This commit is contained in:
2026-02-08 16:20:50 +08:00
parent 0ae47e5d6a
commit 8b88904ef7
72 changed files with 5963 additions and 2038 deletions

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#pragma once
#include <string>
#include <unordered_map>
#include <vector>
#include <fstream>
#include <stdexcept>
#include "rapidxml/rapidxml.hpp"
class AudioConfigReader
{
public:
// --------------------------
// 1. 结构体定义放在类内public区外部可通过 AudioConfigReader::SoundEffect 访问
// --------------------------
struct SoundEffect
{
std::string file_path; // 文件路径FILE属性
int volume_adjust = 100; // 音量调整默认100
int priority = 0; // 优先级默认0
};
struct RandomItem
{
std::string tag; // 关联的音效IDTAG属性
int prob = 0; // 概率PROB属性
};
struct RandomSoundGroup
{
std::vector<RandomItem> items; // 组内所有项
int delay = 0; // 延迟DELAY属性
int loop_delay = 0; // 循环延迟
int loop_delay_range = 0; // 循环延迟范围
};
struct Music
{
std::string file_path; // 文件路径FILE属性
int loop_delay = 0; // 循环延迟LOOP_DELAY属性
};
public:
// 构造函数:初始化解析器
AudioConfigReader() = default;
// 析构函数:清理资源
~AudioConfigReader() = default;
// 核心函数解析XML文件返回是否成功
bool LoadFromFile(const std::string &xml_path)
{
// 1. 读取XML文件内容
std::ifstream file(xml_path, std::ios::binary);
if (!file.is_open())
{
throw std::runtime_error("无法打开XML文件: " + xml_path);
}
std::string xml_content((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
file.close();
// 2. 解析XML
rapidxml::xml_document<> doc;
try
{
doc.parse<rapidxml::parse_default>(&xml_content[0]);
}
catch (const rapidxml::parse_error &e)
{
throw std::runtime_error("XML解析错误: " + std::string(e.what()) +
"(位置: " + std::string(e.where<char>()) + "");
}
// 3. 获取根节点
rapidxml::xml_node<> *root = doc.first_node("AudioTagDatabase");
if (!root)
{
throw std::runtime_error("XML根节点错误: 找不到AudioTagDatabase");
}
// 4. 解析所有节点
ParseEffects(root); // 解析<EFFECT>
ParseRandomGroups(root); // 解析<RANDOM>
ParseMusics(root); // 解析<MUSIC>
return true;
}
// ------------------------------
// 接口1获取音效配置<EFFECT>
// ------------------------------
bool HasEffect(const std::string &effect_id) const
{
return m_effects.find(effect_id) != m_effects.end();
}
const SoundEffect &GetEffect(const std::string &effect_id) const
{
auto it = m_effects.find(effect_id);
if (it == m_effects.end())
{
throw std::out_of_range("音效ID不存在: " + effect_id);
}
return it->second;
}
// 获取所有音效ID列表
std::vector<std::string> GetAllEffectIds() const
{
return GetAllKeys(m_effects);
}
// ------------------------------
// 接口2获取随机音效组配置<RANDOM>
// ------------------------------
bool HasRandomGroup(const std::string &group_id) const
{
return m_random_groups.find(group_id) != m_random_groups.end();
}
const RandomSoundGroup &GetRandomGroup(const std::string &group_id) const
{
auto it = m_random_groups.find(group_id);
if (it == m_random_groups.end())
{
throw std::out_of_range("随机组ID不存在: " + group_id);
}
return it->second;
}
// 获取所有随机组ID列表
std::vector<std::string> GetAllRandomGroupIds() const
{
return GetAllKeys(m_random_groups);
}
// ------------------------------
// 接口3获取背景音乐配置<MUSIC>
// ------------------------------
bool HasMusic(const std::string &music_id) const
{
return m_musics.find(music_id) != m_musics.end();
}
const Music &GetMusic(const std::string &music_id) const
{
auto it = m_musics.find(music_id);
if (it == m_musics.end())
{
throw std::out_of_range("背景音乐ID不存在: " + music_id);
}
return it->second;
}
// 获取所有背景音乐ID列表
std::vector<std::string> GetAllMusicIds() const
{
return GetAllKeys(m_musics);
}
private:
// 辅助函数:解析<EFFECT>节点
void ParseEffects(rapidxml::xml_node<> *root)
{
for (rapidxml::xml_node<> *node = root->first_node("EFFECT");
node; node = node->next_sibling("EFFECT"))
{
// 必选属性ID和FILE
rapidxml::xml_attribute<> *id_attr = node->first_attribute("ID");
rapidxml::xml_attribute<> *file_attr = node->first_attribute("FILE");
if (!id_attr || !file_attr)
{
continue; // 跳过无效节点
}
SoundEffect effect;
effect.file_path = NormalizePath(file_attr->value()); // 统一路径分隔符
// 可选属性VOLUME_ADJUST
if (auto attr = node->first_attribute("VOLUME_ADJUST"))
{
effect.volume_adjust = std::stoi(attr->value());
}
// 可选属性PRIORITY
if (auto attr = node->first_attribute("PRIORITY"))
{
effect.priority = std::stoi(attr->value());
}
m_effects[id_attr->value()] = effect;
}
}
// 辅助函数:解析<RANDOM>节点
void ParseRandomGroups(rapidxml::xml_node<> *root)
{
for (rapidxml::xml_node<> *node = root->first_node("RANDOM");
node; node = node->next_sibling("RANDOM"))
{
// 必选属性ID
rapidxml::xml_attribute<> *id_attr = node->first_attribute("ID");
if (!id_attr)
{
continue; // 跳过无效节点
}
RandomSoundGroup group;
// 可选属性:延迟相关
if (auto attr = node->first_attribute("DELAY"))
{
group.delay = std::stoi(attr->value());
}
if (auto attr = node->first_attribute("LOOP_DELAY"))
{
group.loop_delay = std::stoi(attr->value());
}
if (auto attr = node->first_attribute("LOOP_DELAY_RANGE"))
{
group.loop_delay_range = std::stoi(attr->value());
}
// 解析子节点<ITEM>
for (rapidxml::xml_node<> *item_node = node->first_node("ITEM");
item_node; item_node = item_node->next_sibling("ITEM"))
{
rapidxml::xml_attribute<> *tag_attr = item_node->first_attribute("TAG");
rapidxml::xml_attribute<> *prob_attr = item_node->first_attribute("PROB");
if (!tag_attr || !prob_attr)
{
continue; // 跳过无效项
}
group.items.push_back({tag_attr->value(),
std::stoi(prob_attr->value())});
}
m_random_groups[id_attr->value()] = group;
}
}
// 辅助函数:解析<MUSIC>节点
void ParseMusics(rapidxml::xml_node<> *root)
{
for (rapidxml::xml_node<> *node = root->first_node("MUSIC");
node; node = node->next_sibling("MUSIC"))
{
// 必选属性ID和FILE
rapidxml::xml_attribute<> *id_attr = node->first_attribute("ID");
rapidxml::xml_attribute<> *file_attr = node->first_attribute("FILE");
if (!id_attr || !file_attr)
{
continue; // 跳过无效节点
}
Music music;
music.file_path = NormalizePath(file_attr->value()); // 统一路径分隔符
// 可选属性LOOP_DELAY
if (auto attr = node->first_attribute("LOOP_DELAY"))
{
music.loop_delay = std::stoi(attr->value());
}
m_musics[id_attr->value()] = music;
}
}
// 辅助函数:统一路径分隔符(将\转为/,兼容跨平台)
std::string NormalizePath(const std::string &path)
{
std::string normalized = path;
for (char &c : normalized)
{
if (c == '\\')
{
c = '/';
}
}
return normalized;
}
// 辅助函数获取哈希表中所有key
template <typename Map>
std::vector<std::string> GetAllKeys(const Map &map) const
{
std::vector<std::string> keys;
keys.reserve(map.size());
for (const auto &pair : map)
{
keys.push_back(pair.first);
}
return keys;
}
private:
// 存储解析后的数据
std::unordered_map<std::string, SoundEffect> m_effects; // 音效映射ID -> 音效)
std::unordered_map<std::string, RandomSoundGroup> m_random_groups; // 随机组映射ID -> 随机组)
std::unordered_map<std::string, Music> m_musics; // 背景音乐映射ID -> 音乐)
};

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#include "Asset_SoundPack.h"
Asset_SoundPack::Asset_SoundPack()
{
int device = -1; // 使用默认设备
unsigned long freq = 44100; // 采样频率PCM常用的采样率之一可以按需调整
// 构造NPK信息
InitNpkList();
// 解析audio.xml
XmlConfig.LoadFromFile("audio.xml");
// 初始化SDL_mixer支持OGG格式
// 44100: 采样率, MIX_DEFAULT_FORMAT: 音频格式, 2: 声道数(立体声), 4096: 缓冲区大小
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 8192) < 0)
{
SDL_LogError(0, "SDL_mixer初始化失败! Mix_Error: %s\n", Mix_GetError());
}
if (Mix_Init(MIX_INIT_MP3 | MIX_INIT_OGG) < 0)
{
SDL_LogError(0, "Mix_Init failed: %s\n", Mix_GetError());
}
// 分配通道
ChannelCount = Mix_AllocateChannels(64);
SetAllChannelVolume(0);
}
Asset_SoundPack::~Asset_SoundPack()
{
}
void Asset_SoundPack::InitNpkList()
{
DIR *dir;
struct dirent *ent;
std::string path = "SoundPacks/";
dir = opendir(path.c_str());
while ((ent = readdir(dir)))
{
// 跳过.和..目录
if (strcmp(ent->d_name, ".") == 0 || strcmp(ent->d_name, "..") == 0)
continue;
std::string RealPath = path + ent->d_name;
Ifstream_NPK Fs;
Fs.open(RealPath.c_str(), std::ios::in | std::ios::binary);
if (Fs.is_open())
{
std::string Header = Fs.ReadString();
// 如果是NPK
if (Header == "NeoplePack_Bill")
{
// 读取img数量
int ImageCount = Fs.ReadInt();
for (int i = 0; i < ImageCount; ++i)
{
// 直接读取当前项的偏移、长度和路径
auto offset = Fs.ReadUnsignedInt();
auto length = Fs.ReadUnsignedInt();
auto path = Fs.ReadInfo();
// 构造 WAV 并插入映射表
lp_arr[path] = WAV{
offset, // offset
length, // size
path, // lpWavName直接复用读取的path
RealPath, // lpBelongsFile
i // img_index
};
}
}
}
}
closedir(dir);
}
void Asset_SoundPack::Reclaims()
{
}
Mix_Chunk *Asset_SoundPack::GetOgg(const std::string &lpWavName)
{
if (map_sound.find(lpWavName) != map_sound.end())
{
map_sound[lpWavName].LastUseTime = SDL_GetTicks64();
return map_sound[lpWavName].lpMusic;
}
// 在NPK映射表中找到
if (lp_arr.find(lpWavName) != lp_arr.end())
{
WAV &wav = lp_arr[lpWavName];
if (wav.lpBelongsFile.empty())
return nullptr;
Ifstream_NPK Fs;
Fs.open(wav.lpBelongsFile.c_str(), std::ios::in | std::ios::binary);
if (Fs.is_open())
{
Fs.seekg(wav.offset, std::ios::beg);
auto buffer = Fs.ReadCustomSize(wav.size);
SDL_RWops *rw = SDL_RWFromConstMem(buffer, wav.size);
if (!rw)
{
SDL_Log("创建内存流失败: %s\n", SDL_GetError());
Mix_CloseAudio();
SDL_Quit();
return nullptr;
}
Mix_Chunk *music = Mix_LoadWAV_RW(rw, 0);
if (!music)
{
SDL_Log("加载OGG失败: %s\n", Mix_GetError());
SDL_RWclose(rw); // 手动关闭流
Mix_CloseAudio();
SDL_Quit();
return nullptr;
}
map_sound[lpWavName].lpMusic = music;
map_sound[lpWavName].LastUseTime = SDL_GetTicks64();
return music;
}
}
// 去Music文件夹中寻找
else
{
Mix_Chunk *music = Mix_LoadWAV(lpWavName.c_str());
if (!music)
{
SDL_Log("加载OGG失败: %s\n", Mix_GetError());
Mix_CloseAudio();
SDL_Quit();
return nullptr;
}
map_sound[lpWavName].lpMusic = music;
map_sound[lpWavName].LastUseTime = SDL_GetTicks64();
return music;
}
}
void Asset_SoundPack::PlayAudio(const std::string Key)
{
std::string RealKey = Key;
// 先判断是不是随机组 如果是随机组去里面调出真正要播放的Key
if (XmlConfig.HasRandomGroup(Key))
{
auto Group = XmlConfig.GetRandomGroup(Key);
int RandNum = rand() % 100;
for (auto &item : Group.items)
{
if (RandNum <= item.prob)
{
RealKey = item.tag;
}
}
}
// 如果是特效音频
if (XmlConfig.HasEffect(Key))
{
std::string oggPath = XmlConfig.GetEffect(Key).file_path;
int volume = XmlConfig.GetEffect(Key).volume_adjust;
PlayEffect(oggPath, volume);
}
// 如果是背景音乐
else if (XmlConfig.HasMusic(Key))
{
std::string oggPath = XmlConfig.GetMusic(Key).file_path;
PlayMusic(Key, oggPath);
}
else
{
SDL_LogError(0, "找不到音频: %s\n", Key.c_str());
}
}
void Asset_SoundPack::StopAudio(const std::string Key)
{
StopChannel(backgroud_music_map[Key]);
backgroud_music_map.erase(Key);
}
void Asset_SoundPack::PlayMusic(const std::string Key, const std::string oggpath)
{
auto ogg = GetOgg(oggpath);
if (ogg)
{
int channel = FindFreeChannelInRange(0, 4);
backgroud_music_map[Key] = Mix_PlayChannel(channel, ogg, -1);
}
}
void Asset_SoundPack::PlayEffect(const std::string Key, int Volume)
{
auto ogg = GetOgg(Key);
if (ogg)
{
int channel = FindFreeChannelInRange(4, ChannelCount - 1);
Mix_VolumeChunk(ogg, Volume);
Mix_PlayChannel(channel, ogg, 0);
}
}
void Asset_SoundPack::StopChannel(int Channel)
{
Mix_HaltChannel(Channel); // 停止指定通道的音效
}
void Asset_SoundPack::SetAllChannelVolume(int Volume)
{
Mix_Volume(-1, Volume);
}
std::map<std::string, int> Asset_SoundPack::GetBackgroudMusicVector()
{
return backgroud_music_map;
}
int Asset_SoundPack::FindFreeChannelInRange(int startChannel, int endChannel)
{
// 遍历通道若总通道数小于32则只检查到最后一个通道
for (int channel = startChannel; channel <= endChannel; channel++)
{
// 检查通道是否空闲Mix_Playing返回0表示空闲
if (Mix_Playing(channel) == 0)
{
return channel; // 返回第一个空闲通道
}
}
// 若所有通道都在使用中
return -1;
}

