#include "Asset/Character/Chr_Equipment.h"
void Chr_Shadow::Init(CharacterObject *parent)
{
// 调用RenderBase类的初始化 才能挂上标签
RenderBase::Init();
chr_parent = parent;
SetRenderZOrder(1000000);
SetPos(parent->GetPos());
}
void Chr_Shadow::SetAction(std::string actionName)
{
// 先将原动作的Ani设置为不可见
for (auto Ani : ActionAnis[CurrentActionTag])
{
Ani->Reset();
Ani->SetVisible(false);
}
// 再将新动作的Ani设置为可见
for (auto Ani : ActionAnis[actionName])
{
Ani->SetVisible(true);
}
CurrentActionTag = actionName;
}
void Chr_Shadow::SetDirection(int dir)
{
VecFPos sc = GetScale();
// 朝右
if (dir == 0)
{
SetScale(VecFPos({SDL_fabsf(sc.x), sc.y}));
}
// 朝左
else if (dir == 1)
{
SetScale(VecFPos({-SDL_fabsf(sc.x), sc.y}));
}
}

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@@ -0,0 +1,29 @@
#pragma once
#include "EngineFrame/Component/Animation.h"
#include <string>
#include <vector>
#include <unordered_map>
class CharacterObject;
class Chr_Shadow : public RenderBase
{
// 动作动画集合
using ActionAniList = std::map<std::string, std::vector<RefPtr<Animation>>>;
private:
/* data */
public:
// 父对象
CharacterObject *chr_parent;
// 时装部位对应的动作动画集合
ActionAniList ActionAnis;
// 当前动作Tag
std::string CurrentActionTag = "waiting";
// 初始化时
void Init(CharacterObject *parent);
// 设置动作
void SetAction(std::string actionName);
// 设置方向
void SetDirection(int dir);
};

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@@ -0,0 +1,39 @@
#include "Mon_Animation.h"
#include "Actor/Object/MonsterObject.h"
#include "Global/Global_Game.h"
void Mon_Animation::Init(MonsterObject *parent)
{
// 调用RenderBase类的初始化 才能挂上标签
RenderBase::Init();
parent->AddChild(this);
mon_parent = parent;
GlobalMonsterScript::MonsterConfig Config = Global_Game::GetInstance().GetMonsterInfo(mon_parent->Id);
// 遍历所有动作Ani路径
for (const auto &pair : Config.animationPath)
{
std::string ActionName = pair.first;
std::string Path = std::string(Config.folder + Tool_toLowerCase(pair.second));
RefPtr<Animation> Ani = new Animation(Path);
this->ActionAnis[ActionName] = Ani;
Ani->SetVisible(false);
this->AddChild(Ani);
}
// 默认动作
this->SetAction("waiting");
}
void Mon_Animation::SetAction(std::string actionName)
{
// 先将原动作的Ani设置为不可见
ActionAnis[CurrentActionTag]->Reset();
ActionAnis[CurrentActionTag]->SetVisible(false);
// 再将新动作的Ani设置为可见
ActionAnis[actionName]->SetVisible(true);
CurrentActionTag = actionName;
}

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@@ -0,0 +1,25 @@
#pragma once
#include "EngineFrame/Component/Animation.h"
#include <string>
#include <vector>
#include <unordered_map>
class MonsterObject;
class Mon_Animation : public RenderBase
{
// 动作动画集合
using ActionAniList = std::map<std::string, RefPtr<Animation>>;
private:
// 父对象
MonsterObject *mon_parent;
// 动作动画集合
ActionAniList ActionAnis;
// 当前动作Tag
std::string CurrentActionTag = "waiting";
public:
// 初始化时 只完成基础的职业皮肤设置
void Init(MonsterObject *parent);
// 设置动作
void SetAction(std::string actionName);
};

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@@ -15,7 +15,7 @@ static SQInteger SQR_GetPosition(HSQUIRRELVM v)
SQUserPointer ptr;
sq_getuserpointer(v, 2, &ptr);
BaseObject *obj = (BaseObject *)ptr;
VecFPos3 Pos = obj->GetPosition();
VecPos3 Pos = obj->GetPosition();
sq_newtable(v);
sq_pushstring(v, _SC("x"), -1);
@@ -40,7 +40,7 @@ static SQInteger SQR_SetPosition(HSQUIRRELVM v)
sq_getfloat(v, 3, &PosX);
sq_getfloat(v, 4, &PosY);
sq_getfloat(v, 5, &PosZ);
obj->SetPosition(VecFPos3(PosX, PosY, PosZ));
obj->SetPosition(VecPos3(PosX, PosY, PosZ));
return 0;
}

