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DNF_DEV/source/EngineFrame/Component/AnimationMap.cpp
2026-02-08 16:20:50 +08:00

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#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()
{
}