refactor(render): 统一渲染API并修复双重渲染问题 (#312)

- 将 submitSpritesDirectly 重命名为 submitSprites,移除旧的对象数组 API
- RenderBatcher 采用 SoA 模式,预分配类型数组避免每帧 GC
- 拆分 worldBatcher 和 screenBatcher 修复 play 模式下的双重渲染
- 移除未使用的材质实例管理代码
This commit is contained in:
YHH
2025-12-19 18:40:19 +08:00
committed by GitHub
parent e24c850568
commit 4b74db3f2d
5 changed files with 799 additions and 684 deletions

View File

@@ -3,7 +3,7 @@
* TypeScript ECS与Rust引擎之间的主桥接层。
*/
import type { SpriteRenderData, TextureLoadRequest, EngineStats, CameraConfig } from '../types';
import type { EngineStats, CameraConfig } from '../types';
import type { ITextureEngineBridge } from '@esengine/asset-system';
import type { GameEngine } from '../wasm/es_engine';
import type {
@@ -58,14 +58,6 @@ export class EngineBridge implements ITextureEngineBridge, ITextureService, IDyn
// 用于将文件路径转换为URL的路径解析器
private pathResolver: ((path: string) => string) | null = null;
// Pre-allocated typed arrays for batch submission
// 预分配的类型数组用于批量提交
private transformBuffer: Float32Array;
private textureIdBuffer: Uint32Array;
private uvBuffer: Float32Array;
private colorBuffer: Uint32Array;
private materialIdBuffer: Uint32Array;
// Statistics | 统计信息
private stats: EngineStats = {
fps: 0,
@@ -92,14 +84,6 @@ export class EngineBridge implements ITextureEngineBridge, ITextureService, IDyn
maxSprites: config.maxSprites ?? 10000,
debug: config.debug ?? false
};
// Pre-allocate buffers | 预分配缓冲区
const maxSprites = this.config.maxSprites;
this.transformBuffer = new Float32Array(maxSprites * 7); // x, y, rot, sx, sy, ox, oy
this.textureIdBuffer = new Uint32Array(maxSprites);
this.uvBuffer = new Float32Array(maxSprites * 4); // u0, v0, u1, v1
this.colorBuffer = new Uint32Array(maxSprites);
this.materialIdBuffer = new Uint32Array(maxSprites);
}
/**
@@ -210,53 +194,24 @@ export class EngineBridge implements ITextureEngineBridge, ITextureService, IDyn
* Submit sprite data for rendering.
* 提交精灵数据进行渲染。
*
* @param sprites - Array of sprite render data | 精灵渲染数据数组
* @param transforms - Transform data [x,y,rot,sx,sy,ox,oy] * count
* @param textureIds - Texture IDs
* @param uvs - UV coordinates [u0,v0,u1,v1] * count
* @param colors - Packed RGBA colors
* @param materialIds - Material IDs
* @param count - Number of sprites
*/
submitSprites(sprites: SpriteRenderData[]): void {
if (!this.initialized || sprites.length === 0) return;
const count = Math.min(sprites.length, this.config.maxSprites);
// Fill typed arrays | 填充类型数组
for (let i = 0; i < count; i++) {
const sprite = sprites[i];
const tOffset = i * 7;
const uvOffset = i * 4;
// Transform data | 变换数据
this.transformBuffer[tOffset] = sprite.x;
this.transformBuffer[tOffset + 1] = sprite.y;
this.transformBuffer[tOffset + 2] = sprite.rotation;
this.transformBuffer[tOffset + 3] = sprite.scaleX;
this.transformBuffer[tOffset + 4] = sprite.scaleY;
this.transformBuffer[tOffset + 5] = sprite.originX;
this.transformBuffer[tOffset + 6] = sprite.originY;
// Texture ID | 纹理ID
this.textureIdBuffer[i] = sprite.textureId;
// UV coordinates | UV坐标
this.uvBuffer[uvOffset] = sprite.uv[0];
this.uvBuffer[uvOffset + 1] = sprite.uv[1];
this.uvBuffer[uvOffset + 2] = sprite.uv[2];
this.uvBuffer[uvOffset + 3] = sprite.uv[3];
// Color | 颜色
this.colorBuffer[i] = sprite.color;
// Material ID (0 = default) | 材质ID0 = 默认)
this.materialIdBuffer[i] = sprite.materialId ?? 0;
}
// Submit to engine (single WASM call) | 提交到引擎单次WASM调用
this.getEngine().submitSpriteBatch(
this.transformBuffer.subarray(0, count * 7),
this.textureIdBuffer.subarray(0, count),
this.uvBuffer.subarray(0, count * 4),
this.colorBuffer.subarray(0, count),
this.materialIdBuffer.subarray(0, count)
);
submitSprites(
transforms: Float32Array,
textureIds: Uint32Array,
uvs: Float32Array,
colors: Uint32Array,
materialIds: Uint32Array,
count: number
): void {
if (!this.initialized || count === 0) return;
this.getEngine().submitSpriteBatch(transforms, textureIds, uvs, colors, materialIds);
this.stats.spriteCount = count;
}

View File

@@ -1,106 +1,386 @@
/**
* Render batcher for collecting sprite data.
* 用于收集精灵数据的渲染批处理器。
* High-performance render batcher using Structure of Arrays (SoA) pattern.
* 使用结构数组 (SoA) 模式的高性能渲染批处理器。
*
* Optimizations:
* 优化:
* - Pre-allocated typed arrays to avoid per-frame GC
* 预分配类型数组以避免每帧 GC
* - SoA layout for cache-friendly access
* SoA 布局提供缓存友好的访问
* - Object pool for SpriteRenderData when interface compatibility is needed
* 当需要接口兼容性时使用 SpriteRenderData 对象池
*/
import type { SpriteRenderData } from '../types';
import type { SpriteRenderData, MaterialOverrides } from '../types';
/**
* Collects and sorts sprite render data for batch submission.
* 收集和排序精灵渲染数据用于批量提交
*
* This class is used to collect sprites during the ECS update loop
* and then submit them all at once to the engine.
* 此类用于在ECS更新循环中收集精灵然后一次性提交到引擎。
* Default maximum sprites per batch.
* 默认每批次最大精灵数
*/
const DEFAULT_MAX_SPRITES = 10000;
/**
* High-performance render batcher with SoA storage.