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#pragma once
#include <string>
#include <dirent.h>
#include <map>
#include <stdio.h>
#include <SDL.h>
#include <SDL_mixer.h>
#include "Tool/Ifstream_NPK.h"
#include "Asset/Asset_Audio.hpp"
class Asset_SoundPack
{
public:
struct WAV
{
unsigned int offset; // 偏移
unsigned int size; // 大小
std::string lpWavName; // img文件的路径
std::string lpBelongsFile; // 这个img属于哪个npk文件
int img_index; // img文件在npk文件里的序号
};
struct NpkInfo
{
int Offset;
int Length;
std::string Path;
};
struct MusicInfo
{
/**上次使用时间 */
Uint64 LastUseTime;
/**音频指针 */
Mix_Chunk *lpMusic;
};
public:
Asset_SoundPack(const Asset_SoundPack &) = delete;
Asset_SoundPack &operator=(const Asset_SoundPack &) = delete;
Asset_SoundPack(Asset_SoundPack &&) = delete;
Asset_SoundPack &operator=(Asset_SoundPack &&) = delete;
// 全局访问点
static Asset_SoundPack &GetInstance()
{
static Asset_SoundPack instance; // 局部静态变量,保证只初始化一次
return instance;
}
/**音频NPK信息表 */
std::map<std::string, WAV> lp_arr;
/**音频储存表 */
std::map<std::string, MusicInfo> map_sound;
/**audio信息表 */
AudioConfigReader XmlConfig;
/**正在播放的背景音乐表 */
std::map<std::string, int> backgroud_music_map;
/**总通道数 */
int ChannelCount;
public:
Asset_SoundPack(/* args */);
~Asset_SoundPack();
void InitNpkList();
void Reclaims();
Mix_Chunk *GetOgg(const std::string &lpWavName);
/**播放音频 */
void PlayAudio(const std::string Key);
/**停止音频 */
void StopAudio(const std::string Key);
void PlayMusic(const std::string Key, const std::string oggpath);
void PlayEffect(const std::string Key, int Volume);
/**停止通道播放音频 */
void StopChannel(int Channel);
/**设置所有通道音量 */
void SetAllChannelVolume(int Volume);
/**获取正在播放的背景音乐 */
std::map<std::string, int> GetBackgroudMusicVector();
/**获取空闲的通道 */
int FindFreeChannelInRange(int Start, int End);
};

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#ifndef RAPIDXML_ITERATORS_HPP_INCLUDED
#define RAPIDXML_ITERATORS_HPP_INCLUDED
// Copyright (C) 2006, 2009 Marcin Kalicinski
// Version 1.13
// Revision $DateTime: 2009/05/13 01:46:17 $
//! \file rapidxml_iterators.hpp This file contains rapidxml iterators
#include "rapidxml.hpp"
namespace rapidxml
{
//! Iterator of child nodes of xml_node
template<class Ch>
class node_iterator
{
public:
typedef typename xml_node<Ch> value_type;
typedef typename xml_node<Ch> &reference;
typedef typename xml_node<Ch> *pointer;
typedef std::ptrdiff_t difference_type;
typedef std::bidirectional_iterator_tag iterator_category;
node_iterator()
: m_node(0)
{
}
node_iterator(xml_node<Ch> *node)
: m_node(node->first_node())
{
}
reference operator *() const
{
assert(m_node);
return *m_node;
}
pointer operator->() const
{
assert(m_node);
return m_node;
}
node_iterator& operator++()
{
assert(m_node);
m_node = m_node->next_sibling();
return *this;
}
node_iterator operator++(int)
{
node_iterator tmp = *this;
++this;
return tmp;
}
node_iterator& operator--()
{
assert(m_node && m_node->previous_sibling());
m_node = m_node->previous_sibling();
return *this;
}
node_iterator operator--(int)
{
node_iterator tmp = *this;
++this;
return tmp;
}
bool operator ==(const node_iterator<Ch> &rhs)
{
return m_node == rhs.m_node;
}
bool operator !=(const node_iterator<Ch> &rhs)
{
return m_node != rhs.m_node;
}
private:
xml_node<Ch> *m_node;
};
//! Iterator of child attributes of xml_node
template<class Ch>
class attribute_iterator
{
public:
typedef typename xml_attribute<Ch> value_type;
typedef typename xml_attribute<Ch> &reference;
typedef typename xml_attribute<Ch> *pointer;
typedef std::ptrdiff_t difference_type;
typedef std::bidirectional_iterator_tag iterator_category;
attribute_iterator()
: m_attribute(0)
{
}
attribute_iterator(xml_node<Ch> *node)
: m_attribute(node->first_attribute())
{
}
reference operator *() const
{
assert(m_attribute);
return *m_attribute;
}
pointer operator->() const
{
assert(m_attribute);
return m_attribute;
}
attribute_iterator& operator++()
{
assert(m_attribute);
m_attribute = m_attribute->next_attribute();
return *this;
}
attribute_iterator operator++(int)
{
attribute_iterator tmp = *this;
++this;
return tmp;
}
attribute_iterator& operator--()
{
assert(m_attribute && m_attribute->previous_attribute());
m_attribute = m_attribute->previous_attribute();
return *this;
}
attribute_iterator operator--(int)
{
attribute_iterator tmp = *this;
++this;
return tmp;
}
bool operator ==(const attribute_iterator<Ch> &rhs)
{
return m_attribute == rhs.m_attribute;
}
bool operator !=(const attribute_iterator<Ch> &rhs)
{
return m_attribute != rhs.m_attribute;
}
private:
xml_attribute<Ch> *m_attribute;
};
}
#endif

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#ifndef RAPIDXML_PRINT_HPP_INCLUDED
#define RAPIDXML_PRINT_HPP_INCLUDED
// Copyright (C) 2006, 2009 Marcin Kalicinski
// Version 1.13
// Revision $DateTime: 2009/05/13 01:46:17 $
//! \file rapidxml_print.hpp This file contains rapidxml printer implementation
#include "rapidxml.hpp"
// Only include streams if not disabled
#ifndef RAPIDXML_NO_STREAMS
#include <ostream>
#include <iterator>
#endif
namespace rapidxml
{
///////////////////////////////////////////////////////////////////////
// Printing flags
const int print_no_indenting = 0x1; //!< Printer flag instructing the printer to suppress indenting of XML. See print() function.
///////////////////////////////////////////////////////////////////////
// Internal
//! \cond internal
namespace internal
{
///////////////////////////////////////////////////////////////////////////
// Internal character operations
// Copy characters from given range to given output iterator
template<class OutIt, class Ch>
inline OutIt copy_chars(const Ch *begin, const Ch *end, OutIt out)
{
while (begin != end)
*out++ = *begin++;
return out;
}
// Copy characters from given range to given output iterator and expand
// characters into references (&lt; &gt; &apos; &quot; &amp;)
template<class OutIt, class Ch>
inline OutIt copy_and_expand_chars(const Ch *begin, const Ch *end, Ch noexpand, OutIt out)
{
while (begin != end)
{
if (*begin == noexpand)
{
*out++ = *begin; // No expansion, copy character
}
else
{
switch (*begin)
{
case Ch('<'):
*out++ = Ch('&'); *out++ = Ch('l'); *out++ = Ch('t'); *out++ = Ch(';');
break;
case Ch('>'):
*out++ = Ch('&'); *out++ = Ch('g'); *out++ = Ch('t'); *out++ = Ch(';');
break;
case Ch('\''):
*out++ = Ch('&'); *out++ = Ch('a'); *out++ = Ch('p'); *out++ = Ch('o'); *out++ = Ch('s'); *out++ = Ch(';');
break;
case Ch('"'):
*out++ = Ch('&'); *out++ = Ch('q'); *out++ = Ch('u'); *out++ = Ch('o'); *out++ = Ch('t'); *out++ = Ch(';');
break;
case Ch('&'):
*out++ = Ch('&'); *out++ = Ch('a'); *out++ = Ch('m'); *out++ = Ch('p'); *out++ = Ch(';');
break;
default:
*out++ = *begin; // No expansion, copy character
}
}
++begin; // Step to next character
}
return out;
}
// Fill given output iterator with repetitions of the same character
template<class OutIt, class Ch>
inline OutIt fill_chars(OutIt out, int n, Ch ch)
{
for (int i = 0; i < n; ++i)
*out++ = ch;
return out;
}
// Find character
template<class Ch, Ch ch>
inline bool find_char(const Ch *begin, const Ch *end)
{
while (begin != end)
if (*begin++ == ch)
return true;
return false;
}
///////////////////////////////////////////////////////////////////////////
// Internal printing operations
// Print node
template<class OutIt, class Ch>
inline OutIt print_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
// Print proper node type
switch (node->type())
{
// Document
case node_document:
out = print_children(out, node, flags, indent);
break;
// Element
case node_element:
out = print_element_node(out, node, flags, indent);
break;
// Data
case node_data:
out = print_data_node(out, node, flags, indent);
break;
// CDATA
case node_cdata:
out = print_cdata_node(out, node, flags, indent);
break;
// Declaration
case node_declaration:
out = print_declaration_node(out, node, flags, indent);
break;
// Comment
case node_comment:
out = print_comment_node(out, node, flags, indent);
break;
// Doctype
case node_doctype:
out = print_doctype_node(out, node, flags, indent);
break;
// Pi
case node_pi:
out = print_pi_node(out, node, flags, indent);
break;
// Unknown
default:
assert(0);
break;
}
// If indenting not disabled, add line break after node
if (!(flags & print_no_indenting))
*out = Ch('\n'), ++out;
// Return modified iterator
return out;
}
// Print children of the node
template<class OutIt, class Ch>
inline OutIt print_children(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
for (xml_node<Ch> *child = node->first_node(); child; child = child->next_sibling())
out = print_node(out, child, flags, indent);
return out;
}
// Print attributes of the node
template<class OutIt, class Ch>
inline OutIt print_attributes(OutIt out, const xml_node<Ch> *node, int flags)
{
for (xml_attribute<Ch> *attribute = node->first_attribute(); attribute; attribute = attribute->next_attribute())
{
if (attribute->name() && attribute->value())
{
// Print attribute name
*out = Ch(' '), ++out;
out = copy_chars(attribute->name(), attribute->name() + attribute->name_size(), out);
*out = Ch('='), ++out;
// Print attribute value using appropriate quote type
if (find_char<Ch, Ch('"')>(attribute->value(), attribute->value() + attribute->value_size()))
{
*out = Ch('\''), ++out;
out = copy_and_expand_chars(attribute->value(), attribute->value() + attribute->value_size(), Ch('"'), out);
*out = Ch('\''), ++out;
}
else
{
*out = Ch('"'), ++out;
out = copy_and_expand_chars(attribute->value(), attribute->value() + attribute->value_size(), Ch('\''), out);
*out = Ch('"'), ++out;
}
}
}
return out;
}
// Print data node
template<class OutIt, class Ch>
inline OutIt print_data_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
assert(node->type() == node_data);
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
out = copy_and_expand_chars(node->value(), node->value() + node->value_size(), Ch(0), out);
return out;
}
// Print data node
template<class OutIt, class Ch>
inline OutIt print_cdata_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
assert(node->type() == node_cdata);
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
*out = Ch('<'); ++out;
*out = Ch('!'); ++out;
*out = Ch('['); ++out;
*out = Ch('C'); ++out;
*out = Ch('D'); ++out;
*out = Ch('A'); ++out;
*out = Ch('T'); ++out;
*out = Ch('A'); ++out;
*out = Ch('['); ++out;
out = copy_chars(node->value(), node->value() + node->value_size(), out);
*out = Ch(']'); ++out;
*out = Ch(']'); ++out;
*out = Ch('>'); ++out;
return out;
}
// Print element node
template<class OutIt, class Ch>
inline OutIt print_element_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
assert(node->type() == node_element);
// Print element name and attributes, if any
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
*out = Ch('<'), ++out;
out = copy_chars(node->name(), node->name() + node->name_size(), out);
out = print_attributes(out, node, flags);
// If node is childless
if (node->value_size() == 0 && !node->first_node())
{
// Print childless node tag ending
*out = Ch('/'), ++out;
*out = Ch('>'), ++out;
}
else
{
// Print normal node tag ending
*out = Ch('>'), ++out;
// Test if node contains a single data node only (and no other nodes)
xml_node<Ch> *child = node->first_node();
if (!child)
{
// If node has no children, only print its value without indenting
out = copy_and_expand_chars(node->value(), node->value() + node->value_size(), Ch(0), out);
}
else if (child->next_sibling() == 0 && child->type() == node_data)
{
// If node has a sole data child, only print its value without indenting
out = copy_and_expand_chars(child->value(), child->value() + child->value_size(), Ch(0), out);
}
else
{
// Print all children with full indenting
if (!(flags & print_no_indenting))
*out = Ch('\n'), ++out;
out = print_children(out, node, flags, indent + 1);
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
}
// Print node end
*out = Ch('<'), ++out;
*out = Ch('/'), ++out;
out = copy_chars(node->name(), node->name() + node->name_size(), out);
*out = Ch('>'), ++out;
}
return out;
}
// Print declaration node
template<class OutIt, class Ch>
inline OutIt print_declaration_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
// Print declaration start
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
*out = Ch('<'), ++out;
*out = Ch('?'), ++out;
*out = Ch('x'), ++out;
*out = Ch('m'), ++out;
*out = Ch('l'), ++out;
// Print attributes
out = print_attributes(out, node, flags);
// Print declaration end
*out = Ch('?'), ++out;
*out = Ch('>'), ++out;
return out;
}
// Print comment node
template<class OutIt, class Ch>
inline OutIt print_comment_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
assert(node->type() == node_comment);
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
*out = Ch('<'), ++out;
*out = Ch('!'), ++out;
*out = Ch('-'), ++out;
*out = Ch('-'), ++out;
out = copy_chars(node->value(), node->value() + node->value_size(), out);
*out = Ch('-'), ++out;
*out = Ch('-'), ++out;
*out = Ch('>'), ++out;
return out;
}
// Print doctype node
template<class OutIt, class Ch>
inline OutIt print_doctype_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
assert(node->type() == node_doctype);
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
*out = Ch('<'), ++out;
*out = Ch('!'), ++out;
*out = Ch('D'), ++out;
*out = Ch('O'), ++out;
*out = Ch('C'), ++out;
*out = Ch('T'), ++out;
*out = Ch('Y'), ++out;
*out = Ch('P'), ++out;
*out = Ch('E'), ++out;
*out = Ch(' '), ++out;
out = copy_chars(node->value(), node->value() + node->value_size(), out);
*out = Ch('>'), ++out;
return out;
}
// Print pi node
template<class OutIt, class Ch>
inline OutIt print_pi_node(OutIt out, const xml_node<Ch> *node, int flags, int indent)
{
assert(node->type() == node_pi);
if (!(flags & print_no_indenting))
out = fill_chars(out, indent, Ch('\t'));
*out = Ch('<'), ++out;
*out = Ch('?'), ++out;
out = copy_chars(node->name(), node->name() + node->name_size(), out);
*out = Ch(' '), ++out;
out = copy_chars(node->value(), node->value() + node->value_size(), out);
*out = Ch('?'), ++out;
*out = Ch('>'), ++out;
return out;
}
}
//! \endcond
///////////////////////////////////////////////////////////////////////////
// Printing
//! Prints XML to given output iterator.
//! \param out Output iterator to print to.
//! \param node Node to be printed. Pass xml_document to print entire document.
//! \param flags Flags controlling how XML is printed.
//! \return Output iterator pointing to position immediately after last character of printed text.
template<class OutIt, class Ch>
inline OutIt print(OutIt out, const xml_node<Ch> &node, int flags = 0)
{
return internal::print_node(out, &node, flags, 0);
}
#ifndef RAPIDXML_NO_STREAMS
//! Prints XML to given output stream.
//! \param out Output stream to print to.
//! \param node Node to be printed. Pass xml_document to print entire document.
//! \param flags Flags controlling how XML is printed.
//! \return Output stream.
template<class Ch>
inline std::basic_ostream<Ch> &print(std::basic_ostream<Ch> &out, const xml_node<Ch> &node, int flags = 0)
{
print(std::ostream_iterator<Ch>(out), node, flags);
return out;
}
//! Prints formatted XML to given output stream. Uses default printing flags. Use print() function to customize printing process.
//! \param out Output stream to print to.
//! \param node Node to be printed.
//! \return Output stream.
template<class Ch>
inline std::basic_ostream<Ch> &operator <<(std::basic_ostream<Ch> &out, const xml_node<Ch> &node)
{
return print(out, node);
}
#endif
}
#endif

