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esengine/packages/engine/src/renderer/renderer2d.rs

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//! Main 2D renderer implementation.
//! 主2D渲染器实现。
use wasm_bindgen::JsCast;
use web_sys::WebGl2RenderingContext;
use crate::core::error::Result;
use crate::resource::TextureManager;
use super::batch::SpriteBatch;
use super::camera::Camera2D;
use super::shader::{ShaderProgram, SPRITE_VERTEX_SHADER, SPRITE_FRAGMENT_SHADER};
/// 2D renderer with batched sprite rendering.
/// 带批处理精灵渲染的2D渲染器。
///
/// Coordinates sprite batching, shader management, and camera transforms.
/// 协调精灵批处理、Shader管理和相机变换。
pub struct Renderer2D {
/// Sprite batch renderer.
/// 精灵批处理渲染器。
sprite_batch: SpriteBatch,
/// Sprite shader program.
/// 精灵Shader程序。
shader: ShaderProgram,
/// 2D camera.
/// 2D相机。
camera: Camera2D,
/// Clear color (RGBA).
/// 清除颜色 (RGBA)。
clear_color: [f32; 4],
}
impl Renderer2D {
/// Create a new 2D renderer.
/// 创建新的2D渲染器。
///
/// # Arguments | 参数
/// * `gl` - WebGL2 context | WebGL2上下文
/// * `max_sprites` - Maximum sprites per batch | 每批次最大精灵数
pub fn new(gl: &WebGl2RenderingContext, max_sprites: usize) -> Result<Self> {
let sprite_batch = SpriteBatch::new(gl, max_sprites)?;
let shader = ShaderProgram::new(gl, SPRITE_VERTEX_SHADER, SPRITE_FRAGMENT_SHADER)?;
// Get canvas size for camera | 获取canvas尺寸用于相机
let canvas = gl.canvas()
.and_then(|c| c.dyn_into::<web_sys::HtmlCanvasElement>().ok())
.map(|c| (c.width() as f32, c.height() as f32))
.unwrap_or((800.0, 600.0));
let camera = Camera2D::new(canvas.0, canvas.1);
log::info!(
"Renderer2D initialized | Renderer2D初始化完成: {}x{}, max sprites: {}",
canvas.0, canvas.1, max_sprites
);
Ok(Self {
sprite_batch,
shader,
camera,
clear_color: [0.1, 0.1, 0.12, 1.0],
})
}
/// Submit sprite batch data for rendering.
/// 提交精灵批次数据进行渲染。
///
/// # Arguments | 参数
/// * `transforms` - Transform data for each sprite | 每个精灵的变换数据
/// * `texture_ids` - Texture ID for each sprite | 每个精灵的纹理ID
/// * `uvs` - UV coordinates for each sprite | 每个精灵的UV坐标
/// * `colors` - Packed color for each sprite | 每个精灵的打包颜色
/// * `texture_manager` - Texture manager | 纹理管理器
pub fn submit_batch(
&mut self,
transforms: &[f32],
texture_ids: &[u32],
uvs: &[f32],
colors: &[u32],
texture_manager: &TextureManager,
) -> Result<()> {
self.sprite_batch.add_sprites(
transforms,
texture_ids,
uvs,
colors,
texture_manager,
)
}
/// Render the current frame.
/// 渲染当前帧。
pub fn render(&mut self, gl: &WebGl2RenderingContext, texture_manager: &TextureManager) -> Result<()> {
if self.sprite_batch.sprite_count() == 0 {
return Ok(());
}
// Bind shader | 绑定Shader
self.shader.bind(gl);
// Set projection matrix | 设置投影矩阵
let projection = self.camera.projection_matrix();
self.shader.set_uniform_mat3(gl, "u_projection", &projection.to_cols_array());
// Set texture sampler | 设置纹理采样器
self.shader.set_uniform_i32(gl, "u_texture", 0);
// Render each texture batch | 渲染每个纹理批次
// Only collect non-empty batches | 只收集非空批次
let texture_ids: Vec<u32> = self.sprite_batch.texture_batches()
.iter()
.filter(|(_, vertices)| !vertices.is_empty())
.map(|(id, _)| *id)
.collect();
for texture_id in texture_ids {
// Bind texture for this batch | 绑定此批次的纹理
texture_manager.bind_texture(texture_id, 0);
// Flush this texture's sprites | 刷新此纹理的精灵
self.sprite_batch.flush_for_texture(gl, texture_id);
}
// Clear batch for next frame | 清空批处理以供下一帧使用
self.sprite_batch.clear();
Ok(())
}
/// Get mutable reference to camera.
/// 获取相机的可变引用。
#[inline]
pub fn camera_mut(&mut self) -> &mut Camera2D {
&mut self.camera
}
/// Get reference to camera.
/// 获取相机的引用。
#[inline]
pub fn camera(&self) -> &Camera2D {
&self.camera
}
/// Set clear color (RGBA, each component 0.0-1.0).
/// 设置清除颜色。
pub fn set_clear_color(&mut self, r: f32, g: f32, b: f32, a: f32) {
self.clear_color = [r, g, b, a];
}
/// Get clear color.
/// 获取清除颜色。
pub fn get_clear_color(&self) -> [f32; 4] {
self.clear_color
}
/// Update camera viewport size.
/// 更新相机视口大小。
pub fn resize(&mut self, width: f32, height: f32) {
self.camera.set_viewport(width, height);
}
}