* 使用 SoA 存储的高性能渲染批处理器。
*
* @example
* ```typescript
* const batcher = new RenderBatcher();
* const batcher = new RenderBatcher(10000);
*
* // During ECS update | 在ECS更新期间
* batcher.addSprite({
* x: 100, y: 200,
* rotation: 0,
* scaleX: 1, scaleY: 1,
* originX: 0.5, originY: 0.5,
* textureId: 1,
* uv: [0, 0, 1, 1],
* color: 0xFFFFFFFF
* });
* // Add sprites using SoA API (fastest) | 使用 SoA API 添加精灵(最快)
* batcher.addSpriteSoA(x, y, rot, sx, sy, ox, oy, texId, u0, v0, u1, v1, color, matId);
*
* // At end of frame | 在帧结束时
* bridge.submitSprites(batcher.getSprites());
* // Or use object API for compatibility | 或使用对象 API 以保持兼容性
* batcher.addSprite(spriteData);
*
* // Get typed arrays for submission | 获取类型数组用于提交
* const { transforms, textureIds, uvs, colors, materialIds, count } = batcher.getBuffers();
*
* // At end of frame | 帧结束时
* batcher.clear();
* ```
*/
export class RenderBatcher {
private sprites: SpriteRenderData[] = [];
// ===== SoA Buffers (pre-allocated) =====
// ===== SoA 缓冲区(预分配)=====
/** Transform data: [x, y, rotation, scaleX, scaleY, originX, originY] per sprite */
private _transforms: Float32Array;
/** Texture IDs | 纹理 ID */
private _textureIds: Uint32Array;
/** UV coordinates: [u0, v0, u1, v1] per sprite */
private _uvs: Float32Array;
/** Packed RGBA colors | 打包的 RGBA 颜色 */
private _colors: Uint32Array;
/** Material IDs | 材质 ID */
private _materialIds: Uint32Array;
/** Current sprite count | 当前精灵数量 */
private _count: number = 0;
/** Maximum sprites capacity | 最大精灵容量 */
private _capacity: number;
// ===== Object Pool for SpriteRenderData compatibility =====
// ===== SpriteRenderData 对象池用于兼容性 =====
/** Pool of reusable SpriteRenderData objects | 可复用的 SpriteRenderData 对象池 */
private _spritePool: SpriteRenderData[] = [];
/** Current pool index | 当前池索引 */
private _poolIndex: number = 0;
// ===== Material Overrides Storage =====
// ===== 材质覆盖存储 =====
/** Material overrides by sprite index | 按精灵索引存储的材质覆盖 */
private _materialOverrides: Map<number, MaterialOverrides> = new Map();
/** Clip rects by sprite index | 按精灵索引存储的裁剪矩形 */
private _clipRects: Map<number, { x: number; y: number; width: number; height: number }> = new Map();
/**
* Create a new render batcher.
* 创建新渲染批处理器。
* Create a new render batcher with pre-allocated buffers.
* 创建具有预分配缓冲区的新渲染批处理器。
*
* Sprites are stored in insertion order. The caller is responsible
* for adding sprites in the correct render order (back-to-front for 2D).
* 精灵按插入顺序存储。调用者负责以正确的渲染顺序添加精灵2D 中从后到前)。
* @param capacity - Maximum sprites (default: 10000) | 最大精灵数默认10000
*/
constructor() {}
constructor(capacity: number = DEFAULT_MAX_SPRITES) {
this._capacity = capacity;
// Pre-allocate all buffers | 预分配所有缓冲区
this._transforms = new Float32Array(capacity * 7);
this._textureIds = new Uint32Array(capacity);
this._uvs = new Float32Array(capacity * 4);
this._colors = new Uint32Array(capacity);
this._materialIds = new Uint32Array(capacity);
// Pre-populate object pool | 预填充对象池
this._initPool();
}
/**
* Add a sprite to the batch.
* 将精灵添加到批处理
* Initialize the object pool with reusable objects.
* 使用可复用对象初始化对象池
*/
private _initPool(): void {
// Create a smaller initial pool, expand on demand
// 创建较小的初始池,按需扩展
const initialPoolSize = Math.min(1000, this._capacity);
for (let i = 0; i < initialPoolSize; i++) {
this._spritePool.push(this._createSpriteData());
}
}
/**
* Create a new SpriteRenderData object.
* 创建新的 SpriteRenderData 对象。
*/
private _createSpriteData(): SpriteRenderData {
return {
x: 0,
y: 0,
rotation: 0,
scaleX: 1,
scaleY: 1,
originX: 0.5,
originY: 0.5,
textureId: 0,
uv: [0, 0, 1, 1],
color: 0xFFFFFFFF,
materialId: 0
};
}
/**
* Get a SpriteRenderData object from pool.
* 从池中获取 SpriteRenderData 对象。
*/
private _getFromPool(): SpriteRenderData {
if (this._poolIndex >= this._spritePool.length) {
// Expand pool | 扩展池
this._spritePool.push(this._createSpriteData());
}
return this._spritePool[this._poolIndex++];
}
// ===== High-Performance SoA API =====
// ===== 高性能 SoA API =====
/**
* Add a sprite using direct SoA parameters (fastest method).
* 使用直接 SoA 参数添加精灵(最快方法)。
*
* @returns Sprite index for additional data (overrides, clipRect) | 精灵索引用于附加数据
*/
addSpriteSoA(
x: number,
y: number,
rotation: number,
scaleX: number,
scaleY: number,
originX: number,
originY: number,
textureId: number,
u0: number,
v0: number,
u1: number,
v1: number,
color: number,
materialId: number = 0
): number {
if (this._count >= this._capacity) {
console.warn('RenderBatcher capacity exceeded | RenderBatcher 容量已满');
return -1;
}
const i = this._count;
const tOffset = i * 7;
const uvOffset = i * 4;
// Write transform data | 写入变换数据
this._transforms[tOffset] = x;
this._transforms[tOffset + 1] = y;
this._transforms[tOffset + 2] = rotation;
this._transforms[tOffset + 3] = scaleX;
this._transforms[tOffset + 4] = scaleY;
this._transforms[tOffset + 5] = originX;
this._transforms[tOffset + 6] = originY;
// Write texture ID | 写入纹理 ID
this._textureIds[i] = textureId;
// Write UV coordinates | 写入 UV 坐标
this._uvs[uvOffset] = u0;
this._uvs[uvOffset + 1] = v0;
this._uvs[uvOffset + 2] = u1;
this._uvs[uvOffset + 3] = v1;
// Write color and material | 写入颜色和材质
this._colors[i] = color;
this._materialIds[i] = materialId;
this._count++;
return i;
}
/**
* Set material overrides for a sprite.