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@@ -0,0 +1,336 @@
#pragma once
#include "squirrel/SquirrelEx.h"
#include "EngineFrame/Actor/Actor.h"
#include "EngineFrame/Component/Sprite.h"
static SQInteger _file_releasehook(SQUserPointer p, SQInteger SQ_UNUSED_ARG(size))
{
Actor *Abli = (Actor *)p;
Abli->Release();
return 0;
}
static SQInteger SQR_RegisterDestruction(HSQUIRRELVM v)
{
// 析构函数测试
SQUserPointer P;
sq_getuserpointer(v, 2, &P);
sq_setinstanceup(v, 3, P);
sq_setreleasehook(v, 3, _file_releasehook);
return 0;
}
static SQInteger SQR_CreateActor(HSQUIRRELVM v)
{
RefPtr<Actor> act = new Actor();
act->Retain();
sq_pushuserpointer(v, act.Get());
return 1;
}
static SQInteger SQR_AddChild(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
SQUserPointer B_obj;
sq_getuserpointer(v, 3, &B_obj);
Actor *Aobj = (Actor *)A_obj;
Actor *Bobj = (Actor *)B_obj;
Aobj->AddChild(Bobj);
return 0;
}
static SQInteger SQR_RemoveChild(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
SQUserPointer B_obj;
sq_getuserpointer(v, 3, &B_obj);
Actor *Aobj = (Actor *)A_obj;
Actor *Bobj = (Actor *)B_obj;
Aobj->RemoveChild(Bobj);
return 0;
}
static SQInteger SQR_GetZOrder(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
Actor *Aobj = (Actor *)A_obj;
sq_pushinteger(v, Aobj->GetRenderZOrder());
return 1;
}
static SQInteger SQR_SetZOrder(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
SQInteger Value;
sq_getinteger(v, 3, &Value);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetRenderZOrder(Value);
return 0;
}
static SQInteger SQR_GetPos(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
Actor *Aobj = (Actor *)A_obj;
VecFPos Pos = Aobj->GetPos();
sq_newtable(v);
sq_pushstring(v, _SC("x"), -1);
sq_pushfloat(v, Pos.x);
sq_newslot(v, 3, SQFalse);
sq_pushstring(v, _SC("y"), -1);
sq_pushfloat(v, Pos.y);
sq_newslot(v, 3, SQFalse);
return 1;
}
static SQInteger SQR_SetPos(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
if (sq_gettop(v) == 3)
{
VecFPos Pos;
sq_pushnull(v); // null iterator
while (SQ_SUCCEEDED(sq_next(v, 3)))
{
SQFloat value;
sq_getfloat(v, -1, &value);
const SQChar *key;
sq_getstring(v, -2, &key);
if (strcmp(key, _SC("x")) == 0)
{
Pos.x = value;
}
else if (strcmp(key, _SC("y")) == 0)
{
Pos.y = value;
}
sq_pop(v, 2);
}
sq_pop(v, 1);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetPos(Pos);
}
else if (sq_gettop(v) == 4)
{
SQFloat X, Y;
sq_getfloat(v, 3, &X);
sq_getfloat(v, 4, &Y);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetPos(VecFPos(X, Y));
}
return 0;
}
static SQInteger SQR_GetAlpha(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
Actor *Aobj = (Actor *)A_obj;
sq_pushfloat(v, Aobj->GetAlpha());
return 1;
}
static SQInteger SQR_SetAlpha(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
SQFloat Value;
sq_getfloat(v, 3, &Value);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetAlpha(Value);
return 0;
}
static SQInteger SQR_GetScale(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
Actor *Aobj = (Actor *)A_obj;
VecFPos Pos = Aobj->GetScale();
sq_newtable(v);
sq_pushstring(v, _SC("x"), -1);
sq_pushfloat(v, Pos.x);
sq_newslot(v, 3, SQFalse);
sq_pushstring(v, _SC("y"), -1);
sq_pushfloat(v, Pos.y);
sq_newslot(v, 3, SQFalse);
return 1;
}
static SQInteger SQR_SetScale(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
if (sq_gettop(v) == 3)
{
VecFPos Pos;
sq_pushnull(v); // null iterator
while (SQ_SUCCEEDED(sq_next(v, 3)))
{
SQFloat value;
sq_getfloat(v, -1, &value);
const SQChar *key;
sq_getstring(v, -2, &key);
if (strcmp(key, _SC("x")) == 0)
{
Pos.x = value;
}
else if (strcmp(key, _SC("y")) == 0)
{
Pos.y = value;
}
sq_pop(v, 2);
}
