feat(npc): 添加NPC交互高亮效果及复合纹理支持

实现NPC交互时的绿色高亮效果,通过InteractionHighlightSprite类实现
重构NpcAnimation支持复合纹理渲染,优化高亮效果的性能
添加ShaderManager获取所有加载Shader的方法,优化渲染器uniform更新逻辑
This commit is contained in:
2026-04-07 23:17:34 +08:00
parent caad22cca7
commit 5af657c5c9
11 changed files with 418 additions and 56 deletions

View File

@@ -0,0 +1,35 @@
#include "common/InteractionHighlightSprite.h"
namespace frostbite2D {
InteractionHighlightSprite::InteractionHighlightSprite() {
SetName("interactionHighlight");
SetShader("outline_sprite");
SetColor(Colors::Green);
SetVisible(false);
}
void InteractionHighlightSprite::SetGroundAnchorInTexture(
const Vec2& groundAnchorInTexture) {
Vec2 textureSize = GetSize();
if (textureSize.x <= 0.0f || textureSize.y <= 0.0f) {
SetAnchor(0.5f, 1.0f);
texelSize_ = Vec2::One();
return;
}
SetAnchor(groundAnchorInTexture.x / textureSize.x,
groundAnchorInTexture.y / textureSize.y);
texelSize_ = Vec2(1.0f / textureSize.x, 1.0f / textureSize.y);
}
void InteractionHighlightSprite::ConfigureShader(Shader* shader) const {
Sprite::ConfigureShader(shader);
if (!shader) {
return;
}
shader->setVec2("u_texelSize", texelSize_);
}
} // namespace frostbite2D

