2025-11-21 10:03:18 +08:00
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//! Main 2D renderer implementation.
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//! 主2D渲染器实现。
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use wasm_bindgen::JsCast;
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use web_sys::WebGl2RenderingContext;
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use crate::core::error::Result;
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use crate::resource::TextureManager;
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use super::batch::SpriteBatch;
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use super::camera::Camera2D;
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use super::shader::{ShaderProgram, SPRITE_VERTEX_SHADER, SPRITE_FRAGMENT_SHADER};
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/// 2D renderer with batched sprite rendering.
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/// 带批处理精灵渲染的2D渲染器。
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///
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/// Coordinates sprite batching, shader management, and camera transforms.
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/// 协调精灵批处理、Shader管理和相机变换。
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pub struct Renderer2D {
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/// Sprite batch renderer.
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/// 精灵批处理渲染器。
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sprite_batch: SpriteBatch,
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/// Sprite shader program.
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/// 精灵Shader程序。
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shader: ShaderProgram,
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/// 2D camera.
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/// 2D相机。
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camera: Camera2D,
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2025-11-23 14:49:37 +08:00
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/// Clear color (RGBA).
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/// 清除颜色 (RGBA)。
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clear_color: [f32; 4],
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2025-11-21 10:03:18 +08:00
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}
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impl Renderer2D {
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/// Create a new 2D renderer.
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/// 创建新的2D渲染器。
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///
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/// # Arguments | 参数
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/// * `gl` - WebGL2 context | WebGL2上下文
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/// * `max_sprites` - Maximum sprites per batch | 每批次最大精灵数
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pub fn new(gl: &WebGl2RenderingContext, max_sprites: usize) -> Result<Self> {
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let sprite_batch = SpriteBatch::new(gl, max_sprites)?;
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let shader = ShaderProgram::new(gl, SPRITE_VERTEX_SHADER, SPRITE_FRAGMENT_SHADER)?;
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// Get canvas size for camera | 获取canvas尺寸用于相机
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let canvas = gl.canvas()
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.and_then(|c| c.dyn_into::<web_sys::HtmlCanvasElement>().ok())
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.map(|c| (c.width() as f32, c.height() as f32))
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.unwrap_or((800.0, 600.0));
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let camera = Camera2D::new(canvas.0, canvas.1);
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log::info!(
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"Renderer2D initialized | Renderer2D初始化完成: {}x{}, max sprites: {}",
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canvas.0, canvas.1, max_sprites
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);
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Ok(Self {
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sprite_batch,
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shader,
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camera,
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2025-11-23 14:49:37 +08:00
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clear_color: [0.1, 0.1, 0.12, 1.0],
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2025-11-21 10:03:18 +08:00
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})
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}
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/// Submit sprite batch data for rendering.
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/// 提交精灵批次数据进行渲染。
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///
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/// # Arguments | 参数
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/// * `transforms` - Transform data for each sprite | 每个精灵的变换数据
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/// * `texture_ids` - Texture ID for each sprite | 每个精灵的纹理ID
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/// * `uvs` - UV coordinates for each sprite | 每个精灵的UV坐标
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/// * `colors` - Packed color for each sprite | 每个精灵的打包颜色
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/// * `texture_manager` - Texture manager | 纹理管理器
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pub fn submit_batch(
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&mut self,
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transforms: &[f32],
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texture_ids: &[u32],
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uvs: &[f32],
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colors: &[u32],
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texture_manager: &TextureManager,
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) -> Result<()> {
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self.sprite_batch.add_sprites(
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transforms,
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texture_ids,
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uvs,
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colors,
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texture_manager,
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)
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}
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/// Render the current frame.
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/// 渲染当前帧。
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pub fn render(&mut self, gl: &WebGl2RenderingContext, texture_manager: &TextureManager) -> Result<()> {
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if self.sprite_batch.sprite_count() == 0 {
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return Ok(());
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}
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// Bind shader | 绑定Shader
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self.shader.bind(gl);
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// Set projection matrix | 设置投影矩阵
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let projection = self.camera.projection_matrix();
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self.shader.set_uniform_mat3(gl, "u_projection", &projection.to_cols_array());
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// Set texture sampler | 设置纹理采样器
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self.shader.set_uniform_i32(gl, "u_texture", 0);
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// Render each texture batch | 渲染每个纹理批次
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// Only collect non-empty batches | 只收集非空批次
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let texture_ids: Vec<u32> = self.sprite_batch.texture_batches()
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.iter()
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.filter(|(_, vertices)| !vertices.is_empty())
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.map(|(id, _)| *id)
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.collect();
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for texture_id in texture_ids {
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// Bind texture for this batch | 绑定此批次的纹理
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texture_manager.bind_texture(texture_id, 0);
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// Flush this texture's sprites | 刷新此纹理的精灵
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self.sprite_batch.flush_for_texture(gl, texture_id);
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}
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// Clear batch for next frame | 清空批处理以供下一帧使用
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self.sprite_batch.clear();
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Ok(())
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}
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/// Get mutable reference to camera.
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/// 获取相机的可变引用。
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#[inline]
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pub fn camera_mut(&mut self) -> &mut Camera2D {
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&mut self.camera
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}
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/// Get reference to camera.
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/// 获取相机的引用。
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#[inline]
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pub fn camera(&self) -> &Camera2D {
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&self.camera
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}
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2025-11-23 14:49:37 +08:00
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/// Set clear color (RGBA, each component 0.0-1.0).
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/// 设置清除颜色。
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pub fn set_clear_color(&mut self, r: f32, g: f32, b: f32, a: f32) {
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self.clear_color = [r, g, b, a];
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}
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/// Get clear color.
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/// 获取清除颜色。
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pub fn get_clear_color(&self) -> [f32; 4] {
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self.clear_color
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}
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/// Update camera viewport size.
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/// 更新相机视口大小。
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pub fn resize(&mut self, width: f32, height: f32) {
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self.camera.set_viewport(width, height);
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}
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}
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