* 为精灵设置材质覆盖。
*
* @param index - Sprite index from addSpriteSoA | 来自 addSpriteSoA 的精灵索引
* @param overrides - Material overrides | 材质覆盖
*/
setMaterialOverrides(index: number, overrides: MaterialOverrides): void {
if (index >= 0 && index < this._count) {
this._materialOverrides.set(index, overrides);
}
}
/**
* Set clip rect for a sprite.
* 为精灵设置裁剪矩形。
*
* @param index - Sprite index from addSpriteSoA | 来自 addSpriteSoA 的精灵索引
* @param clipRect - Clip rectangle | 裁剪矩形
*/
setClipRect(index: number, clipRect: { x: number; y: number; width: number; height: number }): void {
if (index >= 0 && index < this._count) {
this._clipRects.set(index, clipRect);
}
}
// ===== Object API (for compatibility) =====
// ===== 对象 API用于兼容性=====
/**
* Add a sprite using SpriteRenderData object.
* 使用 SpriteRenderData 对象添加精灵。
*
* This method is kept for backward compatibility but internally uses SoA storage.
* 此方法保留用于向后兼容,但内部使用 SoA 存储。
*
* @param sprite - Sprite render data | 精灵渲染数据
*/
addSprite(sprite: SpriteRenderData): void {
this.sprites.push(sprite);
const index = this.addSpriteSoA(
sprite.x,
sprite.y,
sprite.rotation,
sprite.scaleX,
sprite.scaleY,
sprite.originX,
sprite.originY,
sprite.textureId,
sprite.uv[0],
sprite.uv[1],
sprite.uv[2],
sprite.uv[3],
sprite.color,
sprite.materialId ?? 0
);
// Store optional data | 存储可选数据
if (index >= 0) {
if (sprite.materialOverrides) {
this._materialOverrides.set(index, sprite.materialOverrides);
}
if (sprite.clipRect) {
this._clipRects.set(index, sprite.clipRect);
}
}
}
/**
* Add multiple sprites to the batch.
* 多个精灵添加到批处理
* Add multiple sprites.
* 添加多个精灵。
*
* @param sprites - Array of sprite render data | 精灵渲染数据数组
*/
addSprites(sprites: SpriteRenderData[]): void {
this.sprites.push(...sprites);
for (let i = 0; i < sprites.length; i++) {
this.addSprite(sprites[i]);
}
}
// ===== Buffer Access =====
// ===== 缓冲区访问 =====
/**
* Get raw typed array buffers for direct submission to engine.
* 获取原始类型数组缓冲区以直接提交到引擎。
*
* Returns subarray views (zero-copy) for only the used portion.
* 返回仅已使用部分的 subarray 视图(零拷贝)。
*/
getBuffers(): {
transforms: Float32Array;
textureIds: Uint32Array;
uvs: Float32Array;
colors: Uint32Array;
materialIds: Uint32Array;
count: number;
} {
return {
transforms: this._transforms.subarray(0, this._count * 7),
textureIds: this._textureIds.subarray(0, this._count),
uvs: this._uvs.subarray(0, this._count * 4),
colors: this._colors.subarray(0, this._count),
materialIds: this._materialIds.subarray(0, this._count),
count: this._count
};
}
/**
* Get all sprites in the batch.
* 获取批处理中的所有精灵。
* Get sprites as SpriteRenderData array (for legacy compatibility).
* 获取精灵作为 SpriteRenderData 数组(用于旧版兼容性)
*
* Sprites are returned in insertion order to preserve z-ordering.
* The rendering system is responsible for sorting sprites before adding them.
* 精灵按插入顺序返回以保持 z 顺序。
* 渲染系统负责在添加精灵前对其进行排序。
* Uses object pool to avoid allocations.
* 使用对象池以避免分配。
*
* @returns Array of sprites in insertion order | 按插入顺序排列的精灵数组
* @returns Array of sprites from pool | 来自池的精灵数组
*/
getSprites(): SpriteRenderData[] {
// NOTE: Previously sorted by materialId/textureId for batching optimization,
// but this broke z-ordering for UI elements where render order is critical.
// Sprites should be added in the correct render order by the caller.
// 注意:之前按 materialId/textureId 排序以优化批处理,
// 但这破坏了 UI 元素的 z 排序,而 UI 的渲染顺序至关重要。
// 调用者应该以正确的渲染顺序添加精灵。
return this.sprites;
// Reset pool index to reuse objects | 重置池索引以复用对象
this._poolIndex = 0;
const result: SpriteRenderData[] = [];
for (let i = 0; i < this._count; i++) {
const sprite = this._getFromPool();
const tOffset = i * 7;
const uvOffset = i * 4;
// Fill from SoA buffers | 从 SoA 缓冲区填充
sprite.x = this._transforms[tOffset];
sprite.y = this._transforms[tOffset + 1];
sprite.rotation = this._transforms[tOffset + 2];
sprite.scaleX = this._transforms[tOffset + 3];
sprite.scaleY = this._transforms[tOffset + 4];
sprite.originX = this._transforms[tOffset + 5];
sprite.originY = this._transforms[tOffset + 6];
sprite.textureId = this._textureIds[i];
sprite.uv[0] = this._uvs[uvOffset];
sprite.uv[1] = this._uvs[uvOffset + 1];
sprite.uv[2] = this._uvs[uvOffset + 2];
sprite.uv[3] = this._uvs[uvOffset + 3];
sprite.color = this._colors[i];
sprite.materialId = this._materialIds[i];
// Attach optional data | 附加可选数据
sprite.materialOverrides = this._materialOverrides.get(i);
sprite.clipRect = this._clipRects.get(i);
result.push(sprite);
}
return result;
}
// ===== State =====
// ===== 状态 =====
/**
* Get sprite count.
* 获取精灵数量。
*/
get count(): number {
return this.sprites.length;
return this._count;
}
/**
* Clear all sprites from the batch.
* 清除批处理中的所有精灵
* Get capacity.
* 获取容量
*/
clear(): void {
this.sprites.length = 0;
get capacity(): number {
return this._capacity;
}
/**
@@ -108,6 +388,52 @@ export class RenderBatcher {
* 检查批处理是否为空。
*/
get isEmpty(): boolean {
return this.sprites.length === 0;
return this._count === 0;
}
/**
* Clear all sprites from the batch.
* 清除批处理中的所有精灵。
*
* Does NOT deallocate buffers - they are reused next frame.
* 不会释放缓冲区 - 它们在下一帧被复用。
*/
clear(): void {
this._count = 0;
this._poolIndex = 0;
this._materialOverrides.clear();
this._clipRects.clear();
}
/**
* Check if material overrides exist for any sprite.