View File

@@ -0,0 +1,122 @@
#ifndef RAPIDXML_UTILS_HPP_INCLUDED
#define RAPIDXML_UTILS_HPP_INCLUDED
// Copyright (C) 2006, 2009 Marcin Kalicinski
// Version 1.13
// Revision $DateTime: 2009/05/13 01:46:17 $
//! \file rapidxml_utils.hpp This file contains high-level rapidxml utilities that can be useful
//! in certain simple scenarios. They should probably not be used if maximizing performance is the main objective.
#include "rapidxml.hpp"
#include <vector>
#include <string>
#include <fstream>
#include <stdexcept>
namespace rapidxml
{
//! Represents data loaded from a file
template<class Ch = char>
class file
{
public:
//! Loads file into the memory. Data will be automatically destroyed by the destructor.
//! \param filename Filename to load.
file(const char *filename)
{
using namespace std;
// Open stream
basic_ifstream<Ch> stream(filename, ios::binary);
if (!stream)
throw runtime_error(string("cannot open file ") + filename);
stream.unsetf(ios::skipws);
// Determine stream size
stream.seekg(0, ios::end);
size_t size = stream.tellg();
stream.seekg(0);
// Load data and add terminating 0
m_data.resize(size + 1);
stream.read(&m_data.front(), static_cast<streamsize>(size));
m_data[size] = 0;
}
//! Loads file into the memory. Data will be automatically destroyed by the destructor
//! \param stream Stream to load from
file(std::basic_istream<Ch> &stream)
{
using namespace std;
// Load data and add terminating 0
stream.unsetf(ios::skipws);
m_data.assign(istreambuf_iterator<Ch>(stream), istreambuf_iterator<Ch>());
if (stream.fail() || stream.bad())
throw runtime_error("error reading stream");
m_data.push_back(0);
}
//! Gets file data.
//! \return Pointer to data of file.
Ch *data()
{
return &m_data.front();
}
//! Gets file data.
//! \return Pointer to data of file.
const Ch *data() const
{
return &m_data.front();
}
//! Gets file data size.
//! \return Size of file data, in characters.
std::size_t size() const
{
return m_data.size();
}
private:
std::vector<Ch> m_data; // File data
};
//! Counts children of node. Time complexity is O(n).
//! \return Number of children of node
template<class Ch>
inline std::size_t count_children(xml_node<Ch> *node)
{
xml_node<Ch> *child = node->first_node();
std::size_t count = 0;
while (child)
{
++count;
child = child->next_sibling();
}
return count;
}
//! Counts attributes of node. Time complexity is O(n).
//! \return Number of attributes of node
template<class Ch>
inline std::size_t count_attributes(xml_node<Ch> *node)
{
xml_attribute<Ch> *attr = node->first_attribute();
std::size_t count = 0;
while (attr)
{
++count;
attr = attr->next_attribute();
}
return count;
}
}
#endif

View File

@@ -3,6 +3,7 @@
#include "EngineFrame/Component/Sprite.h"
#include "EngineFrame/Base/Actor.h"
#include "EngineFrame/Component/Text.h"
#include "Asset/Asset_SoundPack.h"
Game::Game()
{
@@ -67,13 +68,6 @@ void Game::Init(std::function<void()> CallBack)
IMG_Init(IMG_INIT_PNG);
// 初始化SDL_mixer支持OGG格式
// 44100: 采样率, MIX_DEFAULT_FORMAT: 音频格式, 2: 声道数(立体声), 4096: 缓冲区大小
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 4096) < 0)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "SDL_mixer初始化失败! Mix_Error: %s\n", Mix_GetError());
m_isRunning = false;
}
// 初始化 TTF
if (TTF_Init() == -1)
@@ -157,9 +151,16 @@ void Game::HandleEvents(SDL_Event *e)
void Game::Update(float deltaTime)
{
//调用松鼠的更新
// 内存回收机制
m_lastMemoryPrintTime += deltaTime;
if (m_lastMemoryPrintTime >= m_memoryPrintInterval)
{
m_lastMemoryPrintTime = 0;
MemoryReclaims();
}
// 调用松鼠的更新
SquirrelEx::GetInstance().Update(deltaTime);
if (m_scene != nullptr)
if (m_scene != nullptr)
m_scene->Update(deltaTime);
if (m_uiScene != nullptr)
m_uiScene->Update(deltaTime);
@@ -205,6 +206,12 @@ void Game::Clear()
SDL_Quit();
}
void Game::MemoryReclaims()
{
// 音频内存回收
Asset_SoundPack::GetInstance().Reclaims();
}
void Game::ChangeScene(RefPtr<Scene> scene)
{
if (m_scene != nullptr)
@@ -225,6 +232,11 @@ void Game::ChangeUIScene(RefPtr<Scene> scene)
m_uiScene->Enter();
}
RefPtr<Scene> Game::GetScene()
{
return m_scene;
}
RenderManager *Game::GetRenderer()
{
return m_renderer;

View File

@@ -51,10 +51,14 @@ public:
void Render();
void Clear();
void MemoryReclaims();
// 切换场景
void ChangeScene(RefPtr<Scene> scene);
// 设定UI层场景对象
void ChangeUIScene(RefPtr<Scene> scene);
// 获取当前游戏层场景
RefPtr<Scene> GetScene();
RenderManager *GetRenderer();
@@ -79,7 +83,7 @@ private:
#ifdef __SWITCH__
float m_Settingfps = 5000.0;
#else
float m_Settingfps = 5000.0;
float m_Settingfps = 144.0;
#endif
// 单帧时间
float m_frameTime = 0.f;
@@ -88,6 +92,10 @@ private:
// 每秒内的帧数计数器
u32 m_frameCounter;
u32 m_lastFpsPrintTime;
// 内存回收计时器
u32 m_lastMemoryPrintTime = 0;
// 内存回收间隔
u32 m_memoryPrintInterval = 5000;
public:
// 屏幕宽高

View File

@@ -1,45 +1,41 @@
#include "Actor.h"
#include "EngineFrame/Scene/Scene.h"
#include "EngineCore/Game.h"
#include "EngineFrame/Component/RenderBase.h"
#include "EngineFrame/Render/RenderManager.h"
#include <algorithm>
Actor::Actor()
{
Init();
}
void Actor::Init()
{
addTag(Tag::ACTOR);
addTag(Tag::RENDER);
addTag(Tag::TRANSFORM);
addTag(Tag::UPDATE);
}
void Actor::Update(float deltaTime)
void Actor::OnAdded(Actor *node)
{
if (!Visible)
return;
BaseNode::Update(deltaTime);
}
void Actor::SetBlendMode(LE_BlEND_MODE mode)
{
this->_BlendMode = mode;
}
LE_BlEND_MODE Actor::GetBlendMode()
{
return this->_BlendMode;
}
void Actor::Render()
{
if (!Visible)
return;
// 如果有裁切视口
if (this->_CropViewportFlag)
{
RenderManager *renderer = Game::GetInstance().GetRenderer();
renderer->SetClipRect(&this->_CropViewport);
BaseNode::Render();
Node::Render();
renderer->CloseClipRect();
}
else
{
BaseNode::Render();
Node::Render();
}
}

View File

@@ -1,5 +1,5 @@
#pragma once
#include "EngineFrame/Base/BaseNode.h"
#include "EngineFrame/Base/Node.h"
#include "Tool/IntrusiveList.hpp"
class Scene;
/**
@@ -7,24 +7,31 @@ class Scene;
*
* Actor类是一个基础的游戏对象类可以添加到场景中
*/
class Actor : public BaseNode
class Actor : public Node
{
private:
//裁切视口Flag
protected:
/**裁切视口Flag */
bool _CropViewportFlag = false;
//裁切视口
/**裁切视口 */
SDL_Rect _CropViewport = {0, 0, 0, 0};
/**混合模式 */
LE_BlEND_MODE _BlendMode = NONE;
public:
Actor();
// 初始化
virtual void Init();
// 被添加时
virtual void OnAdded(Actor *node);
// 设置混合模式
void SetBlendMode(LE_BlEND_MODE mode);
// 获取混合模式
LE_BlEND_MODE GetBlendMode();
public:
void Init() override;
void Update(float deltaTime) override;
/**重载渲染函数 */
void Render() override;
// 设置裁切视口(放在Actor里 他与他的子对象都会被裁切)
/**设置裁切视口(放在Actor里 他与他的子对象都会被裁切) */
void SetCropViewport(SDL_Rect CropViewport);
// 获取裁切视口
/**获取裁切视口 */
SDL_Rect GetCropViewport();
};

View File

@@ -1,368 +0,0 @@
#include "BaseNode.h"
#include "EngineCore/Game.h"
BaseNode::BaseNode()
{
Game::GetInstance().m_nodeCount++;
}
BaseNode::~BaseNode()
{
Game::GetInstance().m_nodeCount--;
}
void BaseNode::Init()
{
}
void BaseNode::HandleEvents(SDL_Event *e)
{
// 如果有子节点并含有事件标签,则处理事件
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::ACTOR) || child->hasTag(Tag::HANDEL_EVENT))
child->HandleEvents(e);
child = child->GetNext();
}
}
void BaseNode::Update(float deltaTime)
{
// 如果有子节点并含有刷新标签,则更新子节点
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::UPDATE))
child->Update(deltaTime);
child = child->GetNext();
}
// 如果有回调函数,则调用回调函数
if (cb_update_.size() > 0)
{
for (auto &cb : cb_update_)
{
cb.second(deltaTime);
}
}
}
void BaseNode::PreRender()
{
// 如果有子节点并含有渲染标签,则渲染子节点
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::RENDER))
child->PreRender();
child = child->GetNext();
}
}
void BaseNode::Render()
{
// 如果有子节点并含有渲染标签,则渲染子节点
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::RENDER))
child->Render();
child = child->GetNext();
}
}
void BaseNode::Clear()
{
}
void BaseNode::SetCallbackOnUpdate(std::string Key, const UpdateCallback &cb)
{
cb_update_[Key] = cb;
}
void BaseNode::RemoveCallbackOnUpdate(std::string Key)
{
cb_update_.erase(Key);
}
void BaseNode::SetChildIterationTransform()
{
Transform n_transform;
n_transform.position = transform.position + transformIter.position;
n_transform.scale = transform.scale * transformIter.scale;
n_transform.rotation = transform.rotation + transformIter.rotation;
// 如果有子节点并含有transform标签则设置其位置
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::TRANSFORM))
child->SetIterationTransform(n_transform);
child = child->GetNext();
}
}
void BaseNode::CalcRenderInfo()
{
}
void BaseNode::SetName(std::string name)
{
m_Name = name;
}
std::string BaseNode::GetName()
{
return m_Name;
}
int BaseNode::GetRenderZOrder()
{
return m_RenderZOrder;
}
void BaseNode::SetRenderZOrder(int zOrder)
{
m_RenderZOrder = zOrder;
Reorder();
}
void BaseNode::Reorder()
{
if (m_Parent)
{
RefPtr<BaseNode> me = this;
m_Parent->m_BaseNodes.Remove(me);
RefPtr<BaseNode> sibling = m_Parent->m_BaseNodes.GetLast();
if (sibling && sibling->GetRenderZOrder() > m_RenderZOrder)
{
sibling = sibling->GetPrev();
while (sibling)
{
if (sibling->GetRenderZOrder() <= m_RenderZOrder)
break;
sibling = sibling->GetPrev();
}
}
if (sibling)
{
m_Parent->m_BaseNodes.InsertAfter(me, sibling);
}
else
{
m_Parent->m_BaseNodes.PushFront(me);
}
}
}
void BaseNode::AddChild(RefPtr<BaseNode> child)
{
m_BaseNodes.PushBack(child);
child->OnAdded(this);
// 如果是需要渲染的子对象
if (child->hasTag(Tag::RENDER))
{
// 重新排序
child->Reorder();
// 如果组件有transform标签则设置其位置
if (child->hasTag(Tag::TRANSFORM))
{
Transform n_transform;
n_transform.position = transform.position + transformIter.position;
n_transform.scale = transform.scale * transformIter.scale;
n_transform.rotation = transform.rotation + transformIter.rotation;
child->SetIterationTransform(n_transform);
}
}
}
void BaseNode::RemoveChild(RefPtr<BaseNode> child)
{
child->m_Parent = nullptr;
m_BaseNodes.Remove(child);
}
void BaseNode::RemoveAllChild()
{
m_BaseNodes.Clear();
}
void BaseNode::OnAdded(BaseNode *node)
{
m_Parent = node;
}
void BaseNode::SetIterationTransform(Transform n_transform)
{
if (n_transform == transformIter)
return;
transformIter = n_transform;
CalcRenderInfo();
SetChildIterationTransform();
}
Transform BaseNode::GetIterationTransform()
{
return transformIter;
}
void BaseNode::SetTransform(Transform n_transform)
{
if (n_transform == transform)
return;
transform = n_transform;
CalcRenderInfo();
SetChildIterationTransform();
}
Transform BaseNode::GetTransform()
{
return transform;
}
void BaseNode::SetPos(Vec2 pos)
{
if (pos == this->transform.position)
return;
this->transform.position = pos;
CalcRenderInfo();
SetChildIterationTransform();
}
Vec2 BaseNode::GetPos()
{
return this->transform.position;
}
Vec2 BaseNode::GetWorldPos()
{
return this->transform.position + this->transformIter.position;
}
void BaseNode::SetScale(Vec2 scale)
{
if (scale == this->transform.scale)
return;
this->transform.scale = scale;
CalcRenderInfo();
SetChildIterationTransform();
}
Vec2 BaseNode::GetScale()
{
return this->transform.scale;
}
void BaseNode::SetRotation(float angle)
{
if (angle == this->transform.rotation)
return;
this->transform.rotation = angle;
CalcRenderInfo();
SetChildIterationTransform();
}
float BaseNode::GetRotation()
{
return this->transform.rotation;
}
void BaseNode::SetAnchor(Vec2 anchor)
{
if (anchor == this->Anchor)
return;
Anchor.x = anchor.x;
Anchor.y = anchor.y;
}
Vec2 BaseNode::GetAnchor()
{
Vec2 P;
P.x = Anchor.x;
P.y = Anchor.y;
return P;
}
void BaseNode::SetSize(VecSize size)
{
this->Size = size;
}
VecSize BaseNode::GetSize()
{
return this->Size;
}
void BaseNode::SetVisible(bool visible)
{
this->Visible = visible;
}
bool BaseNode::GetVisible()
{
return this->Visible;
}
void BaseNode::SetAlpha(float alpha)
{
this->Alpha = alpha;
}
BaseNode *BaseNode::GetParent()
{
return this->m_Parent;
}
float BaseNode::GetAlpha()
{
return this->Alpha;
}
void BaseNode::SetIterationPos(Vec2 pos)
{
if (pos == this->transformIter.position)
return;
this->transformIter.position = pos;
CalcRenderInfo();
SetChildIterationTransform();
}
Vec2 BaseNode::GetIterationPos()
{
return this->transformIter.position;
}
void BaseNode::SetIterationScale(Vec2 scale)
{
if (scale == this->transformIter.scale)
return;
this->transformIter.scale = scale;
CalcRenderInfo();
SetChildIterationTransform();
}
Vec2 BaseNode::GetIterationScale()
{
return this->transformIter.scale;
}
void BaseNode::SetIterationRotation(float angle)
{
if (angle == this->transformIter.rotation)
return;
this->transformIter.rotation = angle;
CalcRenderInfo();
SetChildIterationTransform();
}
float BaseNode::GetIterationRotation()
{
return this->transformIter.rotation;
}
void BaseNode::SetBlendMode(LE_BlEND_MODE mode)
{
this->_BlendMode = mode;
}
LE_BlEND_MODE BaseNode::GetBlendMode()
{
return this->_BlendMode;
}