View File

@@ -1,13 +1,74 @@
#include "npc/NpcAnimation.h"
#include <frostbite2D/graphics/renderer.h>
#include <SDL2/SDL.h>
#include <algorithm>
#include <cmath>
namespace frostbite2D {
namespace {
constexpr float kCompositePadding = 1.0f;
Rect transformRectBounds(const Rect& rect, const Transform2D& transform) {
Vec2 p0 = transform.transformPoint(Vec2(rect.left(), rect.top()));
Vec2 p1 = transform.transformPoint(Vec2(rect.right(), rect.top()));
Vec2 p2 = transform.transformPoint(Vec2(rect.left(), rect.bottom()));
Vec2 p3 = transform.transformPoint(Vec2(rect.right(), rect.bottom()));
float minX = std::min(std::min(p0.x, p1.x), std::min(p2.x, p3.x));
float minY = std::min(std::min(p0.y, p1.y), std::min(p2.y, p3.y));
float maxX = std::max(std::max(p0.x, p1.x), std::max(p2.x, p3.x));
float maxY = std::max(std::max(p0.y, p1.y), std::max(p2.y, p3.y));
return Rect(minX, minY, maxX - minX, maxY - minY);
}
void combineHash(uint64& seed, uint64 value) {
constexpr uint64 kOffset = 0x9e3779b97f4a7c15ULL;
seed ^= value + kOffset + (seed << 6) + (seed >> 2);
}
NpcAnimation::CompositeFrameInfo combineCompositeFrameInfo(
const NpcAnimation::CompositeFrameInfo& lhs,
const NpcAnimation::CompositeFrameInfo& rhs) {
if (!lhs.valid) {
return rhs;
}
if (!rhs.valid) {
return lhs;
}
float left = std::floor(std::min(lhs.localBounds.left(), rhs.localBounds.left()));
float top = std::floor(std::min(lhs.localBounds.top(), rhs.localBounds.top()));
float right = std::ceil(std::max(lhs.localBounds.right(), rhs.localBounds.right()));
float bottom =
std::ceil(std::max(lhs.localBounds.bottom(), rhs.localBounds.bottom()));
NpcAnimation::CompositeFrameInfo result;
result.valid = true;
result.localBounds =
Rect(left, top, std::max(right - left, 1.0f), std::max(bottom - top, 1.0f));
result.width =
std::max(static_cast<int>(std::lround(result.localBounds.width())), 1);
result.height =
std::max(static_cast<int>(std::lround(result.localBounds.height())), 1);
result.originInTexture =
Vec2(-result.localBounds.left(), -result.localBounds.top());
result.groundAnchorInTexture = result.originInTexture;
return result;
}
} // namespace
bool NpcAnimation::Init(const npc::NpcConfig& config) {
RemoveAllChildren();
displayAnimation_ = nullptr;
compositeCanvas_ = nullptr;
compositeFrameInfo_ = CompositeFrameInfo();
animationPath_.clear();
direction_ = 1;
compositeDirty_ = true;
compositeVersion_ = 0;
lastCompositeSignature_ = 0;
if (config.fieldAnimationPath.empty()) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
@@ -15,6 +76,18 @@ bool NpcAnimation::Init(const npc::NpcConfig& config) {
return false;
}
compositeCanvas_ = MakePtr<CanvasActor>();
if (!compositeCanvas_ || !compositeCanvas_->Init(1, 1)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"NpcAnimation: failed to initialize composite canvas for npc %d",
config.id);
compositeCanvas_.Reset();
} else {
compositeCanvas_->SetCustomDrawCallback([this]() {
RenderCurrentAnimationToCompositeCanvas();
});
}
auto animation = MakePtr<Animation>(config.fieldAnimationPath);
if (!animation || !animation->IsUsable()) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
@@ -33,14 +106,37 @@ bool NpcAnimation::Init(const npc::NpcConfig& config) {
SetDirection(1);
displayAnimation_->Reset();
SetDirection(direction_);
CompositeFrameInfo rightInfo = ComputeCompositeFrameInfo(1);
CompositeFrameInfo leftInfo = ComputeCompositeFrameInfo(-1);
compositeFrameInfo_ = combineCompositeFrameInfo(rightInfo, leftInfo);
lastCompositeSignature_ = CaptureCurrentRenderSignature();
return true;
}
void NpcAnimation::Update(float deltaTime) {
Actor::Update(deltaTime);
uint64 renderSignature = CaptureCurrentRenderSignature();
if (renderSignature != lastCompositeSignature_) {
compositeDirty_ = true;
}
}
void NpcAnimation::Render() {