* 检查是否有任何精灵存在材质覆盖。
*/
hasMaterialOverrides(): boolean {
return this._materialOverrides.size > 0;
}
/**
* Get material overrides for a sprite index.
* 获取精灵索引的材质覆盖。
*/
getMaterialOverrides(index: number): MaterialOverrides | undefined {
return this._materialOverrides.get(index);
}
/**
* Check if clip rects exist for any sprite.
* 检查是否有任何精灵存在裁剪矩形。
*/
hasClipRects(): boolean {
return this._clipRects.size > 0;
}
/**
* Get clip rect for a sprite index.
* 获取精灵索引的裁剪矩形。
*/
getClipRect(index: number): { x: number; y: number; width: number; height: number } | undefined {
return this._clipRects.get(index);
}
}

View File

@@ -143,7 +143,11 @@ export class SpriteRenderHelper {
*/
render(): void {
if (!this.batcher.isEmpty) {
this.bridge.submitSprites(this.batcher.getSprites());
const buffers = this.batcher.getBuffers();
this.bridge.submitSprites(
buffers.transforms, buffers.textureIds, buffers.uvs,
buffers.colors, buffers.materialIds, buffers.count
);
}
this.bridge.render();
}

View File

@@ -179,28 +179,28 @@ export type TransformComponentType = ComponentType & (new (...args: any[]) => Co
*/
export type AssetPathResolverFn = (guidOrPath: string) => string;
/**
* Render item for sorting.
* 用于排序的渲染项。
* @internal
*/
interface RenderItem {
sortKey: number;
addIndex: number;
/** Start index in batcher | 在批处理器中的起始索引 */
startIndex: number;
/** Number of sprites | 精灵数量 */
count: number;
}
/**
* ECS System for rendering sprites using the Rust engine.
* 使用Rust引擎渲染精灵的ECS系统。
*
* This system extends EntitySystem and integrates with the ECS lifecycle.
* 此系统扩展EntitySystem并与ECS生命周期集成。
*
* @example
* ```typescript
* // Create transform component | 创建变换组件
* @ECSComponent('Transform')
* class Transform extends Component implements ITransformComponent {
* position = { x: 0, y: 0 };
* rotation = 0;
* scale = { x: 1, y: 1 };
* }
*
* // Initialize bridge | 初始化桥接
* const bridge = new EngineBridge({ canvasId: 'canvas' });
* await bridge.initialize();
*
* // Add system to scene | 将系统添加到场景
* const renderSystem = new EngineRenderSystem(bridge, Transform);
* scene.addSystem(renderSystem);
* ```
@@ -208,7 +208,8 @@ export type AssetPathResolverFn = (guidOrPath: string) => string;
@ECSSystem('EngineRender', { updateOrder: 1000 }) // Render system executes last | 渲染系统最后执行
export class EngineRenderSystem extends EntitySystem {
private bridge: EngineBridge;
private batcher: RenderBatcher;
private worldBatcher: RenderBatcher;
private screenBatcher: RenderBatcher;
private transformType: TransformComponentType;
private showGizmos = true;
private selectedEntityIds: Set<number> = new Set();
@@ -218,6 +219,17 @@ export class EngineRenderSystem extends EntitySystem {
// 可重用的映射以避免每帧分配
private entityRenderMap: Map<number, SpriteRenderData> = new Map();
// ===== Pre-allocated arrays for render items =====
// ===== 渲染项的预分配数组 =====
private worldSpaceItems: RenderItem[] = [];
private screenSpaceItems: RenderItem[] = [];
private worldSpaceItemCount = 0;
private screenSpaceItemCount = 0;
// Frame counter for dirty tracking
// 用于脏标记追踪的帧计数器
private frameNumber = 0;
// Additional render data providers (e.g., tilemap)
// 额外的渲染数据提供者(如瓦片地图)
private renderDataProviders: IRenderDataProvider[] = [];
@@ -252,18 +264,6 @@ export class EngineRenderSystem extends EntitySystem {
// 为 false编辑器模式UI 在世界空间渲染,跟随编辑器相机
private previewMode: boolean = false;
// ===== Material Instance Management =====
// ===== 材质实例管理 =====
// Maps (baseMaterialId, overridesHash) → instanceMaterialId
// 映射 (基础材质ID, 覆盖哈希) → 实例材质ID
private materialInstanceMap: Map<string, number> = new Map();
// Next instance ID (starts at 10000 to avoid collision with built-in materials)
// 下一个实例 ID从 10000 开始以避免与内置材质冲突)
private nextMaterialInstanceId: number = 10000;
// Track instances used this frame for cleanup
// 跟踪本帧使用的实例以便清理
private usedInstancesThisFrame: Set<number> = new Set();
/**
* Create a new engine render system.