sq_pop(v, 1);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetScale(Pos);
}
else if (sq_gettop(v) == 4)
{
SQFloat X, Y;
sq_getfloat(v, 3, &X);
sq_getfloat(v, 4, &Y);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetScale(VecFPos(X, Y));
}
return 0;
}
static SQInteger SQR_GetRotation(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
Actor *Aobj = (Actor *)A_obj;
sq_pushfloat(v, Aobj->GetRotation());
}
static SQInteger SQR_SetRotation(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
SQFloat Value;
sq_getfloat(v, 3, &Value);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetRotation(Value);
return 0;
}
static SQInteger SQR_GetSize(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
Actor *Aobj = (Actor *)A_obj;
VecSize Pos = Aobj->GetSize();
sq_newtable(v);
sq_pushstring(v, _SC("w"), -1);
sq_pushfloat(v, Pos.width);
sq_newslot(v, 3, SQFalse);
sq_pushstring(v, _SC("h"), -1);
sq_pushfloat(v, Pos.height);
sq_newslot(v, 3, SQFalse);
return 1;
}
static SQInteger SQR_SetSize(HSQUIRRELVM v)
{
SQUserPointer A_obj;
sq_getuserpointer(v, 2, &A_obj);
if (sq_gettop(v) == 3)
{
VecSize Size;
sq_pushnull(v); // null iterator
while (SQ_SUCCEEDED(sq_next(v, 3)))
{
SQFloat value;
sq_getfloat(v, -1, &value);
const SQChar *key;
sq_getstring(v, -2, &key);
if (strcmp(key, _SC("w")) == 0)
{
Size.width = value;
}
else if (strcmp(key, _SC("h")) == 0)
{
Size.height = value;
}
sq_pop(v, 2);
}
sq_pop(v, 1);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetSize(Size);
}
else if (sq_gettop(v) == 4)
{
SQFloat X, Y;
sq_getfloat(v, 3, &X);
sq_getfloat(v, 4, &Y);
Actor *Aobj = (Actor *)A_obj;
Aobj->SetSize(VecSize(X, Y));
}
return 0;
}
static SQInteger SQR_CreateSprite(HSQUIRRELVM v)
{
const SQChar *ImgPath;
SQInteger Idx;
sq_getstring(v, 2, &ImgPath);
sq_getinteger(v, 3, &Idx);
RefPtr<Sprite> act = new Sprite(ImgPath, Idx);
act->Retain();
sq_pushuserpointer(v, act.Get());
return 1;
}
static void RegisterUINutApi(const SQChar *funcName, SQFUNCTION funcAddr, HSQUIRRELVM v)
{
sq_pushroottable(v);
sq_pushstring(v, funcName, -1);
sq_newclosure(v, funcAddr, 0);
sq_newslot(v, -3, false);
sq_poptop(v);
}
static void RegisterUI()
{
SDL_Log("初始化 UI函数-松鼠脚本!");
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
// 析构函数
RegisterUINutApi(_SC("sq_RegisterDestruction"), SQR_RegisterDestruction, v);
RegisterUINutApi(_SC("sq_CreateActor"), SQR_CreateActor, v);
RegisterUINutApi(_SC("sq_AddChild"), SQR_AddChild, v);
RegisterUINutApi(_SC("sq_RemoveChild"), SQR_RemoveChild, v);
RegisterUINutApi(_SC("sq_GetZOrder"), SQR_GetZOrder, v);
RegisterUINutApi(_SC("sq_SetZOrder"), SQR_SetZOrder, v);
RegisterUINutApi(_SC("sq_GetPos"), SQR_GetPos, v);
RegisterUINutApi(_SC("sq_SetPos"), SQR_SetPos, v);
RegisterUINutApi(_SC("sq_GetAlpha"), SQR_GetAlpha, v);
RegisterUINutApi(_SC("sq_SetAlpha"), SQR_SetAlpha, v);
RegisterUINutApi(_SC("sq_GetScale"), SQR_GetScale, v);
RegisterUINutApi(_SC("sq_SetScale"), SQR_SetScale, v);
RegisterUINutApi(_SC("sq_GetRotation"), SQR_GetRotation, v);
RegisterUINutApi(_SC("sq_SetRotation"), SQR_SetRotation, v);
RegisterUINutApi(_SC("sq_GetSize"), SQR_GetSize, v);
RegisterUINutApi(_SC("sq_SetSize"), SQR_SetSize, v);
RegisterUINutApi(_SC("sq_CreateSprite"), SQR_CreateSprite, v);
}

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@@ -3,6 +3,8 @@
void SquirrelManager::Init()
{
SDL_Log("开始初始化sqr管理器!");
// UI函数
RegisterUI();
// 基础对象
RegisterBaseObject();
// 动态对象

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@@ -1,4 +1,5 @@
#pragma once
#include "Asset/Squirrel/Sqr_UI.hpp"
#include "Asset/Squirrel/Sqr_BaseObject.hpp"
#include "Asset/Squirrel/Sqr_ActiveObject.hpp"
#include "Asset/Squirrel/Sqr_CharacterObject.hpp"