View File

@@ -1,147 +0,0 @@
#pragma once
#include <functional>
#include <SDL.h>
#include <string>
#include "Tool/RefObject.h"
#include "Tool/RefPtr.h"
#include "Tool/IntrusiveList.hpp"
#include "Tool/TagGed.h"
#include "math/Transform.hpp"
#include "math/Math.h"
using namespace ember;
class BaseNode : public RefObject, public TagGed, protected IntrusiveListValue<RefPtr<BaseNode>>
{
public:
typedef std::function<void(float deltaTime)> UpdateCallback;
using IntrusiveListValue<RefPtr<BaseNode>>::GetNext;
using IntrusiveListValue<RefPtr<BaseNode>>::GetPrev;
public:
// 更新时的回调函数
std::map<std::string ,UpdateCallback> cb_update_;
// 节点名称
std::string m_Name;
// 子节点列表
IntrusiveList<RefPtr<BaseNode>> m_BaseNodes;
// 指向父对象的指针
BaseNode *m_Parent = nullptr;
// 渲染层级
int m_RenderZOrder = 0;
// 二维仿射变换
Transform transform;
// 迭代的二维仿射变换
Transform transformIter;
// 锚点
Vec2 Anchor = {0.f, 0.f};
// 大小
VecSize Size = {0, 0};
// 透明度
float Alpha = 1.f;
// 混合模式
LE_BlEND_MODE _BlendMode = NONE;
// 是否显示
bool Visible = true;
// 计算渲染信息Flag (为了保证每帧只计算一次)
bool CalcRenderInfoFlag = true;
public:
BaseNode(/* args */);
~BaseNode();
public:
virtual void Init();
virtual void HandleEvents(SDL_Event *e);
virtual void Update(float deltaTime);
virtual void PreRender();
virtual void Render();
virtual void Clear();
/// \~chinese
/// @brief 设置更新时的回调函数
void SetCallbackOnUpdate(std::string Key,const UpdateCallback &cb);
void RemoveCallbackOnUpdate(std::string Key);
void SetChildIterationTransform();
// 计算渲染信息
virtual void CalcRenderInfo();
// 设置名字
void SetName(std::string name);
// 获取名字
std::string GetName();
// 设置渲染层级
int GetRenderZOrder();
// 获取渲染层级
void SetRenderZOrder(int zOrder);
// 重新排序
void Reorder();
// 添加子对象
virtual void AddChild(RefPtr<BaseNode> child);
// 移除子对象
void RemoveChild(RefPtr<BaseNode> child);
// 移除所有子对象
void RemoveAllChild();
// 被添加时
virtual void OnAdded(BaseNode *node);
// 设置迭代的二维仿射变换
void SetIterationTransform(Transform transform);
// 获取迭代的二维仿射变换
Transform GetIterationTransform();
// 设置二维仿射变换
void SetTransform(Transform transform);
// 获取二维仿射变换
Transform GetTransform();
// 设置迭代的坐标
virtual void SetIterationPos(Vec2 pos);
// 获取迭代的坐标
Vec2 GetIterationPos();
// 设置迭代的缩放
virtual void SetIterationScale(Vec2 scale);
// 获取迭代的缩放
Vec2 GetIterationScale();
// 设置迭代的旋转角度
virtual void SetIterationRotation(float angle);
// 获取迭代的旋转角度
float GetIterationRotation();
// 设置坐标
virtual void SetPos(Vec2 pos);
// 获取坐标
Vec2 GetPos();
// 获取世界坐标
Vec2 GetWorldPos();
// 设置缩放
virtual void SetScale(Vec2 scale);
// 获取缩放
Vec2 GetScale();
// 设置旋转角度
virtual void SetRotation(float angle);
// 获取旋转角度
float GetRotation();
// 设置中心点
virtual void SetAnchor(Vec2 anchor);
// 获取中心点
Vec2 GetAnchor();
// 设置大小
virtual void SetSize(VecSize size);
// 获取大小
VecSize GetSize();
// 设置是否显示
virtual void SetVisible(bool visible);
// 获取是否显示
bool GetVisible();
// 设置透明度
virtual void SetAlpha(float alpha);
// 获取透明度
float GetAlpha();
// 设置混合模式
void SetBlendMode(LE_BlEND_MODE mode);
// 获取混合模式
LE_BlEND_MODE GetBlendMode();
//获取父对象
BaseNode *GetParent();
};

View File

@@ -5,11 +5,18 @@ void Node::Init()
}
void Node::HandleEvents(SDL_Event *e)
{
RefPtr<Node> child = children_.GetFirst();
while (child)
{
child->HandleEvents(e);
child = child->GetNext();
}
}
inline void Node::Update(float deltaTime)
{
if (children_.IsEmpty())
{
UpdateSelf(deltaTime);
return;
}
@@ -34,26 +41,118 @@ inline void Node::Update(float deltaTime)
}
inline void Node::PreRender()
{
if (!visible_)
return;
UpdateTransform();
UpdateOpacity();
if (children_.IsEmpty())
{
if (CheckVisibility())
{
OnPreRender();
}
}
else
{
RefPtr<Node> child = children_.GetFirst();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->PreRender();
child = child->GetNext();
}
if (CheckVisibility())
{
OnPreRender();
}
while (child)
{
child->PreRender();
child = child->GetNext();
}
}
}
inline void Node::Render()
{
if (!visible_)
return;
if (children_.IsEmpty())
{
if (visible_in_rt_)
{
PrepareToRender();
OnRender();
}
}
else
{
RefPtr<Node> child = children_.GetFirst();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->Render();
child = child->GetNext();
}
if (visible_in_rt_)
{
PrepareToRender();
OnRender();
}
while (child)
{
child->Render();
child = child->GetNext();
}
}
}
void Node::Clear()
{
}
void Node::OnPreRender()
{
}
void Node::OnRender()
{
}
void Node::OnUpdate(float deltaTime)
{
}
void Node::UpdateSelf(float deltaTime)
{
// 如果有回调函数,则调用回调函数
if (cb_update_.size() > 0)
if (!update_pausing_)
{
for (auto &cb : cb_update_)
OnUpdate(deltaTime);
// 如果有回调函数,则调用回调函数
if (cb_update_.size() > 0)
{
cb.second(deltaTime);
for (auto &cb : cb_update_)
{
cb.second(deltaTime);
}
}
}
}
void Node::PrepareToRender()
{
Game::GetInstance().GetRenderer()->SetMatrix(render_matrix_);
Game::GetInstance().GetRenderer()->SetOpacity(displayed_opacity_);
}
void Node::RemoveFromParent()
{
if (parent_)
@@ -109,7 +208,7 @@ void Node::ShowBorder(bool show)
show_border_ = show;
}
Node::Node() : visible_(true), update_pausing_(false), show_border_(false), parent_(nullptr), anchor_(0.0f, 0.0f), z_order_(0), opacity_(1.f), name_("Node")
Node::Node() : visible_(true), update_pausing_(false), show_border_(false), parent_(nullptr), anchor_(0.0f, 0.0f), z_order_(0), opacity_(1.f), name_("Node"), displayed_opacity_(1.f), cascade_opacity_(true)
{
Game::GetInstance().m_nodeCount++;
}
@@ -146,6 +245,8 @@ void Node::UpdateTransform() const
transform_matrix_ *= parent_->transform_matrix_;
}
GenerateRenderMatrix();
for (const auto &child : children_)
child->dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
@@ -165,6 +266,26 @@ void Node::UpdateTransformUpwards() const
UpdateTransform();
}
void Node::UpdateOpacity()
{
if (!dirty_flag_.Has(DirtyFlag::DirtyOpacity))
return;
dirty_flag_.Unset(DirtyFlag::DirtyOpacity);
if (parent_ && parent_->IsCascadeOpacityEnabled())
{
displayed_opacity_ = opacity_ * parent_->displayed_opacity_;
}
else
{
displayed_opacity_ = opacity_;
}
for (const auto &child : children_)
child->dirty_flag_.Set(DirtyFlag::DirtyOpacity);
}
const Matrix3x2 &Node::GetTransformMatrix() const
{
UpdateTransformUpwards();
@@ -188,6 +309,20 @@ const Matrix3x2 &Node::GetTransformMatrixToParent() const
return transform_matrix_to_parent_;
}
void Node::GenerateRenderMatrix() const
{
// 构造OpenGl渲染矩阵
render_matrix_ = glm::mat4(1.0f);
// 填充旋转+缩放分量2D 变换核心,对应 4x4 矩阵左上 2x2 区域)
render_matrix_[0][0] = transform_matrix_[0]; // _11 → x轴缩放+旋转
render_matrix_[0][1] = transform_matrix_[1]; // _12 → 影响y轴方向的旋转分量
render_matrix_[1][0] = transform_matrix_[2]; // _21 → 影响x轴方向的旋转分量
render_matrix_[1][1] = transform_matrix_[3]; // _22 → y轴缩放+旋转
// 填充平移分量(对应 4x4 矩阵最后一行前两列z轴平移为0
render_matrix_[3][0] = transform_matrix_[4]; // _31 → x方向平移世界坐标
render_matrix_[3][1] = transform_matrix_[5]; // _32 → y方向平移世界坐标
}
void Node::Reorder()
{
if (parent_)
@@ -220,287 +355,24 @@ void Node::Reorder()
}
}
inline void Node::RemoveAllChildren()
bool Node::CheckVisibility() const
{
RefPtr<Node> next;
for (RefPtr<Node> child = children_.GetFirst(); child; child = next)
if (dirty_flag_.Has(DirtyFlag::DirtyVisibility))
{
next = child->GetNext();
RemoveChild(child);
}
}
inline bool Node::IsVisible() const
{
return visible_;
}
inline int Node::GetZOrder() const
{
return z_order_;
}
inline glm::vec2 Node::GetPosition() const
{
return transform_.position;
}
inline float Node::GetPositionX() const
{
return GetPosition().x;
}
inline float Node::GetPositionY() const
{
return GetPosition().y;
}
inline VecSize Node::GetSize() const
{
return size_;
}
inline float Node::GetWidth() const
{
return GetSize().width;
}
inline float Node::GetHeight() const
{
return GetSize().height;
}
inline float Node::GetScaledWidth() const
{
return GetWidth() * GetScaleX();
}
inline float Node::GetScaledHeight() const
{
return GetHeight() * GetScaleY();
}
inline VecSize Node::GetScaledSize() const
{
return VecSize{GetScaledWidth(), GetScaledHeight()};
}
inline glm::vec2 Node::GetAnchor() const
{
return anchor_;
}
inline float Node::GetAnchorX() const
{
return GetAnchor().x;
}
inline float Node::GetAnchorY() const
{
return GetAnchor().y;
}
inline float Node::GetOpacity() const
{
return opacity_;
}
inline float Node::GetRotation() const
{
return transform_.rotation;
}
inline glm::vec2 Node::GetScale() const
{
return transform_.scale;
}
inline float Node::GetScaleX() const
{
return GetScale().x;
}
inline float Node::GetScaleY() const
{
return GetScale().y;
}
inline glm::vec2 Node::GetSkew() const
{
return transform_.skew;
}
inline float Node::GetSkewX() const
{
return GetSkew().x;
}
inline float Node::GetSkewY() const
{
return GetSkew().y;
}
inline Y_Transform Node::GetTransform() const
{
return transform_;
}
inline Node *Node::GetParent() const
{
return parent_;
}
inline void Node::SetVisible(bool val)
{
visible_ = val;
}
inline void Node::SetName(std::string name)
{
name_ = name;
}
inline void Node::SetPosition(const glm::vec2 &pos)
{
if (transform_.position == pos)
return;
transform_.position = pos;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetPosition(float x, float y)
{
this->SetPosition(glm::vec2(x, y));
}
inline void Node::SetPositionX(float x)
{
this->SetPosition(glm::vec2(x, GetPosition().y));
}
inline void Node::SetPositionY(float y)
{
this->SetPosition(glm::vec2(GetPosition().x, y));
}
inline void Node::MoveTo(const glm::vec2 &p)
{
this->SetPosition(p);
}
inline void Node::MoveTo(float x, float y)
{
this->SetPosition(glm::vec2(x, y));
}
inline void Node::MoveBy(const glm::vec2 &trans)
{
this->SetPosition(transform_.position.x + trans.x, transform_.position.y + trans.y);
}
inline void Node::MoveBy(float trans_x, float trans_y)
{
this->MoveBy(glm::vec2(trans_x, trans_y));
}
inline void Node::SetScale(const glm::vec2 &scale)
{
if (transform_.scale == scale)
return;
transform_.scale = scale;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetScale(float scalex, float scaley)
{
this->SetScale(glm::vec2(scalex, scaley));
}
inline void Node::SetSkew(const glm::vec2 &skew)
{
if (transform_.skew == skew)
return;
transform_.skew = skew;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetSkew(float skewx, float skewy)
{
this->SetSkew(glm::vec2(skewx, skewy));
}
inline void Node::SetRotation(float rotation)
{
if (transform_.rotation == rotation)
return;
transform_.rotation = rotation;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetAnchor(const glm::vec2 &anchor)
{
if (anchor_ == anchor)
return;
anchor_ = anchor;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetAnchor(float anchorx, float anchory)
{
this->SetAnchor(glm::vec2(anchorx, anchory));
}
inline void Node::SetSize(const VecSize &size)
{
if (size_ == size)
return;
size_ = size;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetSize(float width, float height)
{
this->SetSize(VecSize{width, height});
}
inline void Node::SetWidth(float width)
{
this->SetSize(width, GetHeight());
}
inline void Node::SetHeight(float height)
{
this->SetSize(GetWidth(), height);
}
inline void Node::SetOpacity(float opacity)
{
if (opacity_ == opacity)
return;
opacity_ = std::min(std::max(opacity, 0.f), 1.f);
dirty_flag_.Set(DirtyFlag::DirtyOpacity);
}
inline void Node::SetTransform(const Y_Transform &transform)
{
transform_ = transform;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetZOrder(int zorder)
{
if (z_order_ != zorder)
{
z_order_ = zorder;
Reorder();
dirty_flag_.Unset(DirtyFlag::DirtyVisibility);
if (size_.width == 0.f && size_.height == 0.f)
{
visible_in_rt_ = false;
}
else
{
// TODO
// visible_in_rt_ = ctx.CheckVisibility(GetBounds(), transform_matrix_ /* GetTransformMatrix() */);
visible_in_rt_ = true;
}
}
return visible_in_rt_;
}
void Node::AddChild(RefPtr<Node> child)
@@ -532,7 +404,7 @@ const Node::NodeList &Node::GetAllChildren() const
return children_;
}
inline void Node::RemoveChild(RefPtr<Node> child)
void Node::RemoveChild(RefPtr<Node> child)
{
if (children_.IsEmpty())
return;