* 创建新的引擎渲染系统。
@@ -277,7 +277,8 @@ export class EngineRenderSystem extends EntitySystem {
super(Matcher.empty().all(SpriteComponent, transformType));
this.bridge = bridge;
this.batcher = new RenderBatcher();
this.worldBatcher = new RenderBatcher();
this.screenBatcher = new RenderBatcher();
this.transformType = transformType;
}
@@ -295,8 +296,16 @@ export class EngineRenderSystem extends EntitySystem {
* 处理实体之前调用。
*/
protected override onBegin(): void {
// Clear the batch | 清空批处理
this.batcher.clear();
// Increment frame counter | 递增帧计数器
this.frameNumber++;
// Clear the batches | 清空批处理
this.worldBatcher.clear();
this.screenBatcher.clear();
// Reset render item counts (reuse arrays) | 重置渲染项计数(复用数组)
this.worldSpaceItemCount = 0;
this.screenSpaceItemCount = 0;
// Clear screen with dark background | 用深色背景清屏
this.bridge.clear(0.1, 0.1, 0.12, 1);
@@ -325,603 +334,291 @@ export class EngineRenderSystem extends EntitySystem {
// 清空并重用映射用于绘制 gizmo
this.entityRenderMap.clear();
// Collect all render items separated by render space
// 按渲染空间分离收集所有渲染项
// addIndex is used for stable sorting when sortKeys are equal
// addIndex 用于当 sortKey 相等时实现稳定排序
const worldSpaceItems: Array<{ sortKey: number; sprites: SpriteRenderData[]; addIndex?: number }> = [];
const screenSpaceItems: Array<{ sortKey: number; sprites: SpriteRenderData[]; addIndex?: number }> = [];
this.collectEntitySprites(entities);
this.collectProviderRenderData();
this.collectUIRenderData();
// Collect sprites from entities (all in world space)
// 收集实体的 sprites都在世界空间
this.collectEntitySprites(entities, worldSpaceItems);
// Collect render data from providers (e.g., tilemap, particle)
// 收集渲染数据提供者的数据(如瓦片地图、粒子)
this.collectProviderRenderData(worldSpaceItems, screenSpaceItems);
// Collect UI render data
// 收集 UI 渲染数据
if (this.uiRenderDataProvider) {
const uiRenderData = this.uiRenderDataProvider.getRenderData();
// Use addIndex to preserve original order for stable sorting
// 使用 addIndex 保持原始顺序以实现稳定排序
let uiAddIndex = 0;
// DEBUG: 输出 UI 渲染数据
// DEBUG: Output UI render data
if ((globalThis as any).__UI_RENDER_DEBUG__) {
console.log('[EngineRenderSystem] UI render batches:', uiRenderData.map((data, i) => ({
index: i,
orderInLayer: data.orderInLayer,
sortingLayer: data.sortingLayer,
tileCount: data.tileCount,
sortKey: sortingLayerManager.getSortKey(data.sortingLayer, data.orderInLayer),
textureIds: Array.from(data.textureIds).slice(0, 3), // 只显示前3个 | Show first 3 only
textureGuid: data.textureGuid
})));
}
for (const data of uiRenderData) {
const uiSprites = this.convertProviderDataToSprites(data);
if (uiSprites.length > 0) {
const sortKey = sortingLayerManager.getSortKey(data.sortingLayer, data.orderInLayer);
// UI always goes to screen space in preview mode, world space in editor mode
// UI 在预览模式下始终在屏幕空间,编辑器模式下在世界空间
if (this.previewMode) {
screenSpaceItems.push({ sortKey, sprites: uiSprites, addIndex: uiAddIndex++ });
} else {
worldSpaceItems.push({ sortKey, sprites: uiSprites, addIndex: uiAddIndex++ });
}
}
}
this.renderWorldSpace();
if (this.previewMode && this.screenSpaceItemCount > 0) {
this.renderScreenSpace();
}
}
// ===== Pass 1: World Space Rendering =====
// ===== 阶段 1世界空间渲染 =====
this.renderWorldSpacePass(worldSpaceItems);
// ===== Pass 2: Screen Space Rendering (Preview Mode Only) =====
// ===== 阶段 2屏幕空间渲染仅预览模式=====
if (this.previewMode && screenSpaceItems.length > 0) {
this.renderScreenSpacePass(screenSpaceItems);
/** @internal */
private addRenderItem(
items: RenderItem[],
itemCount: number,
sortKey: number,
addIndex: number,
startIndex: number,
count: number
): number {
if (itemCount >= items.length) {
items.push({ sortKey: 0, addIndex: 0, startIndex: 0, count: 0 });
}
// ===== Cleanup unused material instances =====
// ===== 清理未使用的材质实例 =====
this.cleanupUnusedMaterialInstances();
const item = items[itemCount];
item.sortKey = sortKey;
item.addIndex = addIndex;
item.startIndex = startIndex;
item.count = count;
return itemCount + 1;
}
/**
* Collect sprites from matched entities.
* 收集匹配实体的 sprites。
*/
private collectEntitySprites(
entities: readonly Entity[],
worldSpaceItems: Array<{ sortKey: number; sprites: SpriteRenderData[] }>
): void {
private collectEntitySprites(entities: readonly Entity[]): void {
for (const entity of entities) {
const sprite = entity.getComponent(SpriteComponent);
const transform = entity.getComponent(this.transformType) as unknown as ITransformComponent | null;
if (!sprite || !transform) continue;
if (!sprite || !transform) {
continue;
}
let u0 = sprite.uv[0], v0 = sprite.uv[1], u1 = sprite.uv[2], v1 = sprite.uv[3];
if (sprite.flipX) { [u0, u1] = [u1, u0]; }
if (sprite.flipY) { [v0, v1] = [v1, v0]; }
// Calculate UV with flip | 计算带翻转的 UV
const uv: [number, number, number, number] = [...sprite.uv];
if (sprite.flipX) {
[uv[0], uv[2]] = [uv[2], uv[0]];
}
if (sprite.flipY) {
[uv[1], uv[3]] = [uv[3], uv[1]];
}
// 使用世界变换(由 TransformSystem 计算,考虑父级变换),回退到本地变换
const pos = transform.worldPosition ?? transform.position;
const scl = transform.worldScale ?? transform.scale;
const rot = transform.worldRotation
? transform.worldRotation.z
: (typeof transform.rotation === 'number' ? transform.rotation : transform.rotation.z);
// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的 RGBA
const color = Color.packHexAlpha(sprite.color, sprite.alpha);
// Get texture ID from sprite component
// 从精灵组件获取纹理 ID
let textureId = 0;
const textureSource = sprite.getTextureSource();
if (textureSource) {
const texturePath = this.resolveAssetPath(textureSource);
textureId = this.bridge.getOrLoadTextureByPath(texturePath);
textureId = this.bridge.getOrLoadTextureByPath(this.resolveAssetPath(textureSource));
}
// Get material ID from GUID
// 从 GUID 获取材质 ID
const materialGuidOrPath = sprite.materialGuid;
const materialPath = materialGuidOrPath
? this.resolveAssetPath(materialGuidOrPath)
: materialGuidOrPath;
const materialId = materialPath
? getMaterialManager().getMaterialIdByPath(materialPath)
: 0;
const materialPath = materialGuidOrPath ? this.resolveAssetPath(materialGuidOrPath) : materialGuidOrPath;
const materialId = materialPath ? getMaterialManager().getMaterialIdByPath(materialPath) : 0;
const hasOverrides = sprite.hasOverrides();
// Determine if this sprite should render in screen space
// 确定此精灵是否应在屏幕空间渲染
const bScreenSpace = this.previewMode && sortingLayerManager.isScreenSpace(sprite.sortingLayer);
const batcher = bScreenSpace ? this.screenBatcher : this.worldBatcher;
const renderData: SpriteRenderData = {
x: pos.x,
y: pos.y,
rotation: rot,
scaleX: sprite.width * scl.x,
scaleY: sprite.height * scl.y,
originX: sprite.anchorX,
originY: sprite.anchorY,
textureId,
uv,
color,
materialId,
...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
};
const startIndex = batcher.count;
const index = batcher.addSpriteSoA(
pos.x, pos.y, rot,
sprite.width * scl.x, sprite.height * scl.y,
sprite.anchorX, sprite.anchorY,
textureId, u0, v0, u1, v1, color, materialId
);
if (index >= 0 && sprite.hasOverrides()) {
batcher.setMaterialOverrides(index, sprite.materialOverrides!);
}
const sortKey = sortingLayerManager.getSortKey(sprite.sortingLayer, sprite.orderInLayer);
worldSpaceItems.push({ sortKey, sprites: [renderData] });
this.entityRenderMap.set(entity.id, renderData);
if (bScreenSpace) {
this.screenSpaceItemCount = this.addRenderItem(
this.screenSpaceItems, this.screenSpaceItemCount,
sortKey, this.screenSpaceItemCount, startIndex, 1
);
} else {
this.worldSpaceItemCount = this.addRenderItem(
this.worldSpaceItems, this.worldSpaceItemCount,
sortKey, this.worldSpaceItemCount, startIndex, 1
);
}
}
}
/**
* Collect render data from providers (tilemap, particle, etc.).
