Files
2026-02-08 16:20:50 +08:00

123 lines
3.2 KiB
C++

#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;
SetSize(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 Canvas::BeginDraw()
{
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});
}
void Canvas::EndDraw()
{
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::DrawActor(RefPtr<Actor> actor)
{
// 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_texture = new Texture();
m_texture->Init(m_size);
}
void Canvas::OnRender()
{
if (!m_texture || !IsVisible())
return;
RenderManager *renderer = Game::GetInstance().GetRenderer();
if (this->_BlendMode != NONE)
{
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");
// }