View File

@@ -16,13 +16,19 @@ public:
using IntrusiveListValue<RefPtr<Node>>::GetNext;
using IntrusiveListValue<RefPtr<Node>>::GetPrev;
private:
protected:
/**渲染矩阵 */
mutable glm::mat4 render_matrix_;
/**变换属性 */
Y_Transform transform_;
/**变换矩阵 */
mutable Matrix3x2 transform_matrix_;
mutable Matrix3x2 transform_matrix_inverse_;
mutable Matrix3x2 transform_matrix_to_parent_;
private:
/**更新时的回调函数 */
std::map<std::string, UpdateCallback> cb_update_;
/**锚点 */
@@ -33,6 +39,8 @@ private:
VecSize size_;
/**透明度 */
float opacity_;
/**显示透明度 */
float displayed_opacity_;
/**是否可见 */
bool visible_;
@@ -40,6 +48,10 @@ private:
bool update_pausing_;
/**是否显示边界 */
bool show_border_;
/**是否在渲染区域中 */
mutable bool visible_in_rt_;
/**联级透明度 */
bool cascade_opacity_;
/**名称 */
std::string name_;
@@ -58,14 +70,22 @@ public:
virtual void Render();
virtual void Clear();
void UpdateSelf(float dt);
virtual void OnPreRender();
virtual void OnRender();
virtual void OnUpdate(float deltaTime);
void UpdateSelf(float dt);
void PrepareToRender();
public:
/// \~chinese
/// @brief 获取显示状态
bool IsVisible() const;
/// \~chinese
/// @brief 是否启用级联透明度
bool IsCascadeOpacityEnabled() const;
/// \~chinese
/// @brief 获取 Z 轴顺序
int GetZOrder() const;
@@ -160,12 +180,18 @@ public:
/// \~chinese
/// @brief 设置角色是否可见
void SetVisible(bool val);
virtual void SetVisible(bool val);
virtual void OnSetPosition();
/// \~chinese
/// @brief 设置名称
void SetName(std::string name);
/// \~chinese
/// @brief 获取名称
std::string GetName() const;
/// \~chinese
/// @brief 设置坐标
void SetPosition(const glm::vec2 &pos);
@@ -246,6 +272,10 @@ public:
/// @brief 设置透明度,默认为 1.0, 范围 [0, 1]
void SetOpacity(float opacity);
/// \~chinese
/// @brief 启用或禁用级联透明度
void SetCascadeOpacityEnabled(bool enabled);
/// \~chinese
/// @brief 设置二维仿射变换
void SetTransform(const Y_Transform &transform);
@@ -328,6 +358,10 @@ public:
/// @details 对于节点树 A->B(dirty)->C->D当对 D 执行 UpdateTransformUpwards 时会对 B、C、D 从上到下依次更新
void UpdateTransformUpwards() const;
/// \~chinese
/// @brief 更新自己和所有子角色的透明度
void UpdateOpacity();
/// \~chinese
/// @brief 获取二维变换矩阵
const Matrix3x2 &GetTransformMatrix() const;
@@ -340,10 +374,18 @@ public:
/// @brief 获取变换到父角色的二维变换矩阵
const Matrix3x2 &GetTransformMatrixToParent() const;
/// \~chinese
/// @brief 生成用于OpenGL渲染的矩阵
virtual void GenerateRenderMatrix() const;
/// \~chinese
/// @brief 将所有子角色按Z轴顺序排序
void Reorder();
/// \~chinese
/// @brief 检查是否在渲染上下文的视区内
virtual bool CheckVisibility() const;
enum DirtyFlag : uint8_t
{
Clean = 0,
@@ -353,3 +395,310 @@ public:
DirtyVisibility = 1 << 3
};
};
inline void Node::RemoveAllChildren()
{
RefPtr<Node> next;
for (RefPtr<Node> child = children_.GetFirst(); child; child = next)
{
next = child->GetNext();
RemoveChild(child);
}
}
inline bool Node::IsVisible() const
{
return visible_;
}
inline bool Node::IsCascadeOpacityEnabled() const
{
return cascade_opacity_;
}
inline int Node::GetZOrder() const
{
return z_order_;
}
inline glm::vec2 Node::GetPosition() const
{
return transform_.position;
}
inline float Node::GetPositionX() const
{
return GetPosition().x;
}
inline float Node::GetPositionY() const
{
return GetPosition().y;
}
inline VecSize Node::GetSize() const
{
return size_;
}
inline float Node::GetWidth() const
{
return GetSize().width;
}
inline float Node::GetHeight() const
{
return GetSize().height;
}
inline float Node::GetScaledWidth() const
{
return GetWidth() * GetScaleX();
}
inline float Node::GetScaledHeight() const
{
return GetHeight() * GetScaleY();
}
inline VecSize Node::GetScaledSize() const
{
return VecSize{GetScaledWidth(), GetScaledHeight()};
}
inline glm::vec2 Node::GetAnchor() const
{
return anchor_;
}
inline float Node::GetAnchorX() const
{
return GetAnchor().x;
}
inline float Node::GetAnchorY() const
{
return GetAnchor().y;
}
inline float Node::GetOpacity() const
{
return opacity_;
}
inline float Node::GetRotation() const
{
return transform_.rotation;
}
inline glm::vec2 Node::GetScale() const
{
return transform_.scale;
}
inline float Node::GetScaleX() const
{
return GetScale().x;
}
inline float Node::GetScaleY() const
{
return GetScale().y;
}
inline glm::vec2 Node::GetSkew() const
{
return transform_.skew;
}
inline float Node::GetSkewX() const
{
return GetSkew().x;
}
inline float Node::GetSkewY() const
{
return GetSkew().y;
}
inline Y_Transform Node::GetTransform() const
{
return transform_;
}
inline Node *Node::GetParent() const
{
return parent_;
}
inline void Node::SetVisible(bool val)
{
visible_ = val;
}
inline void Node::OnSetPosition()
{
}
inline void Node::SetName(std::string name)
{
name_ = name;
}
inline std::string Node::GetName() const
{
return name_;
}
inline void Node::SetPosition(const glm::vec2 &pos)
{
if (transform_.position == pos)
return;
transform_.position = pos;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
OnSetPosition();
}
inline void Node::SetPosition(float x, float y)
{
this->SetPosition(glm::vec2(x, y));
}
inline void Node::SetPositionX(float x)
{
this->SetPosition(glm::vec2(x, GetPosition().y));
}
inline void Node::SetPositionY(float y)
{
this->SetPosition(glm::vec2(GetPosition().x, y));
}
inline void Node::MoveTo(const glm::vec2 &p)
{
this->SetPosition(p);
}
inline void Node::MoveTo(float x, float y)
{
this->SetPosition(glm::vec2(x, y));
}
inline void Node::MoveBy(const glm::vec2 &trans)
{
this->SetPosition(transform_.position.x + trans.x, transform_.position.y + trans.y);
}
inline void Node::MoveBy(float trans_x, float trans_y)
{
this->MoveBy(glm::vec2(trans_x, trans_y));
}
inline void Node::SetScale(const glm::vec2 &scale)
{
if (transform_.scale == scale)
return;
transform_.scale = scale;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetScale(float scalex, float scaley)
{
this->SetScale(glm::vec2(scalex, scaley));
}
inline void Node::SetSkew(const glm::vec2 &skew)
{
if (transform_.skew == skew)
return;
transform_.skew = skew;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetSkew(float skewx, float skewy)
{
this->SetSkew(glm::vec2(skewx, skewy));
}
inline void Node::SetRotation(float rotation)
{
if (transform_.rotation == rotation)
return;
transform_.rotation = rotation;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetAnchor(const glm::vec2 &anchor)
{
if (anchor_ == anchor)
return;
anchor_ = anchor;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetAnchor(float anchorx, float anchory)
{
this->SetAnchor(glm::vec2(anchorx, anchory));
}
inline void Node::SetSize(const VecSize &size)
{
if (size_ == size)
return;
size_ = size;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetSize(float width, float height)
{
this->SetSize(VecSize{width, height});
}
inline void Node::SetWidth(float width)
{
this->SetSize(width, GetHeight());
}
inline void Node::SetHeight(float height)
{
this->SetSize(GetWidth(), height);
}
inline void Node::SetOpacity(float opacity)
{
if (opacity_ == opacity)
return;
opacity_ = std::min(std::max(opacity, 0.f), 1.f);
dirty_flag_.Set(DirtyFlag::DirtyOpacity);
}
inline void Node::SetCascadeOpacityEnabled(bool enabled)
{
if (cascade_opacity_ == enabled)
return;
cascade_opacity_ = enabled;
dirty_flag_.Set(DirtyFlag::DirtyOpacity);
}
inline void Node::SetTransform(const Y_Transform &transform)
{
transform_ = transform;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetZOrder(int zorder)
{
if (z_order_ != zorder)
{
z_order_ = zorder;
Reorder();
}
}

View File

@@ -27,8 +27,6 @@ Animation::~Animation()
void Animation::Init(std::string AniPath)
{
Actor::Init();
AniScriptParser::AniInfo Info = AssetManager::GetInstance().StructAniInfo(AniPath);
this->AniPath = AniPath;
this->AnimationFlag = Info.Flag;
@@ -45,17 +43,19 @@ void Animation::Init(std::string AniPath)
FrameObj.Img_Path = AdditionalOptions(FrameObj.Img_Path, this->AdditionalOptionsData);
}
SpriteObj = new Sprite(FrameObj.Img_Path, FrameObj.Img_Index);
SpriteObj->SetAnchor(Vec2(0.5f, 0.5f));
SpriteObj->SetPos(Vec2(FrameObj.Img_Pos.x, FrameObj.Img_Pos.y));
SpriteObj->SetPosition(FrameObj.Img_Pos.x, FrameObj.Img_Pos.y);
SpriteObj->SetVisible(false);
}
else
{
SpriteObj = new Sprite();
SpriteObj->SetVisible(false);
SDL_Log("Animation::Init() SpriteObj is nullptr");
}
SpriteArr.push_back(SpriteObj);
//记录最大帧宽高
auto SpriteSize = SpriteObj->GetSize();
if(this->MaxSize.width < SpriteSize.width)this->MaxSize.width = SpriteSize.width;
if(this->MaxSize.height < SpriteSize.height)this->MaxSize.height = SpriteSize.height;
AddChild(SpriteObj);
}
@@ -76,7 +76,7 @@ void Animation::Init(std::string AniPath)
for (auto &Ani : Info.AniList)
{
RefPtr<Animation> AlsAniObj = new Animation(Dir + Ani.second.path);
AlsAniObj->SetRenderZOrder(Ani.second.layer[1]);
AlsAniObj->SetZOrder(Ani.second.layer[1]);
AddChild(AlsAniObj);
}
}
@@ -84,20 +84,16 @@ void Animation::Init(std::string AniPath)
FlushFrame(0);
}
void Animation::HandleEvents(SDL_Event *e)
{
}
void Animation::Update(float deltaTime)
void Animation::OnUpdate(float deltaTime)
{
// 可用性检查
if (IsUsability && Visible)
if (IsUsability && IsVisible())
{
float dt_ms = deltaTime * 1000.0f;
// 累加当前帧时间
CurrentIndexT += dt_ms;
// 插值模式判断
InterpolationLogic();
// InterpolationLogic();
// 循环处理:只要当前时间超过帧延迟,就切换帧(支持一次跳过多帧)
while (CurrentIndexT >= NextFrameDelay)
@@ -127,32 +123,26 @@ void Animation::Update(float deltaTime)
}
}
}
Actor::Update(deltaTime);
}
else
{
for (auto &Sp : SpriteArr)
{
Sp->SetVisible(false);
}
}
}
void Animation::Render()
void Animation::OnAdded(Actor *node)
{
Actor::Render();
}
void Animation::OnAdded(BaseNode *node)
{
Actor::OnAdded(node);
FlushFrame(0);
}
void Animation::Clear()
{
}
void Animation::SetVisible(bool visible)
{
// 设置启用的时候要更新一下当前帧的渲染信息 避免因为延迟造成的坐标闪烁
if (visible)
{
CurrentFrame->CalcRenderInfoLogic();
CurrentFrame->CalcRenderInfo();
CurrentFrame->SetVisible(true);
}
Actor::SetVisible(visible);
}
@@ -192,7 +182,8 @@ void Animation::FlushFrame(int Index)
if (FlagBuf.count("IMAGE_RATE"))
{
Vec2 Rate = std::get<Vec2>(FlagBuf["IMAGE_RATE"]);
CurrentFrame->SetScale(Vec2{Rate.x, Rate.y});
CurrentFrame->SetScale(Rate.x, Rate.y);
CurrentFrame->SetPosition(FrameInfo.Img_Pos.x * Rate.x, FrameInfo.Img_Pos.y * Rate.y);
}
// 线性减淡
if (FlagBuf.count("GRAPHIC_EFFECT_LINEARDODGE"))
@@ -202,7 +193,7 @@ void Animation::FlushFrame(int Index)
// 旋转
if (FlagBuf.count("IMAGE_ROTATE"))
{
CurrentFrame->SetAnchor(Vec2{0.5f, 0.5f});
// CurrentFrame->SetAnchor(0.5f, 0.5f);
CurrentFrame->SetRotation(std::get<float>(FlagBuf["IMAGE_ROTATE"]));
}
// 染色
@@ -277,10 +268,10 @@ void Animation::InterpolationLogic()
}
// 坐标
{
Vec2 PosData = {
glm::vec2 PosData = {
(OldData.Img_Pos.x + (NewData.Img_Pos.x - OldData.Img_Pos.x) * InterRate),
(OldData.Img_Pos.y + (NewData.Img_Pos.y - OldData.Img_Pos.y) * InterRate)};
CurrentFrame->SetPos(PosData);
CurrentFrame->SetPosition(PosData);
}
// 缩放
{
@@ -294,10 +285,9 @@ void Animation::InterpolationLogic()
{
NewRateData = std::get<Vec2>(NewData.Flag["IMAGE_RATE"]);
}
Vec2 RateData = {
glm::vec2 RateData = {
OldRateData.x + (NewRateData.x - OldRateData.x) * InterRate,
OldRateData.y + (NewRateData.y - OldRateData.y) * InterRate};
CurrentFrame->SetAnchor(Vec2{0.5f, 0.5f});
CurrentFrame->SetScale(RateData);
}
// 旋转
@@ -315,3 +305,8 @@ void Animation::InterpolationLogic()
CurrentFrame->SetRotation(OldAngleData + (NewAngleData - OldAngleData) * InterRate);
}
}
VecSize Animation::GetMaxSize()
{
return MaxSize;
}

View File

@@ -24,24 +24,26 @@ public:
Animation(std::string AniPath, std::function<std::string(std::string, Animation::ReplaceData)> AdditionalOptions, Animation::ReplaceData);
~Animation();
/**初始化 */
void Init(std::string AniPath);
void HandleEvents(SDL_Event *e) override;
void Update(float deltaTime) override;
void Render() override;
void OnAdded(BaseNode *node) override;
void Clear() override;
void OnUpdate(float deltaTime) override;
void OnAdded(Actor *node) override;
void SetVisible(bool visible) override;
public:
/**刷新帧 */
void FlushFrame(int Index);
/**重置Ani */
void Reset();
/**获取当前帧信息 */
AniScriptParser::AniFrame GetCurrentFrameInfo();
// 设置帧索引
void SetFrameIndex(int Index);
void InterpolationLogic();
// TODO SetOutline
// TODO SetDye
// TODO SetCrop
/**获取最大尺寸 */
VecSize GetMaxSize();
public:
// Ani是否可用
@@ -76,20 +78,11 @@ public:
std::string AniPath;
// 是否描边
bool IsOutline = false;
// // 描边颜色
// OutlineColor = null;
// // 描边对象List
// OutlineList = null;
// // 当前描边对象
// CurrentOutline = null;
// // 染色颜色
// DyeColor = null;
// // 染色帧List
// DyeFrameList = null;
// // 整体染色
// DyeAllFlag = false;
// 附加选项
std::function<std::string(std::string, Animation::ReplaceData)> AdditionalOptions;
Animation::ReplaceData AdditionalOptionsData;
/**最大尺寸
* 所有子精灵最大的尺寸
*/
VecSize MaxSize = {0, 0};
};