* 收集渲染数据提供者的数据(瓦片地图、粒子等)
* 收集渲染数据提供者的数据。
*/
private collectProviderRenderData(
worldSpaceItems: Array<{ sortKey: number; sprites: SpriteRenderData[] }>,
screenSpaceItems: Array<{ sortKey: number; sprites: SpriteRenderData[] }>
): void {
private collectProviderRenderData(): void {
for (const provider of this.renderDataProviders) {
const renderDataList = provider.getRenderData();
for (const data of renderDataList) {
// Determine render space: explicit flag > layer config
// 确定渲染空间:显式标志 > 层配置
const bScreenSpace = data.bScreenSpace ?? sortingLayerManager.isScreenSpace(data.sortingLayer);
for (const data of provider.getRenderData()) {
const bScreenSpace = this.previewMode && (data.bScreenSpace ?? sortingLayerManager.isScreenSpace(data.sortingLayer));
const batcher = bScreenSpace ? this.screenBatcher : this.worldBatcher;
// Get texture ID - load from GUID if needed
// 获取纹理 ID - 如果需要从 GUID 加载
let textureId = data.textureIds[0] || 0;
if (textureId === 0 && data.textureGuid) {
const resolvedPath = this.resolveAssetPath(data.textureGuid);
textureId = this.bridge.getOrLoadTextureByPath(resolvedPath);
textureId = this.bridge.getOrLoadTextureByPath(this.resolveAssetPath(data.textureGuid));
}
// Convert render data to sprites
// 转换渲染数据为 sprites
const sprites: SpriteRenderData[] = [];
const startIndex = batcher.count;
const sortKey = sortingLayerManager.getSortKey(data.sortingLayer, data.orderInLayer);
for (let i = 0; i < data.tileCount; i++) {
const tOffset = i * 7;
const uvOffset = i * 4;
const renderData: SpriteRenderData = {
x: data.transforms[tOffset],
y: data.transforms[tOffset + 1],
rotation: data.transforms[tOffset + 2],
scaleX: data.transforms[tOffset + 3],
scaleY: data.transforms[tOffset + 4],
originX: data.transforms[tOffset + 5],
originY: data.transforms[tOffset + 6],
batcher.addSpriteSoA(
data.transforms[tOffset], data.transforms[tOffset + 1], data.transforms[tOffset + 2],
data.transforms[tOffset + 3], data.transforms[tOffset + 4],
data.transforms[tOffset + 5], data.transforms[tOffset + 6],
textureId,
uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
color: data.colors[i]
};
sprites.push(renderData);
data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3],
data.colors[i], data.materialIds?.[i] ?? 0
);
}
if (sprites.length > 0) {
const sortKey = sortingLayerManager.getSortKey(data.sortingLayer, data.orderInLayer);
// Route to appropriate render space
// 路由到适当的渲染空间
if (this.previewMode && bScreenSpace) {
screenSpaceItems.push({ sortKey, sprites });
} else {
worldSpaceItems.push({ sortKey, sprites });
}
if (bScreenSpace) {
this.screenSpaceItemCount = this.addRenderItem(
this.screenSpaceItems, this.screenSpaceItemCount,
sortKey, this.screenSpaceItemCount, startIndex, data.tileCount
);
} else {
this.worldSpaceItemCount = this.addRenderItem(
this.worldSpaceItems, this.worldSpaceItemCount,
sortKey, this.worldSpaceItemCount, startIndex, data.tileCount
);
}
}
}
}
/**
* Collect UI render data.
* 收集 UI 渲染数据。
*/
private collectUIRenderData(): void {
if (!this.uiRenderDataProvider) return;
const uiRenderData = this.uiRenderDataProvider.getRenderData();
if ((globalThis as any).__UI_RENDER_DEBUG__) {
console.log('[EngineRenderSystem] UI render batches:', uiRenderData.map((data, i) => ({
index: i, orderInLayer: data.orderInLayer, sortingLayer: data.sortingLayer,
tileCount: data.tileCount,
sortKey: sortingLayerManager.getSortKey(data.sortingLayer, data.orderInLayer),
textureIds: Array.from(data.textureIds).slice(0, 3), textureGuid: data.textureGuid
})));
}
for (const data of uiRenderData) {
if (data.tileCount === 0) continue;
// UI goes to screen space in preview mode, world space in editor mode
// UI 在预览模式下进入屏幕空间,在编辑器模式下进入世界空间
const bScreenSpace = this.previewMode;
const batcher = bScreenSpace ? this.screenBatcher : this.worldBatcher;
let textureId = data.textureIds[0] || 0;
if (textureId === 0 && data.textureGuid) {
textureId = this.bridge.getOrLoadTextureByPath(this.resolveAssetPath(data.textureGuid));
}
const startIndex = batcher.count;
const sortKey = sortingLayerManager.getSortKey(data.sortingLayer, data.orderInLayer);
for (let i = 0; i < data.tileCount; i++) {
const tOffset = i * 7;
const uvOffset = i * 4;
const index = batcher.addSpriteSoA(
data.transforms[tOffset], data.transforms[tOffset + 1], data.transforms[tOffset + 2],
data.transforms[tOffset + 3], data.transforms[tOffset + 4],
data.transforms[tOffset + 5], data.transforms[tOffset + 6],
textureId,
data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3],
data.colors[i], data.materialIds?.[i] ?? 0
);
if (index >= 0) {
if (data.clipRect) batcher.setClipRect(index, data.clipRect);
if (data.materialOverrides) batcher.setMaterialOverrides(index, data.materialOverrides);
}
}
if (bScreenSpace) {
this.screenSpaceItemCount = this.addRenderItem(
this.screenSpaceItems, this.screenSpaceItemCount,
sortKey, this.screenSpaceItemCount, startIndex, data.tileCount
);
} else {
this.worldSpaceItemCount = this.addRenderItem(
this.worldSpaceItems, this.worldSpaceItemCount,
sortKey, this.worldSpaceItemCount, startIndex, data.tileCount
);
}
}
}
/**
* Render world space content.