if (compositeDirty_ && compositeCanvas_ && Renderer::get().isFrameActive()) {
RefreshCompositeTextureIfNeeded();
}
Actor::Render();
}
void NpcAnimation::SetDirection(int direction) {
direction_ = direction >= 0 ? 1 : -1;
if (displayAnimation_) {
displayAnimation_->SetDirection(direction_);
}
MarkCompositeDirty();
}
bool NpcAnimation::IsAnimationFinished() const {
@@ -55,4 +151,125 @@ bool NpcAnimation::GetDisplayLocalBounds(Rect& outBounds) const {
return displayAnimation_->GetStaticLocalBounds(outBounds);
}
bool NpcAnimation::EnsureCompositeTextureReady() {
RefreshCompositeTextureIfNeeded();
return HasCompositeTexture();
}
bool NpcAnimation::HasCompositeTexture() const {
return compositeCanvas_ && compositeCanvas_->IsCanvasReady() &&
GetCurrentCompositeFrameInfo().valid;
}
Ptr<Texture> NpcAnimation::GetCompositeTexture() const {
return compositeCanvas_ ? compositeCanvas_->GetOutputTexture() : nullptr;
}
Vec2 NpcAnimation::GetCompositeTextureSize() const {
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
return Vec2(static_cast<float>(info.width), static_cast<float>(info.height));
}
Vec2 NpcAnimation::GetCompositeGroundAnchorInTexture() const {
return GetCurrentCompositeFrameInfo().groundAnchorInTexture;
}
NpcAnimation::CompositeFrameInfo NpcAnimation::ComputeCompositeFrameInfo(
int direction) const {
CompositeFrameInfo info;
if (!displayAnimation_) {
return info;
}
Rect animationBounds;
if (!displayAnimation_->GetStaticLocalBounds(direction, animationBounds)) {
return info;
}
Rect bounds =
transformRectBounds(animationBounds, displayAnimation_->GetLocalTransform());
if (bounds.empty()) {
return info;
}
float left = std::floor(bounds.left() - kCompositePadding);
float top = std::floor(bounds.top() - kCompositePadding);
float right = std::ceil(bounds.right() + kCompositePadding);
float bottom = std::ceil(bounds.bottom() + kCompositePadding);
info.valid = true;
info.localBounds = Rect(left, top, std::max(right - left, 1.0f),
std::max(bottom - top, 1.0f));
info.width = std::max(static_cast<int>(std::lround(info.localBounds.width())), 1);
info.height = std::max(static_cast<int>(std::lround(info.localBounds.height())), 1);
info.originInTexture = Vec2(-info.localBounds.left(), -info.localBounds.top());
info.groundAnchorInTexture = info.originInTexture;
return info;
}
uint64 NpcAnimation::CaptureCurrentRenderSignature() const {
uint64 signature = 1469598103934665603ULL;
combineHash(signature, static_cast<uint64>(direction_ >= 0 ? 1 : 0));
if (displayAnimation_) {
combineHash(signature, displayAnimation_->GetRenderSignature());
}
return signature;
}
void NpcAnimation::MarkCompositeDirty() {
compositeDirty_ = true;
if (compositeCanvas_) {
compositeCanvas_->SetDirty();
}
}
void NpcAnimation::UpdateCompositeCamera() {
if (!compositeCanvas_) {
return;
}
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
Camera& camera = compositeCanvas_->GetCanvasCamera();
camera.setViewport(std::max(info.width, 1), std::max(info.height, 1));
camera.setZoom(1.0f);
Vec2 cameraOrigin = GetWorldTransform().transformPoint(
Vec2(info.localBounds.left(), info.localBounds.top()));
camera.setPosition(cameraOrigin);
}
void NpcAnimation::RefreshCompositeTextureIfNeeded() {
if (!compositeDirty_ || !compositeCanvas_) {
return;
}
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
if (!info.valid) {
compositeDirty_ = false;
lastCompositeSignature_ = CaptureCurrentRenderSignature();
return;
}
if (!compositeCanvas_->SetCanvasSize(std::max(info.width, 1),
std::max(info.height, 1))) {
return;
}
UpdateCompositeCamera();
if (!compositeCanvas_->Redraw()) {
return;
}
compositeDirty_ = false;
lastCompositeSignature_ = CaptureCurrentRenderSignature();
++compositeVersion_;
}
void NpcAnimation::RenderCurrentAnimationToCompositeCanvas() {
if (!displayAnimation_) {
return;
}
RenderChildren();
}
} // namespace frostbite2D