View File

@@ -1,72 +0,0 @@
#include "AnimationManager.h"
#include "EngineCore/Game.h"
AnimationManager::AnimationManager()
{
}
void AnimationManager::PreRender()
{
Actor::PreRender();
// 标记是否是第一个子对象用于初始化min/max值
bool isFirst = true;
float minX = 0.0f, minY = 0.0f; // 所有子对象的最小X、Y坐标
float maxX = 0.0f, maxY = 0.0f; // 所有子对象的最大X、Y坐标右下角
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
// 转换为Animation对象
Animation *ani = static_cast<Animation *>(child.Get());
float width = ani->CurrentFrame->_RenderGuidanceInfo.rect.w;
float height = ani->CurrentFrame->_RenderGuidanceInfo.rect.h;
float x = ani->CurrentFrame->_RenderGuidanceInfo.rect.x;
float y = ani->CurrentFrame->_RenderGuidanceInfo.rect.y;
// 计算子对象的右下角坐标(左上角 + 宽高)
float currentMaxX = x + width;
float currentMaxY = y + height;
// 初始化或更新min/max值
if (isFirst)
{
minX = x;
minY = y;
maxX = currentMaxX;
maxY = currentMaxY;
isFirst = false;
}
else
{
minX = std::min(minX, x);
minY = std::min(minY, y);
maxX = std::max(maxX, currentMaxX);
maxY = std::max(maxY, currentMaxY);
}
child = child->GetNext();
}
// 计算最终的包围盒矩形
if (!isFirst) // 至少有一个子对象时才计算
{
m_RenderRect.x = minX; // 矩形左上角X
m_RenderRect.y = minY; // 矩形左上角Y
m_RenderRect.w = maxX - minX; // 矩形宽度右下角X - 左上角X
m_RenderRect.h = maxY - minY; // 矩形高度右下角Y - 左上角Y
}
}
void AnimationManager::Render()
{
Actor::Render();
}
void AnimationManager::AddAnimation(RefPtr<Animation> ani)
{
this->AddChild(ani);
}
void AnimationManager::Clear()
{
this->RemoveAllChild();
}

View File

@@ -1,21 +0,0 @@
#pragma once
#include "EngineFrame/Component/Animation.h"
#include <vector>
class AnimationManager : public Actor
{
private:
SDL_Texture *m_Texture = nullptr;
SDL_FRect m_RenderRect = {0, 0, 0, 0};
public:
AnimationManager();
// void Update(float deltaTime) override;
void PreRender() override;
void Render() override;
public:
// 添加Ani
void AddAnimation(RefPtr<Animation> ani);
// 清空Ani
void Clear();
};

View File

@@ -0,0 +1,132 @@
#include "AnimationMap.h"
#include "EngineCore/Game.h"
#include "EngineFrame/Render/RenderManager.h"
AnimationMap::~AnimationMap()
{
}
void AnimationMap::CompleteConstruction()
{
m_size = {800, 600};
// 遍历自己的所持有的所有Ani 取最大的尺寸
auto &ac = this->GetAllChildren();
RefPtr<Node> child = ac.GetFirst();
while (child)
{
Animation *anim = static_cast<Animation *>(child.Get());
auto size = anim->GetMaxSize();
if (size.width > m_size.width)
m_size.width = size.width;
if (size.height > m_size.height)
m_size.height = size.height;
child = child->GetNext();
}
SetSize(m_size);
// 创建指定大小的纹理
m_texture = new Texture();
m_texture->Init(m_size);
// 构造FBO
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// 将目标纹理附加到FBO的颜色附着点
glFramebufferTexture2D(
GL_FRAMEBUFFER, // 帧缓冲类型
GL_COLOR_ATTACHMENT0, // 颜色附着点(可多个,这里用第一个)
GL_TEXTURE_2D, // 纹理类型
m_texture->getID(), // 目标纹理ID
0 // 多级渐远纹理级别
);
glBindFramebuffer(GL_FRAMEBUFFER, 0); // 解绑FBO
}
void AnimationMap::AddAnimation(RefPtr<Animation> animation)
{
this->AddChild(animation);
}
void AnimationMap::Reset()
{
auto &ac = this->GetAllChildren();
RefPtr<Node> child = ac.GetFirst();
while (child)
{
Animation *anim = static_cast<Animation *>(child.Get());
anim->Reset();
child = child->GetNext();
}
}
void AnimationMap::Render()
{
Actor::PreRender();
Actor::PrepareToRender();
Actor::OnRender();
}
void AnimationMap::OnRender()
{
RenderManager *renderer = Game::GetInstance().GetRenderer();
renderer->DrawTexture(m_texture);
}
void AnimationMap::OnUpdate(float deltaTime)
{
Actor::OnUpdate(deltaTime);
RenderManager *renderer = Game::GetInstance().GetRenderer();
// 绑定FBO
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// 清屏
glClear(GL_COLOR_BUFFER_BIT);
// 保存原始的正交矩阵 设置纹理对应的正交矩阵 和 视口
Oom = renderer->GetOrthoMatrix();
renderer->SetOrthoMatrix(glm::ortho(0.0f, (float)m_size.width, 0.0f, (float)m_size.height, -1.0f, 1.0f));
Oviewport = renderer->GetViewport();
renderer->SetViewport({0, 0, m_size.width, m_size.height});
// 以上步骤将渲染目标调整至AniMap的纹理上
SDL_Rect buf;
buf.x = 0;
buf.y = 0;
buf.w = m_size.width;
buf.h = m_size.height;
glm::vec4 red = {0.0f, 0.0f, 1.0f, 0.4f}; // RGBA红色不透明基础色
Game::GetInstance().GetRenderer()->DrawRect(&buf, red);
auto &ac = this->GetAllChildren();
RefPtr<Node> child = ac.GetFirst();
while (child)
{
child->Render();
child = child->GetNext();
}
// 渲染完毕后,将渲染目标恢复为默认
// 解绑FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 恢复原始的正交矩阵 和 视口
renderer->SetOrthoMatrix(Oom);
renderer->SetViewport(Oviewport);
Actor::OnUpdate(deltaTime);
}
// void AnimationMap::SetVisible(bool visible)
// {
// if (this->IsVisible() == visible)
// return;
// Actor::SetVisible(visible);
// auto ac = this->GetAllChildren();
// RefPtr<Node> next;
// for (RefPtr<Node> child = ac.GetFirst(); child; child = next)
// {
// next = child->GetNext();
// child->SetVisible(visible);
// }
// }
AnimationMap::AnimationMap()
{
}

View File

@@ -0,0 +1,36 @@
#pragma once
#include "EngineFrame/Base/Actor.h"
#include "Animation.h"
class AnimationMap : public Actor
{
private:
/**纹理 */
RefPtr<Texture> m_texture = nullptr;
/**FBO */
GLuint m_fbo = 0;
/**大小 */
VecSize m_size;
/**原始的正交矩阵 */
glm::mat4 Oom;
/**原始的视口 */
SDL_Rect Oviewport;
public:
AnimationMap(/* args */);
~AnimationMap();
/**完成构造
* 必须调用完成构造以创建足够大小的画布和各项初始化
*/
void CompleteConstruction();
/**添加动画 */
void AddAnimation(RefPtr<Animation> animation);
/**重置动画组 */
void Reset();
void Render() override;
void OnRender() override;
void OnUpdate(float deltaTime) override;
// void SetVisible(bool visible) override;
};

View File

@@ -1,16 +1,29 @@
#include "Canvas.h"
#include "EngineCore/Game.h"
#include "EngineFrame/Render/RenderManager.h"
Canvas::Canvas()
{
}
Canvas::Canvas(VecSize size)
{
Init(size);
}
Canvas::Canvas(int width, int height)
{
Init({width, height});
}
void Canvas::Init(VecSize size)
{
m_size = size;
m_renderRect = {0, 0, size.width, size.height};
m_rect = {0, 0, (float)size.width, (float)size.height};
SetSize(size);
// 创建指定大小的纹理
m_texture = new Texture();
m_texture->Init(VecSize(Game::GetInstance().Screen_W, Game::GetInstance().Screen_H));
Actor::Init();
m_texture->Init(m_size);
// 构造FBO
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// 将目标纹理附加到FBO的颜色附着点
@@ -24,92 +37,86 @@ Canvas::Canvas(VecSize size)
glBindFramebuffer(GL_FRAMEBUFFER, 0); // 解绑FBO
}
void Canvas::PreRender()
{
m_rect.x = GetWorldPos().x;
m_rect.y = GetWorldPos().y;
}
void Canvas::Render()
void Canvas::BeginDraw()
{
RenderManager *renderer = Game::GetInstance().GetRenderer();
SDL_FPoint AnchorPos = {0, 0};
if (m_dirty)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); // 绑定FBO
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
for (auto &info : m_drawQueue)
{
renderer->DrawTexture(m_imgMap[info.texture], nullptr, &info.rect, 0.f, &AnchorPos, SDL_FLIP_NONE);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); // 解绑FBO
m_dirty = false;
}
// 绑定FBO
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// 清屏
glClear(GL_COLOR_BUFFER_BIT);
// 保存原始的正交矩阵 设置纹理对应的正交矩阵 和 视口
Oom = renderer->GetOrthoMatrix();
renderer->SetOrthoMatrix(glm::ortho(0.0f, (float)m_size.width, 0.0f, (float)m_size.height, -1.0f, 1.0f));
Oviewport = renderer->GetViewport();
renderer->SetViewport({0, 0, m_size.width, m_size.height});
renderer->SetCurrentShaderProgram("flip_y");
// 混合
if (this->_BlendMode != NONE)
Blend();
renderer->DrawTexture(m_texture, &m_renderRect, &m_rect, 0.f, &AnchorPos, SDL_FLIP_NONE);
// 还原混合
if (this->_BlendMode != NONE)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer->SetCurrentShaderProgram("normal");
}
void Canvas::DrawImg(std::string img, int index, Vec2 pos)
void Canvas::EndDraw()
{
m_dirty = true;
ImgKey key = {img, index};
DrawInfo info;
info.rect.x = pos.x;
info.rect.y = pos.y;
info.texture = key;
if (m_imgMap.find(key) == m_imgMap.end())
{
RefPtr<Texture> tex = new Texture();
tex->Init(img, index);
m_imgMap[key] = tex;
}
info.rect.w = m_imgMap[key]->getSize().width;
info.rect.h = m_imgMap[key]->getSize().height;
m_drawQueue.push_back(info);
RenderManager *renderer = Game::GetInstance().GetRenderer();
// 解绑FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 恢复原始的正交矩阵 和 视口
renderer->SetOrthoMatrix(Oom);
renderer->SetViewport(Oviewport);
}
void Canvas::DrawImg(std::string img, int index, SDL_FRect rect)
void Canvas::DrawActor(RefPtr<Actor> actor)
{
m_dirty = true;
ImgKey key = {img, index};
DrawInfo info;
info.rect = rect;
info.texture = key;
if (m_imgMap.find(key) == m_imgMap.end())
{
RefPtr<Texture> tex = new Texture();
tex->Init(img, index);
m_imgMap[key] = tex;
}
m_drawQueue.push_back(info);
// 计算矩阵
actor->PreRender();
// 设定矩阵并渲染(Render中会调用OnRender)
actor->Render();
}
void Canvas::Clear()
{
m_drawQueue.clear();
m_dirty = true;
m_texture = new Texture();
m_texture->Init(m_size);
}
void Canvas::Blend()
void Canvas::OnRender()
{
switch (this->_BlendMode)
if (!m_texture || !IsVisible())
return;
RenderManager *renderer = Game::GetInstance().GetRenderer();
if (this->_BlendMode != NONE)
{
case LINEARDODGE:
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
break;
renderer->SetBlendMode(this->_BlendMode);
}
renderer->DrawTexture(m_texture);
if (this->_BlendMode != NONE)
{
renderer->SetBlendMode(NONE);
}
}
// void Canvas::Render()
// {
// RenderManager *renderer = Game::GetInstance().GetRenderer();
// SDL_FPoint AnchorPos = {0, 0};
// if (m_dirty)
// {
// glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); // 绑定FBO
// glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// glClear(GL_COLOR_BUFFER_BIT);
// for (auto &info : m_drawQueue)
// {
// renderer->DrawTexture(m_imgMap[info.texture], nullptr, &info.rect, 0.f, &AnchorPos, SDL_FLIP_NONE);
// }
// glBindFramebuffer(GL_FRAMEBUFFER, 0); // 解绑FBO
// m_dirty = false;
// }
// renderer->SetCurrentShaderProgram("flip_y");
// // 混合
// if (this->_BlendMode != NONE)
// Blend();
// renderer->DrawTexture(m_texture, &m_renderRect, &m_rect, 0.f, &AnchorPos, SDL_FLIP_NONE);
// // 还原混合
// if (this->_BlendMode != NONE)
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// renderer->SetCurrentShaderProgram("normal");
// }

View File

@@ -18,37 +18,37 @@ class Canvas : public Actor
return index < other.index; // 字符串相同则比较index
}
};
struct DrawInfo
{
ImgKey texture;
SDL_FRect rect = {0, 0, 0, 0};
};
private:
/**纹理 */
RefPtr<Texture> m_texture = nullptr;
/**大小 */
VecSize m_size;
/**渲染大小 */
SDL_Rect m_renderRect;
SDL_FRect m_rect;
/**脏标记 */
bool m_dirty = true;
/**FBO */
GLuint m_fbo = 0;
/**绘制纹理集 */
std::map<ImgKey, RefPtr<Texture>> m_imgMap;
/**绘制队列 */
std::vector<DrawInfo> m_drawQueue;
/**原始的正交矩阵 */
glm::mat4 Oom;
/**原始的视口 */
SDL_Rect Oviewport;
public:
Canvas();
Canvas(VecSize size);
Canvas(int width, int height);
void PreRender() override;
void Render() override;
void Blend();
/**初始化 */
void Init(VecSize size);
void DrawImg(std::string img, int index, Vec2 pos);
void DrawImg(std::string img, int index, SDL_FRect rect);
/**开始绘制 */
void BeginDraw();
/**结束绘制 */
void EndDraw();
/**绘制角色 */
void DrawActor(RefPtr<Actor> actor);
/**清空画布 */
void Clear();
/**重载OnRender函数 */
void OnRender() override;
};

View File

@@ -20,7 +20,7 @@ private:
// 数字字符纹理缓存('0'-'9'和'-'
std::unordered_map<char, RefPtr<Texture>> m_digitTextures;
// 当前数字的字符精灵列表
std::vector<Sprite *> m_digitSprites;
std::vector<Sprite *> m_digitSprites;
// 预加载0-9和负号的纹理
void PreloadDigits();

View File

@@ -1,63 +0,0 @@
#include "RenderBase.h"
#include "EngineFrame/Base/Actor.h"
void RenderBase::CalcRenderInfo()
{
this->CalcRenderInfoFlag = true;
}
void RenderBase::Init()
{
// 计算渲染信息
CalcRenderInfo();
}
void RenderBase::SetIterationPos(Vec2 pos)
{
Actor::SetIterationPos(pos);
CalcRenderInfo(); // 更新渲染信息
}
void RenderBase::SetIterationScale(Vec2 scale)
{
Actor::SetIterationScale(scale);
CalcRenderInfo(); // 更新渲染信息
}
void RenderBase::SetIterationRotation(float angle)
{
if (!Visible)
return;
Actor::SetIterationRotation(angle);
CalcRenderInfo(); // 更新渲染信息
}
void RenderBase::SetPos(Vec2 pos)
{
Actor::SetPos(pos);
CalcRenderInfo(); // 更新渲染信息
}
void RenderBase::SetScale(Vec2 scale)
{
Actor::SetScale(scale);
CalcRenderInfo(); // 更新渲染信息
}
void RenderBase::SetRotation(float angle)
{
Actor::SetRotation(angle);
CalcRenderInfo(); // 更新渲染信息
}
void RenderBase::SetAnchor(Vec2 anchor)
{
Actor::SetAnchor(anchor);
CalcRenderInfo(); // 更新渲染信息
}