* 渲染世界空间内容。
*/
private renderWorldSpacePass(
worldSpaceItems: Array<{ sortKey: number; sprites: SpriteRenderData[]; addIndex?: number }>
): void {
// Sort by sortKey (lower values render first, appear behind)
// Use addIndex as secondary key for stable sorting when sortKeys are equal
// 按 sortKey 排序(值越小越先渲染,显示在后面)
// 当 sortKey 相等时使用 addIndex 作为次要排序键以实现稳定排序
worldSpaceItems.sort((a, b) => {
const diff = a.sortKey - b.sortKey;
if (diff !== 0) return diff;
return (a.addIndex ?? 0) - (b.addIndex ?? 0);
});
private renderWorldSpace(): void {
const items = this.worldSpaceItems;
const count = this.worldSpaceItemCount;
// DEBUG: 输出排序后的世界空间渲染项
// DEBUG: Output sorted world space items
if ((globalThis as any).__UI_RENDER_DEBUG__) {
console.log('[EngineRenderSystem] World items after sort:', worldSpaceItems.map((item, i) => ({
index: i,
sortKey: item.sortKey,
addIndex: item.addIndex,
spriteCount: item.sprites.length,
firstTextureId: item.sprites[0]?.textureId
})));
}
// Submit all sprites in sorted order
// 按排序顺序提交所有 sprites
for (const item of worldSpaceItems) {
for (const sprite of item.sprites) {
this.batcher.addSprite(sprite);
}
}
if (!this.batcher.isEmpty) {
const sprites = this.batcher.getSprites();
// Apply material overrides before rendering
// 在渲染前应用材质覆盖
this.applySpriteMaterialOverrides(sprites);
this.bridge.submitSprites(sprites);
}
// Draw gizmos
// 绘制 Gizmo
if (this.showGizmos) {
this.drawComponentGizmos();
}
if (this.showGizmos && this.selectedEntityIds.size > 0) {
this.drawSelectedEntityGizmos();
}
if (this.showGizmos) {
this.drawCameraFrustums();
}
if (this.showGizmos && this.showUICanvasBoundary && this.uiCanvasWidth > 0 && this.uiCanvasHeight > 0) {
this.drawUICanvasBoundary();
}
// Render world content
// 渲染世界内容
this.bridge.render();
}
/**
* Render screen space content (UI, ScreenOverlay, Modal).
* 渲染屏幕空间内容UI、屏幕覆盖层、模态层
*/
private renderScreenSpacePass(
screenSpaceItems: Array<{ sortKey: number; sprites: SpriteRenderData[]; addIndex?: number }>
): void {
// Sort by sortKey, use addIndex for stable sorting when equal
// 按 sortKey 排序,当相等时使用 addIndex 实现稳定排序
screenSpaceItems.sort((a, b) => {
const diff = a.sortKey - b.sortKey;
if (diff !== 0) return diff;
return (a.addIndex ?? 0) - (b.addIndex ?? 0);
});
// Switch to screen space projection
// 切换到屏幕空间投影
const canvasWidth = this.uiCanvasWidth > 0 ? this.uiCanvasWidth : 1920;
const canvasHeight = this.uiCanvasHeight > 0 ? this.uiCanvasHeight : 1080;
this.bridge.pushScreenSpaceMode(canvasWidth, canvasHeight);
// Group sprites by clipRect (in render order)
// 按 clipRect 分组 sprites按渲染顺序
type ClipGroup = {
clipRect: { x: number; y: number; width: number; height: number } | undefined;
sprites: SpriteRenderData[];
};
const clipGroups: ClipGroup[] = [];
let currentClipRect: { x: number; y: number; width: number; height: number } | undefined = undefined;
let currentGroup: SpriteRenderData[] = [];
// Helper to check if two clip rects are equal
// 辅助函数检查两个裁剪矩形是否相等
const clipRectsEqual = (
a: { x: number; y: number; width: number; height: number } | undefined,
b: { x: number; y: number; width: number; height: number } | undefined
): boolean => {
if (a === b) return true;
if (!a || !b) return false;
return a.x === b.x && a.y === b.y && a.width === b.width && a.height === b.height;
};
// Group sprites by consecutive clipRect
// 按连续的 clipRect 分组 sprites
for (const item of screenSpaceItems) {
for (const sprite of item.sprites) {
const spriteClipRect = sprite.clipRect;
if (!clipRectsEqual(spriteClipRect, currentClipRect)) {
// Save current group if not empty
// 如果当前组不为空则保存
if (currentGroup.length > 0) {
clipGroups.push({ clipRect: currentClipRect, sprites: currentGroup });
// Sort by sortKey, use addIndex for stable sorting
if (count > 1) {
for (let i = 0; i < count - 1; i++) {
for (let j = i + 1; j < count; j++) {
const a = items[i], b = items[j];
const diff = a.sortKey - b.sortKey;
if (diff > 0 || (diff === 0 && a.addIndex > b.addIndex)) {
items[i] = b;
items[j] = a;
}
// Start new group
// 开始新组
currentClipRect = spriteClipRect;
currentGroup = [sprite];
} else {
currentGroup.push(sprite);
}
}
}
// Don't forget the last group
// 别忘了最后一组
if (currentGroup.length > 0) {
clipGroups.push({ clipRect: currentClipRect, sprites: currentGroup });
if (!this.worldBatcher.isEmpty) {
const buffers = this.worldBatcher.getBuffers();
this.bridge.submitSprites(
buffers.transforms, buffers.textureIds, buffers.uvs,
buffers.colors, buffers.materialIds, buffers.count
);
}
// Render each clip group
// 渲染每个裁剪组
for (const group of clipGroups) {
// Set or clear scissor rect
// 设置或清除裁剪矩形
if (group.clipRect) {
this.bridge.setScissorRect(
group.clipRect.x,
group.clipRect.y,
group.clipRect.width,
group.clipRect.height
);
} else {
this.bridge.clearScissorRect();
}
// Clear batcher and add sprites
// 清空批处理器并添加 sprites
this.batcher.clear();
for (const sprite of group.sprites) {
this.batcher.addSprite(sprite);
}
if (!this.batcher.isEmpty) {
const sprites = this.batcher.getSprites();
// Apply material overrides before rendering
// 在渲染前应用材质覆盖
this.applySpriteMaterialOverrides(sprites);
this.bridge.submitSprites(sprites);
// Render overlay (without clearing screen)
// 渲染叠加层(不清屏)
this.bridge.renderOverlay();
if (this.showGizmos) {
this.drawComponentGizmos();
if (this.selectedEntityIds.size > 0) this.drawSelectedEntityGizmos();
this.drawCameraFrustums();
if (this.showUICanvasBoundary && this.uiCanvasWidth > 0 && this.uiCanvasHeight > 0) {
this.drawUICanvasBoundary();
}
}
// Clear scissor rect after all groups
// 所有组渲染完后清除裁剪矩形
this.bridge.render();
}
/**
* Render screen space content (UI overlay).
