feat(动画): 添加角色动作合成纹理功能

实现角色动作的离屏渲染合成功能,支持获取合成纹理及其相关信息:
1. 新增CanvasActor用于离屏渲染
2. 新增RenderTexture封装FBO和纹理
3. 扩展Renderer支持离屏渲染到纹理
4. 为CharacterAnimation添加合成纹理生成逻辑
5. 在调试界面添加合成纹理预览功能
This commit is contained in:
2026-04-07 06:17:49 +08:00
parent 6684abd131
commit 808431f92c
14 changed files with 1207 additions and 22 deletions

View File

@@ -3,6 +3,7 @@
#include "character/CharacterDataLoader.h"
#include "character/CharacterEquipmentManager.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/2d/canvas_actor.h>
#include <frostbite2D/animation/animation.h>
#include <frostbite2D/base/RefPtr.h>
#include <functional>
@@ -21,9 +22,20 @@ public:
using ActionFrameFlagCallback = std::function<void(int)>;
using ActionEndCallback = std::function<void()>;
struct CompositeFrameInfo {
bool valid = false;
Rect localBounds;
Vec2 originInTexture = Vec2::Zero();
Vec2 groundAnchorInTexture = Vec2::Zero();
int width = 1;
int height = 1;
};
bool Init(CharacterObject* parent,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager);
void Update(float deltaTime) override;
void Render() override;
bool SetAction(const std::string& actionName);
void SetDirection(int direction);
@@ -39,6 +51,12 @@ public:
animation::AniFrame GetCurrentFrameInfo() const;
void SetActionFrameFlagCallback(ActionFrameFlagCallback callback);
void SetActionEndCallback(ActionEndCallback callback);
bool HasCompositeTexture() const;
Ptr<Texture> GetCompositeTexture() const;
Vec2 GetCompositeTextureSize() const;
Vec2 GetCompositeOriginInTexture() const;
Vec2 GetCompositeGroundAnchorInTexture() const;
uint64 GetCompositeVersion() const { return compositeVersion_; }
private:
static std::string FormatImgPath(std::string path, Animation::ReplaceData data);
@@ -46,6 +64,15 @@ private:
Animation* GetCurrentPrimaryAnimation() const;
void RefreshRuntimeCallbacks();
bool shouldSkipMissingAnimation(const std::string& aniPath);
void BuildCompositeActionFrames();
CompositeFrameInfo ComputeCompositeFrameInfo(const std::vector<RefPtr<Animation>>& animations,
int direction) const;
CompositeFrameInfo GetCurrentCompositeFrameInfo() const;
uint64 CaptureCurrentRenderSignature() const;
void MarkCompositeDirty();
void UpdateCompositeCamera();
void RefreshCompositeTextureIfNeeded();
void RenderCurrentActionToCompositeCanvas();
void CreateAnimationBySlot(const std::string& actionName,
const std::string& slotName,
@@ -61,6 +88,11 @@ private:
ActionEndCallback actionEndCallback_;
std::unordered_set<std::string> missingAnimationPaths_;
size_t skippedMissingAnimationCount_ = 0;
RefPtr<CanvasActor> compositeCanvas_ = nullptr;
std::map<std::string, CompositeFrameInfo> compositeFrameInfoByAction_;
bool compositeDirty_ = true;
uint64 compositeVersion_ = 0;
uint64 lastCompositeSignature_ = 0;
};
} // namespace frostbite2D

View File

@@ -141,6 +141,12 @@ public:
int GetCurrentAnimationFrameCount() const;
float GetCurrentAnimationProgressNormalized() const;
animation::AniFrame GetCurrentAnimationFrameInfo() const;
bool HasCompositeTexture() const;
Ptr<Texture> GetCompositeTexture() const;
Vec2 GetCompositeTextureSize() const;
Vec2 GetCompositeOriginInTexture() const;
Vec2 GetCompositeGroundAnchorInTexture() const;
uint64 GetCompositeTextureVersion() const;
/// @brief 绑定当前动作主动画的运行时回调,供后续脚本系统接入。
void SetAnimationFrameFlagCallback(CharacterAnimation::ActionFrameFlagCallback callback);

View File

@@ -1,12 +1,14 @@
#pragma once
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/2d/sprite.h>
namespace frostbite2D {
class CharacterObject;
class GameMap;
class NineSliceActor;
class Sprite;
class TextSprite;
/**
@@ -33,6 +35,11 @@ public:
private:
void initOverlay();
void updateOverlay();
void updateMapDebugHighlight();
void updateCompositePreview();
Vec2 computeScreenMatchedPreviewSize(const Vec2& textureSize) const;
void updateCompositePreviewMarker(const Vec2& textureSize, const Vec2& previewSize,
const Vec2& originInTexture);
void setOverlayVisible(bool visible);
GameDebugActor();
@@ -42,6 +49,13 @@ private:
CharacterObject* trackedCharacter_ = nullptr;
RefPtr<NineSliceActor> background_;
RefPtr<TextSprite> coordText_;
RefPtr<TextSprite> actionText_;
RefPtr<TextSprite> compositeText_;
RefPtr<Sprite> compositePreview_;
RefPtr<Actor> compositeOriginMarker_;
CharacterObject* previewCharacter_ = nullptr;
uint64 previewCompositeVersion_ = 0;
bool previewTextureAvailable_ = false;
};
} // namespace frostbite2D