View File

@@ -1,45 +0,0 @@
#pragma once
#include "EngineFrame/Base/Actor.h"
class RenderBase : public Actor
{
public:
struct RenderGuidanceInfo
{
SDL_FRect rect;
// 旋转角度
float rotation;
// 翻转Flag
SDL_RendererFlip flip = SDL_FLIP_NONE;
// 锚点坐标
Vec2 AnchorPos;
// 是否显示
bool Visible = true;
// 是否在屏幕内
bool IsInScreen = false;
};
public:
void Init() override;
public:
// 设置迭代的坐标
void SetIterationPos(Vec2 pos) override;
// 设置迭代的缩放
void SetIterationScale(Vec2 scale) override;
// 设置迭代的旋转角度
void SetIterationRotation(float angle) override;
// 设置坐标
void SetPos(Vec2 pos) override;
// 设置缩放
void SetScale(Vec2 scale) override;
// 设置旋转角度
void SetRotation(float angle) override;
// 设置中心点
void SetAnchor(Vec2 anchor) override;
// 计算渲染信息
void CalcRenderInfo() override;
};

View File

@@ -3,17 +3,31 @@
#include "Text.h"
#include "EngineFrame/Render/RenderManager.h"
void Sprite::GenerateRenderMatrix() const
{
Matrix3x2 RenderBuffer = Matrix3x2::Translation(glm::vec2(m_texture->getPos().x, m_texture->getPos().y)) * GetTransformMatrix();
// 构造OpenGl渲染矩阵
render_matrix_ = glm::mat4(1.0f);
// 填充旋转+缩放分量2D 变换核心,对应 4x4 矩阵左上 2x2 区域)
render_matrix_[0][0] = RenderBuffer[0]; // _11 → x轴缩放+旋转
render_matrix_[0][1] = RenderBuffer[1]; // _12 → 影响y轴方向的旋转分量
render_matrix_[1][0] = RenderBuffer[2]; // _21 → 影响x轴方向的旋转分量
render_matrix_[1][1] = RenderBuffer[3]; // _22 → y轴缩放+旋转
// 填充平移分量(对应 4x4 矩阵最后一行前两列z轴平移为0
render_matrix_[3][0] = RenderBuffer[4]; // _31 → x方向平移世界坐标
render_matrix_[3][1] = RenderBuffer[5]; // _32 → y方向平移世界坐标
}
void Sprite::Init()
{
this->Size = m_texture->getSize();
RenderBase::Init();
SetSize(m_texture->getSize());
}
void Sprite::SetTexture(RefPtr<Texture> texture)
{
m_texture = texture;
Init();
CalcRenderInfoLogic(); // 第一次计算
}
Sprite::Sprite(std::string imgPath, int Index)
@@ -23,7 +37,6 @@ Sprite::Sprite(std::string imgPath, int Index)
m_texture = new Texture();
m_texture->Init(imgPath, Index);
Init();
CalcRenderInfoLogic(); // 第一次计算
}
Sprite::Sprite(std::string PngPath)
@@ -31,7 +44,6 @@ Sprite::Sprite(std::string PngPath)
m_texture = new Texture();
m_texture->Init(PngPath);
Init();
CalcRenderInfoLogic(); // 第一次计算
}
Sprite::~Sprite()
@@ -43,140 +55,19 @@ RefPtr<Texture> Sprite::GetTexture()
return m_texture;
}
void Sprite::CalcRenderInfoLogic()
void Sprite::OnRender()
{
// 获取至在最终的父对象检查是否显示
BaseNode *parentNode = this->GetParent();
while (parentNode != nullptr)
{
if (parentNode->Visible == false)
{
_RenderGuidanceInfo.Visible = false;
return;
}
parentNode = parentNode->GetParent();
}
_RenderGuidanceInfo.Visible = true;
// 计算缩放因子和翻转状态
float scaleX = transformIter.scale.x * transform.scale.x;
float scaleY = transformIter.scale.y * transform.scale.y;
// X轴和Y轴上是否翻转的标志
bool flipX = scaleX < 0;
bool flipY = scaleY < 0;
_RenderGuidanceInfo.flip = SDL_FLIP_NONE;
// 更新翻转状态
if (flipX)
_RenderGuidanceInfo.flip = static_cast<SDL_RendererFlip>(SDL_FLIP_HORIZONTAL | _RenderGuidanceInfo.flip);
if (flipY)
_RenderGuidanceInfo.flip = static_cast<SDL_RendererFlip>(SDL_FLIP_VERTICAL | _RenderGuidanceInfo.flip);
// 纹理数据里带的偏移数据 有这个偏移才能保证动画播放时视觉中心点在一个点上
auto T_Size = m_texture->getSize();
auto T_Pos = m_texture->getPos();
float texturePosX = flipX ? -((float)T_Size.width + (float)T_Pos.x) + SDL_fabsf(transform.position.x * 2.0f) : (float)T_Pos.x;
float texturePosY = flipY ? -((float)T_Size.height + (float)T_Pos.y) + SDL_fabsf(transform.position.y * 2.0f) : (float)T_Pos.y;
// 先计算Img坐标与精灵坐标合成后的真实坐标
float RealPosX = transform.position.x + texturePosX;
float RealPosY = transform.position.y + texturePosY;
// 计算在世界中的位置
float baseX = transformIter.position.x + RealPosX;
float baseY = transformIter.position.y + RealPosY;
// 获取当前帧的原始尺寸
float frameWidth = (float)Size.width;
float frameHeight = (float)Size.height;
// 原始锚点偏移(基于帧尺寸)
float origAnchorOffsetX = frameWidth * Anchor.x;
float origAnchorOffsetY = frameHeight * Anchor.y;
// 缩放的绝对值
float absScaleX = SDL_fabsf(scaleX);
float absScaleY = SDL_fabsf(scaleY);
// 缩放后的尺寸
float scaledWidth = frameWidth * absScaleX;
float scaledHeight = frameHeight * absScaleY;
// 缩放后的锚点偏移
float scaledAnchorOffsetX = origAnchorOffsetX * absScaleX;
float scaledAnchorOffsetY = origAnchorOffsetY * absScaleY;
// 计算缩放后的锚点偏移与原锚点偏移的差值
float scaleOffsetX = scaledAnchorOffsetX - origAnchorOffsetX;
float scaleOffsetY = scaledAnchorOffsetY - origAnchorOffsetY;
// 最终位置计算:世界位置 + 缩放锚点差值 - 缩放后的锚点偏移 + 纹理数据里带的偏移数据 (计算出绘制点的左上角)
float Xpos = baseX - scaleOffsetX;
float Ypos = baseY - scaleOffsetY;
// 更新渲染信息
_RenderGuidanceInfo.rect = {Xpos, Ypos, scaledWidth, scaledHeight};
_RenderGuidanceInfo.AnchorPos = {scaledAnchorOffsetX, scaledAnchorOffsetY};
// 设置纹理透明度
m_texture->setAlpha(this->Alpha);
// 屏幕内检测
float screenWidth = (float)Game::GetInstance().Screen_W;
float screenHeight = (float)Game::GetInstance().Screen_H;
bool isInScreen = (Xpos + scaledWidth >= 0 && Xpos <= screenWidth && Ypos + scaledHeight >= 0 && Ypos <= screenHeight);
_RenderGuidanceInfo.IsInScreen = isInScreen;
// this->Size = {scaledWidth, scaledHeight};
_RenderGuidanceInfo.rotation = transformIter.rotation + transform.rotation;
CalcRenderInfoFlag = false;
}
void Sprite::PreRender()
{
if (CalcRenderInfoFlag && Visible)
CalcRenderInfoLogic();
}
void Sprite::Render()
{
if (!Visible)
return;
if (!m_texture)
if (!m_texture || !IsVisible())
return;
RenderManager *renderer = Game::GetInstance().GetRenderer();
if (_RenderGuidanceInfo.IsInScreen && _RenderGuidanceInfo.Visible)
if (this->_BlendMode != NONE)
{
SDL_FPoint AnchorPos;
AnchorPos.x = _RenderGuidanceInfo.AnchorPos.x;
AnchorPos.y = _RenderGuidanceInfo.AnchorPos.y;
// 混合
if (this->_BlendMode != NONE)
Blend();
SDL_Rect srcrect = {0, 0, this->Size.width, this->Size.height};
renderer->DrawTexture(m_texture, &srcrect, &_RenderGuidanceInfo.rect, _RenderGuidanceInfo.rotation, &AnchorPos, _RenderGuidanceInfo.flip);
// 还原混合
if (this->_BlendMode != NONE)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
void Sprite::Clear()
{
}
void Sprite::Blend()
{
switch (this->_BlendMode)
{
case LINEARDODGE:
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
break;
renderer->SetBlendMode(this->_BlendMode);
}
renderer->DrawTexture(m_texture);
if (this->_BlendMode != NONE)
{
renderer->SetBlendMode(NONE);
}
}

View File

@@ -1,14 +1,14 @@
#pragma once
#include <string>
#include "Asset/Asset_ImagePack.h"
#include "EngineFrame/Component/RenderBase.h"
#include "EngineFrame/Render/Texture.h"
#include "EngineFrame/Base/Actor.h"
class Game;
/**
* @brief Sprite类继承自Component类用于表示游戏中的精灵组件
*/
class Sprite : public RenderBase
class Sprite : public Actor
{
protected:
RefPtr<Texture> m_texture = nullptr;
@@ -18,24 +18,18 @@ public:
Sprite(std::string imgPath, int Index);
Sprite(std::string PngPath);
~Sprite();
void Render() override;
void PreRender() override;
void Clear() override;
void Init() override;
void SetTexture(RefPtr<Texture> texture);
void SetTexture(RefPtr<Texture> texture);
RefPtr<Texture> GetTexture();
public:
// 渲染信息
RenderGuidanceInfo _RenderGuidanceInfo;
/**重载生成渲染矩阵函数 */
void GenerateRenderMatrix() const override;
/**重载初始化函数 */
void Init() override;
/**重载渲染函数 */
void OnRender() override;
public:
std::string imgPath;
int Index;
public:
// 计算渲染信息
void CalcRenderInfoLogic();
// 混合
void Blend();
};