View File

@@ -42,10 +42,13 @@ bool NpcObject::Construction(int npcId) {
worldPosition_ = CharacterWorldPosition();
config_.reset();
animation_ = nullptr;
interactionHighlight_ = nullptr;
nameOutlineLabels_.fill(nullptr);
nameLabel_ = nullptr;
interactable_ = true;
interacting_ = false;
interactionHighlighted_ = false;
syncedHighlightCompositeVersion_ = 0;
auto config = npc::loadNpcConfig(npcId);
if (!config) {
@@ -68,11 +71,13 @@ bool NpcObject::Construction(int npcId) {
config_ = *config;
npcId_ = npcId;
animation_ = animation;
EnsureInteractionHighlight();
AddChild(animation_);
EnsureNameLabel();
SetWorldPosition({});
SetDirection(1);
SetInteractionHighlighted(false);
RefreshNameLabel();
SDL_Log("NpcObject: npc %d construction complete", npcId_);
return true;
@@ -84,6 +89,7 @@ void NpcObject::SetDirection(int direction) {
animation_->SetDirection(direction_);
}
RefreshNameLabel();
SyncInteractionHighlight();
}
void NpcObject::SetNpcPosition(const Vec2& pos) {
@@ -108,6 +114,19 @@ void NpcObject::SetInteractable(bool interactable) {
}
}
void NpcObject::SetInteractionHighlighted(bool highlighted) {
if (interactionHighlighted_ == highlighted) {
SyncInteractionHighlight();
return;
}
interactionHighlighted_ = highlighted;
if (!interactionHighlighted_) {
syncedHighlightCompositeVersion_ = 0;
}
SyncInteractionHighlight();
}
void NpcObject::BeginInteract() {
if (CanInteract()) {
interacting_ = true;
@@ -144,6 +163,19 @@ bool NpcObject::IsAnimationFinished() const {
void NpcObject::Update(float deltaTime) {
Actor::Update(deltaTime);
SyncInteractionHighlight();
}
void NpcObject::EnsureInteractionHighlight() {
if (interactionHighlight_) {
return;
}
interactionHighlight_ = MakePtr<InteractionHighlightSprite>();
interactionHighlight_->SetZOrder(-1);
interactionHighlight_->SetPosition(0.0f, 0.0f);
interactionHighlight_->SetVisible(false);
AddChild(interactionHighlight_);
}
void NpcObject::EnsureNameLabel() {
@@ -206,6 +238,38 @@ void NpcObject::RefreshNameLabel() {
}
}
void NpcObject::SyncInteractionHighlight() {
if (!interactionHighlight_) {
return;
}
if (!interactionHighlighted_ || !animation_ ||
!animation_->EnsureCompositeTextureReady() ||
!animation_->HasCompositeTexture()) {
interactionHighlight_->SetVisible(false);
return;
}
uint64 compositeVersion = animation_->GetCompositeVersion();
if (syncedHighlightCompositeVersion_ != compositeVersion) {
Ptr<Texture> compositeTexture = animation_->GetCompositeTexture();
Vec2 compositeSize = animation_->GetCompositeTextureSize();
if (!compositeTexture || compositeSize.x <= 0.0f || compositeSize.y <= 0.0f) {
interactionHighlight_->SetVisible(false);
return;
}
interactionHighlight_->SetTexture(compositeTexture);
interactionHighlight_->SetSize(compositeSize);
interactionHighlight_->SetGroundAnchorInTexture(
animation_->GetCompositeGroundAnchorInTexture());
interactionHighlight_->SetPosition(0.0f, 0.0f);
syncedHighlightCompositeVersion_ = compositeVersion;
}
interactionHighlight_->SetVisible(true);
}
void NpcObject::SyncActorPositionFromWorld() {
SetPosition(worldPosition_.ToScreenPosition());
SetZOrder(worldPosition_.y);

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@@ -11,6 +11,7 @@ constexpr char kTestMapPath[] = "map/elvengard/d_elvengard.map";
constexpr int kTestNpcId = 2;
constexpr float kTestNpcOffsetX = 180.0f;
constexpr float kTestNpcOffsetY = -24.0f;
constexpr float kNpcInteractionHighlightRadius = 40.0f;
} // namespace
@@ -111,6 +112,18 @@ void GameMapTestScene::onExit() {
void GameMapTestScene::Update(float deltaTime) {
Scene::Update(deltaTime);
if (npc_) {
bool shouldHighlight = false;
if (character_) {
shouldHighlight =
character_->GetWorldPosition().ToGroundPosition().distance(
npc_->GetWorldPosition().ToGroundPosition()) <=
kNpcInteractionHighlightRadius;
}
npc_->SetInteractionHighlighted(shouldHighlight);
}
cameraController_.Update(deltaTime);
}