Files
DNF_DEV/source/EngineFrame/Component/Canvas.cpp
2025-10-26 14:37:18 +08:00

116 lines
3.0 KiB
C++

#include "Canvas.h"
#include "EngineCore/Game.h"
#include "EngineFrame/Render/RenderManager.h"
Canvas::Canvas(VecSize size)
{
m_size = size;
m_renderRect = {0, 0, size.width, size.height};
m_rect = {0, 0, (float)size.width, (float)size.height};
m_texture = new Texture();
m_texture->Init(VecSize(Game::GetInstance().Screen_W, Game::GetInstance().Screen_H));
Actor::Init();
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::PreRender()
{
m_rect.x = GetWorldPos().x;
m_rect.y = GetWorldPos().y;
}
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");
}
void Canvas::DrawImg(std::string img, int index, Vec2 pos)
{
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);
}
void Canvas::DrawImg(std::string img, int index, SDL_FRect rect)
{
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);
}
void Canvas::Clear()
{
m_drawQueue.clear();
m_dirty = true;
}
void Canvas::Blend()
{
switch (this->_BlendMode)
{
case LINEARDODGE:
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
break;
}
}