View File

@@ -22,7 +22,7 @@ RenderManager::RenderManager(SDL_Window *window)
int width, height;
SDL_GetWindowSize(window, &width, &height);
// 设置视口
glViewport(0, 0, width, height);
SetViewport(SDL_Rect{0, 0, width, height});
// 设置窗口尺寸
_windowWidth = width;
_windowHeight = height;
@@ -33,7 +33,7 @@ RenderManager::RenderManager(SDL_Window *window)
_UIOrthoMatrix = glm::ortho(0.0f, (float)width, (float)height, 0.0f, -1.0f, 1.0f);
// 设置清屏颜色
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// 启用混合模式
glEnable(GL_BLEND);
@@ -44,6 +44,8 @@ RenderManager::RenderManager(SDL_Window *window)
InitShaderProgram();
// 初始化绘制2D纹理缓冲程序
Init2DTextureProgram();
// 初始化绘制矩形缓冲程序
InitRectProgram();
// 设定默认使用的着色器程序和缓冲程序
SetCurrentShaderProgram("normal");
@@ -79,17 +81,17 @@ void RenderManager::InitShaderProgram()
{
if (!groupData.is_object())
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "着色器组 %s 格式错误,跳过\n", groupName.c_str());
SDL_LogError(0, "着色器组 %s 格式错误,跳过\n", groupName.c_str());
continue;
}
if (!groupData.contains("vertex") || !groupData["vertex"].is_string())
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "组 %s 缺少 vertex 路径,跳过\n", groupName.c_str());
SDL_LogError(0, "组 %s 缺少 vertex 路径,跳过\n", groupName.c_str());
continue;
}
if (!groupData.contains("fragment") || !groupData["fragment"].is_string())
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "组 %s 缺少 fragment 路径,跳过\n", groupName.c_str());
SDL_LogError(0, "组 %s 缺少 fragment 路径,跳过\n", groupName.c_str());
continue;
}
std::string vertPath = groupData["vertex"].get<std::string>();
@@ -99,7 +101,7 @@ void RenderManager::InitShaderProgram()
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, fragPath);
if (vertexShader == 0 || fragmentShader == 0)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "组 %s 着色器编译失败,跳过\n", groupName.c_str());
SDL_LogError(0, "组 %s 着色器编译失败,跳过\n", groupName.c_str());
continue;
}
@@ -113,7 +115,7 @@ void RenderManager::InitShaderProgram()
{
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "组 %s 着色器链接失败,失败原因: %s\n", groupName.c_str(), infoLog);
SDL_LogError(0, "组 %s 着色器链接失败,失败原因: %s\n", groupName.c_str(), infoLog);
}
_shaderProgramMap[groupName] = program;
@@ -142,10 +144,10 @@ void RenderManager::Init2DTextureProgram()
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STREAM_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
@@ -158,126 +160,71 @@ void RenderManager::Init2DTextureProgram()
glUseProgram(_currentShaderProgram);
// 获取uniform变量位置
GLuint _uModelLoc = glGetUniformLocation(_currentShaderProgram, "uModel");
GLuint _uViewProjLoc = glGetUniformLocation(_currentShaderProgram, "uViewProj");
GLuint _uTextureLoc = glGetUniformLocation(_currentShaderProgram, "uTexture");
if (_uModelLoc == -1 || _uViewProjLoc == -1 || _uTextureLoc == -1)
GLint _uModelLoc = glGetUniformLocation(_currentShaderProgram, "uModel");
GLint _uViewProjLoc = glGetUniformLocation(_currentShaderProgram, "uViewProj");
GLint _uTextureLoc = glGetUniformLocation(_currentShaderProgram, "uTexture");
GLint _uOpacityLoc = glGetUniformLocation(_currentShaderProgram, "uOpacity");
if (_uModelLoc == -1 || _uViewProjLoc == -1 || _uTextureLoc == -1 || _uOpacityLoc == -1)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "无法获取着色器 uniform 变量位置\n");
SDL_LogError(0, "无法获取着色器 uniform 变量位置\n");
}
std::vector<GLuint> uniformLocs = {_uModelLoc, _uViewProjLoc, _uTextureLoc};
std::vector<GLint> uniformLocs = {_uModelLoc, _uViewProjLoc, _uTextureLoc, _uOpacityLoc};
DrawLogicFunc drawFunc = [this](
RefPtr<Texture> textureObj, const SDL_Rect *srcrect, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, void *userdata)
{
GLuint texture = textureObj->getID();
if (!texture || !dstrect)
return;
glUseProgram(_currentShaderProgram);
glm::mat4 model = glm::mat4(1.0f);
// 平移
model = glm::translate(model, glm::vec3(dstrect->x, dstrect->y, 0.0f));
// 计算旋转中心
float centerX = center ? center->x : dstrect->w * 0.5f;
float centerY = center ? center->y : dstrect->h * 0.5f;
// 旋转中心平移
model = glm::translate(model, glm::vec3(centerX, centerY, 0.0f));
// 旋转
if (angle != 0.0)
{
model = glm::rotate(model, glm::radians(static_cast<float>(angle)), glm::vec3(0.0f, 0.0f, 1.0f));
}
// 旋转中心平移
model = glm::translate(model, glm::vec3(-centerX, -centerY, 0.0f));
// 缩放和翻转
float scaleX = dstrect->w;
float scaleY = dstrect->h;
// 应用翻转(通过负缩放实现)
if (flip & SDL_FLIP_HORIZONTAL)
scaleX = -scaleX;
if (flip & SDL_FLIP_VERTICAL)
scaleY = -scaleY;
model = glm::scale(model, glm::vec3(scaleX, scaleY, 1.0f));
// 翻转后的位置补偿
if (flip & SDL_FLIP_HORIZONTAL)
{
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 0.0f));
}
if (flip & SDL_FLIP_VERTICAL)
{
model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0f));
}
// 设置着色器 uniforms
glUniformMatrix4fv(_currentRenderParams.UnimLocs[0], 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(_currentRenderParams.UnimLocs[1], 1, GL_FALSE, glm::value_ptr(_OrthoMatrix));
// 绑定纹理并设置采样器
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(_currentRenderParams.UnimLocs[2], 0);
// 处理纹理裁剪
float texWidth = (float)textureObj->getSize().width;
float texHeight = (float)textureObj->getSize().height;
// 计算纹理坐标
float minu, minv, maxu, maxv;
if (srcrect)
{
minu = (float)srcrect->x / texWidth;
minv = (float)srcrect->y / texHeight;
maxu = (float)(srcrect->x + srcrect->w) / texWidth;
maxv = (float)(srcrect->y + srcrect->h) / texHeight;
}
else
{
minu = 0.0f;
minv = 0.0f;
maxu = 1.0f;
maxv = 1.0f;
}
// 计算顶点位置(单位矩形,通过模型变换进行缩放和平移)
float minx = 0.0f;
float miny = 0.0f;
float maxx = 1.0f;
float maxy = 1.0f;
// 创建顶点数据(位置 + 纹理坐标)
float vertices[] = {
// 位置 // 纹理坐标
minx, miny, minu, minv, // 左上
maxx, miny, maxu, minv, // 右上
maxx, maxy, maxu, maxv, // 右下
minx, maxy, minu, maxv // 左下
};
// 更新VBO数据
glBindBuffer(GL_ARRAY_BUFFER, _currentRenderParams.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
// 绘制纹理
glBindVertexArray(_currentRenderParams.VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
};
GL_RenderParams bufferObject = {VAO, VBO, EBO, uniformLocs, drawFunc};
GL_RenderParams bufferObject = {VAO, VBO, EBO, uniformLocs, nullptr};
AddBufferObject("2DTexture", bufferObject);
}
void RenderManager::InitRectProgram()
{
// 单位矩形顶点(仅位置,左下角(0,0),右上角(1,1)
float vertices[] = {
0.0f, 0.0f, // 左下
1.0f, 0.0f, // 右下
1.0f, 1.0f, // 右上
0.0f, 1.0f // 左上
};
unsigned int indices[] = {0, 1, 2, 2, 3, 0}; // 固定索引
GLuint VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// 绑定并上传数据GL_STATIC_DRAW数据仅初始化一次后续不修改
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 静态数据
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // 静态数据
// 配置顶点属性仅位置2个float步长2*sizeof(float)
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 解绑(恢复默认状态)
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// 获取矩形着色器的Uniform位置需提前准备矩形专用着色器
SetCurrentShaderProgram("rect"); // 假设着色器配置中“rect”为矩形专用着色器
glUseProgram(_currentShaderProgram);
GLint uModelLoc = glGetUniformLocation(_currentShaderProgram, "uModel");
GLint uViewProjLoc = glGetUniformLocation(_currentShaderProgram, "uViewProj");
GLint uColorLoc = glGetUniformLocation(_currentShaderProgram, "uColor");
if (uModelLoc == -1 || uViewProjLoc == -1 || uColorLoc == -1)
{
SDL_LogError(0, "矩形着色器Uniform变量获取失败\n uModelLoc: %d, uViewProjLoc: %d, uColorLoc: %d\n", uModelLoc, uViewProjLoc, uColorLoc);
return;
}
std::vector<GLint> uniformLocs = {uModelLoc, uViewProjLoc, uColorLoc};
// 将矩形渲染参数加入管理器
GL_RenderParams rectBuffer = {VAO, VBO, EBO, uniformLocs, nullptr};
AddBufferObject("Rect", rectBuffer);
}
void RenderManager::SetCurrentShaderProgram(std::string name)
{
if (_shaderProgramMap.find(name) != _shaderProgramMap.end())
@@ -285,7 +232,7 @@ void RenderManager::SetCurrentShaderProgram(std::string name)
this->_currentShaderProgram = _shaderProgramMap[name];
}
else
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "找不到着色器程序: %s\n", name.c_str());
SDL_LogError(0, "找不到着色器程序: %s\n", name.c_str());
}
void RenderManager::SetCurrentBufferObject(std::string name)
@@ -294,8 +241,8 @@ void RenderManager::SetCurrentBufferObject(std::string name)
{
this->_currentRenderParams = _RenderParamsMap[name];
}
else
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "找不到渲染参数: %s\n", name.c_str());
// else
// SDL_LogError(0, "找不到渲染参数: %s\n", name.c_str());
}
void RenderManager::ClearScreen()
@@ -320,13 +267,147 @@ void RenderManager::CloseClipRect()
glDisable(GL_SCISSOR_TEST);
}
void RenderManager::DrawTexture(RefPtr<Texture> textureObj, const SDL_Rect *srcrect, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, void *userdata)
void RenderManager::SetOpacity(float opacity)
{
_frameRenderCount++;
if (_currentRenderParams.DrawFunc != nullptr)
_currentRenderParams.DrawFunc(textureObj, srcrect, dstrect, angle, center, flip, userdata);
this->opacity_ = opacity;
}
float RenderManager::GetOpacity()
{
return this->opacity_;
}
void RenderManager::SetMatrix(glm::mat4 matrix)
{
this->_currentMatrix = matrix;
}
glm::mat4 RenderManager::GetMatrix()
{
return this->_currentMatrix;
}
void RenderManager::SetBlendMode(LE_BlEND_MODE blendMode)
{
switch (blendMode)
{
/**常规混合 */
case NONE:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
/**线性减淡 */
case LINEARDODGE:
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
break;
}
}
void RenderManager::DrawTexture(RefPtr<Texture> textureObj)
{
_frameRenderCount++; // 统计渲染次数
glUseProgram(_currentShaderProgram);
GLuint texture = textureObj->getID();
float texWidth = (float)textureObj->getSize().width;
float texHeight = (float)textureObj->getSize().height;
glm::mat4 modelMat = _currentMatrix;
modelMat = glm::scale(modelMat, glm::vec3(texWidth, texHeight, 1.0f));
// 设置着色器 uniforms
glUniformMatrix4fv(_currentRenderParams.UnimLocs[0], 1, GL_FALSE, glm::value_ptr(modelMat));
glUniformMatrix4fv(_currentRenderParams.UnimLocs[1], 1, GL_FALSE, glm::value_ptr(_OrthoMatrix));
// 绑定纹理并设置采样器
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(_currentRenderParams.UnimLocs[2], 0);
glUniform1f(_currentRenderParams.UnimLocs[3], opacity_);
// 计算纹理坐标
float minu, minv, maxu, maxv;
if (false)
{
// minu = (float)srcrect->x / texWidth;
// minv = (float)srcrect->y / texHeight;
// maxu = (float)(srcrect->x + srcrect->w) / texWidth;
// maxv = (float)(srcrect->y + srcrect->h) / texHeight;
}
else
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "找不到渲染逻辑函数\n");
{
minu = 0.0f;
minv = 0.0f;
maxu = 1.0f;
maxv = 1.0f;
}
// 计算顶点位置(单位矩形,通过模型变换进行缩放和平移)
float minx = 0.0f;
float miny = 0.0f;
float maxx = 1.0f;
float maxy = 1.0f;
// 创建顶点数据(位置 + 纹理坐标)
float vertices[] = {
// 位置 // 纹理坐标
minx, miny, minu, minv, // 左上
maxx, miny, maxu, minv, // 右上
maxx, maxy, maxu, maxv, // 右下
minx, maxy, minu, maxv // 左下
};
// 更新VBO数据
glBindBuffer(GL_ARRAY_BUFFER, _currentRenderParams.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
// 绘制纹理
glBindVertexArray(_currentRenderParams.VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0); // 解绑纹理
}
void RenderManager::DrawRect(const SDL_Rect *rect, glm::vec4 color)
{
// 1. 合法性检查补充VAO/EBO存在性检查
if (!rect || _currentShaderProgram == 0 || _currentRenderParams.VAO == 0 || _currentRenderParams.EBO == 0)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "DrawRect参数无效或缓冲未初始化\n");
return;
}
SetCurrentShaderProgram("rect");
SetCurrentBufferObject("Rect");
_frameRenderCount++;
// 绑定VAO和EBOGPU获取顶点数据和格式的关键
glBindVertexArray(_currentRenderParams.VAO);
// 3. 计算模型矩阵(通过缩放+平移,将单位矩形变换到目标位置和大小)
glm::mat4 model = glm::mat4(1.0f);
// 先平移到rect的左上角OpenGL正交投影下Y轴向下与SDL_Rect一致
model = glm::translate(model, glm::vec3((float)rect->x, (float)rect->y, 0.0f));
// 再缩放到rect的宽高
model = glm::scale(model, glm::vec3((float)rect->w, (float)rect->h, 1.0f));
// 4. 激活着色器并设置Uniform
glUseProgram(_currentShaderProgram);
// 4.1 模型矩阵(传递变换后的矩阵)
glUniformMatrix4fv(_currentRenderParams.UnimLocs[0], 1, GL_FALSE, glm::value_ptr(model));
// 4.2 投影矩阵(复用当前正交矩阵)
glUniformMatrix4fv(_currentRenderParams.UnimLocs[1], 1, GL_FALSE, glm::value_ptr(_OrthoMatrix));
// 4.3 颜色
glUniform4fv(_currentRenderParams.UnimLocs[2], 1, glm::value_ptr(color));
// 5. 绘制矩形6个索引对应2个三角形
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// 6. 解绑资源(避免影响后续绘制)
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
SetCurrentShaderProgram("normal");
SetCurrentBufferObject("2DTexture");
}
void RenderManager::SetOrthoMatrixType(int type)
@@ -347,6 +428,17 @@ void RenderManager::SetOrthoMatrix(glm::mat4 matrix)
_OrthoMatrix = matrix;
}
void RenderManager::SetViewport(SDL_Rect viewport)
{
_viewport = viewport;
glViewport(viewport.x, viewport.y, viewport.w, viewport.h);
}
SDL_Rect RenderManager::GetViewport()
{
return _viewport;
}
GLuint RenderManager::CompileShader(GLenum type, std::string Path)
{
std::ifstream Source("shader/" + Path);

View File

@@ -22,7 +22,7 @@ public:
GLuint VAO;
GLuint VBO;
GLuint EBO;
std::vector<GLuint> UnimLocs;
std::vector<GLint> UnimLocs;
DrawLogicFunc DrawFunc = nullptr;
};
@@ -37,6 +37,8 @@ private:
glm::mat4 _UIOrthoMatrix;
// 渲染的正交投影矩阵
glm::mat4 _OrthoMatrix;
/**视口 */
SDL_Rect _viewport;
// 渲染器上下文
SDL_GLContext _ctx;
@@ -50,40 +52,64 @@ private:
// 当前使用渲染参数
GL_RenderParams _currentRenderParams;
// 渲染透明度
float opacity_ = 1.0f;
// 渲染矩阵
glm::mat4 _currentMatrix;
public:
// 单帧渲染调用次数
int _frameRenderCount = 0;
public:
RenderManager(SDL_Window *window);
~RenderManager();
// 初始化着色器程序
/**初始化着色器程序 */
void InitShaderProgram();
// 初始化绘制2D纹理缓冲程序
/**初始化绘制2D纹理缓冲程序 */
void Init2DTextureProgram();
// 设定当前使用的着色器程序
/**初始化绘制矩形缓冲程序 */
void InitRectProgram();
/**设定当前使用的着色器程序 */
void SetCurrentShaderProgram(std::string name);
// 设定当前使用的缓冲对象
/**设定当前使用的缓冲对象 */
void SetCurrentBufferObject(std::string name);
// 清空屏幕
/**清空屏幕 */
void ClearScreen();
// 交换缓冲区
/**交换缓冲区 */
void SwapBuffer();
// 设置裁切区域
/**设置裁切区域 */
void SetClipRect(const SDL_Rect *rect);
// 关闭裁切区域
/**关闭裁切区域 */
void CloseClipRect();
// 绘制纹理
void DrawTexture(RefPtr<Texture> texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, void *userdata = nullptr);
// 设置正交投影矩阵类型
/**设置渲染透明度 */
void SetOpacity(float opacity);
/**获取渲染透明度 */
float GetOpacity();
/**设置渲染矩阵 */
void SetMatrix(glm::mat4 matrix);
/**获取渲染矩阵 */
glm::mat4 GetMatrix();
/**设置混合模式 */
void SetBlendMode(LE_BlEND_MODE blendMode);
/**绘制纹理 */
void DrawTexture(RefPtr<Texture> texture);
/**绘制矩形 */
void DrawRect(const SDL_Rect *rect, glm::vec4 color);
/**设置正交投影矩阵类型 */
void SetOrthoMatrixType(int type);
// 获取渲染的正交投影矩阵
/**获取渲染的正交投影矩阵 */
glm::mat4 GetOrthoMatrix();
// 设置渲染的正交投影矩阵
/**设置渲染的正交投影矩阵 */
void SetOrthoMatrix(glm::mat4 matrix);
/**设置视口 */
void SetViewport(SDL_Rect viewport);
/**获取视口 */
SDL_Rect GetViewport();
private:
// 编译着色器

View File

@@ -13,15 +13,14 @@ void Scene::Enter()
void Scene::Init()
{
BaseNode::Init();
addTag(Tag::SCENE);
}
void Scene::Exit()
{
}
RefPtr<BaseNode> Scene::GetCamera()
RefPtr<Node> Scene::GetCamera()
{
return nullptr;
}

View File

@@ -1,11 +1,11 @@
#pragma once
#include "EngineFrame/Base/BaseNode.h"
class Scene : public BaseNode
#include "EngineFrame/Base/Node.h"
class Scene : public Node
{
public:
Scene();
virtual void Enter();
virtual void Exit();
virtual RefPtr<BaseNode> GetCamera();
virtual RefPtr<Node> GetCamera();
void Init();
};

View File

@@ -31,6 +31,18 @@ int Ifstream_NPK::ReadInt()
return Count;
}
unsigned int Ifstream_NPK::ReadUnsignedInt()
{
char *CountBuffer = new char[4];
for (int i = 0; i < 4; i++)
{
this->get(CountBuffer[i]);
}
unsigned int Count = *(unsigned int *)CountBuffer;
delete[] CountBuffer;
return Count;
}
// 读字符串
std::string Ifstream_NPK::ReadString()
{
@@ -60,7 +72,7 @@ std::string Ifstream_NPK::ReadInfo()
}
// 读LONG
int Ifstream_NPK::ReadLong()
long Ifstream_NPK::ReadLong()
{
char *CountBuffer = new char[8];
for (int i = 0; i < 8; i++)
@@ -72,6 +84,18 @@ int Ifstream_NPK::ReadLong()
return Count;
}
unsigned long Ifstream_NPK::ReadUnsignedLong()
{
char *CountBuffer = new char[8];
for (int i = 0; i < 8; i++)
{
this->get(CountBuffer[i]);
}
unsigned long Count = *(unsigned long *)CountBuffer;
delete[] CountBuffer;
return Count;
}
// 读指定长度数据
BYTE *Ifstream_NPK::ReadCustomSize(int Size)
{

View File

@@ -22,6 +22,9 @@ public:
// 读整数
int ReadInt();
// 读无符号整数
unsigned int ReadUnsignedInt();
// 读字符串
std::string ReadString();
@@ -29,7 +32,9 @@ public:
std::string ReadInfo();
// 读LONG
int ReadLong();
long ReadLong();
// 读取无符号long
unsigned long ReadUnsignedLong();
// 读指定长度数据
BYTE *ReadCustomSize(int Size);