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