* 渲染屏幕空间内容UI 叠加层)。
*/
private renderScreenSpace(): void {
const items = this.screenSpaceItems;
const count = this.screenSpaceItemCount;
if (count > 1) {
for (let i = 0; i < count - 1; i++) {
for (let j = i + 1; j < count; j++) {
const a = items[i], b = items[j];
const diff = a.sortKey - b.sortKey;
if (diff > 0 || (diff === 0 && a.addIndex > b.addIndex)) {
items[i] = b;
items[j] = a;
}
}
}
}
const canvasWidth = this.uiCanvasWidth > 0 ? this.uiCanvasWidth : 1920;
const canvasHeight = this.uiCanvasHeight > 0 ? this.uiCanvasHeight : 1080;
this.bridge.pushScreenSpaceMode(canvasWidth, canvasHeight);
if (!this.screenBatcher.isEmpty) {
const buffers = this.screenBatcher.getBuffers();
this.bridge.submitSprites(
buffers.transforms, buffers.textureIds, buffers.uvs,
buffers.colors, buffers.materialIds, buffers.count
);
this.bridge.renderOverlay();
}
this.bridge.clearScissorRect();
// Restore world space camera
// 恢复世界空间相机
this.bridge.popScreenSpaceMode();
}
/**
* Generate a hash key for material overrides.
* 为材质覆盖生成哈希键。
*
* @param overrides - Material overrides | 材质覆盖
* @returns Hash string | 哈希字符串
*/
private hashMaterialOverrides(overrides: MaterialOverrides): string {
// Sort keys for consistent hashing
// 排序键以保持一致的哈希
const sortedKeys = Object.keys(overrides).sort();
const parts: string[] = [];
for (const key of sortedKeys) {
const override = overrides[key];
if (override) {
const valueStr = Array.isArray(override.value)
? override.value.map(v => v.toFixed(4)).join(',')
: override.value.toFixed(4);
parts.push(`${key}:${valueStr}`);
}
}
return parts.join('|');
}
/**
* Get or create a material instance for a specific base material + overrides combination.
* 为特定的基础材质+覆盖组合获取或创建材质实例。
*
* This ensures each unique (baseMaterial, overrides) combination gets its own
* material instance, preventing shared material state issues.
* 这确保每个唯一的(基础材质,覆盖)组合都有自己的材质实例,
* 防止共享材质状态问题。
*
* @param baseMaterialId - Base material ID (e.g., 1 for Grayscale) | 基础材质ID
* @param overrides - Material property overrides | 材质属性覆盖
* @returns Instance material ID | 实例材质ID
*/
private getOrCreateMaterialInstance(baseMaterialId: number, overrides: MaterialOverrides): number {
const overridesHash = this.hashMaterialOverrides(overrides);
const instanceKey = `${baseMaterialId}:${overridesHash}`;
// Check if instance already exists
// 检查实例是否已存在
let instanceId = this.materialInstanceMap.get(instanceKey);
if (instanceId !== undefined) {
this.usedInstancesThisFrame.add(instanceId);
return instanceId;
}
// Create new instance
// 创建新实例
instanceId = this.nextMaterialInstanceId++;
this.materialInstanceMap.set(instanceKey, instanceId);
this.usedInstancesThisFrame.add(instanceId);
// Clone the base material with the new ID
// 使用新ID克隆基础材质
// For built-in materials, shaderId = materialId (1:1 mapping)
// 对于内置材质shaderId = materialId1:1 映射)
const shaderId = baseMaterialId;
const blendMode = 1; // Alpha blending
this.bridge.createMaterialWithId(instanceId, `Instance_${baseMaterialId}_${instanceId}`, shaderId, blendMode);
// Apply overrides to the new instance
// 将覆盖应用到新实例
this.bridge.applyMaterialOverrides(instanceId, overrides);
return instanceId;
}
/**
* Clean up unused material instances.
* 清理未使用的材质实例。
*
* Called at the end of each frame to remove instances that were not used.
* 在每帧结束时调用,移除未使用的实例。
*/
private cleanupUnusedMaterialInstances(): void {
const toRemove: string[] = [];
for (const [key, instanceId] of this.materialInstanceMap.entries()) {
if (!this.usedInstancesThisFrame.has(instanceId)) {
this.bridge.removeMaterial(instanceId);
toRemove.push(key);
}
}
for (const key of toRemove) {
this.materialInstanceMap.delete(key);
}
// Clear the used set for next frame
// 清除已用集合以便下一帧
this.usedInstancesThisFrame.clear();
}
/**
* Apply material overrides from sprites to the engine.
* 将 sprites 的材质覆盖应用到引擎。
*
* For sprites with overrides, this creates unique material instances
* to ensure each sprite's overrides don't affect other sprites.
* 对于有覆盖的精灵,这会创建唯一的材质实例,
* 确保每个精灵的覆盖不会影响其他精灵。
*/
private applySpriteMaterialOverrides(sprites: SpriteRenderData[]): void {
// Track which instance materials we've already applied overrides to this frame
// 跟踪本帧已应用覆盖的实例材质
const appliedInstances = new Set<number>();
for (const sprite of sprites) {
const baseMaterialId = sprite.materialId;
// Skip if no material or no overrides
// 如果没有材质或没有覆盖,跳过
if (!baseMaterialId || baseMaterialId <= 0 || !sprite.materialOverrides) {
continue;
}
const overrideKeys = Object.keys(sprite.materialOverrides);
if (overrideKeys.length === 0) {
continue;
}
// Get or create a unique material instance for this sprite's overrides
// 为此精灵的覆盖获取或创建唯一的材质实例
const instanceId = this.getOrCreateMaterialInstance(baseMaterialId, sprite.materialOverrides);
// Update the sprite to use the instance material
// 更新精灵以使用实例材质
sprite.materialId = instanceId;
// Apply overrides if not already done for this instance
// 如果尚未为此实例应用覆盖,则应用
if (!appliedInstances.has(instanceId)) {
this.bridge.applyMaterialOverrides(instanceId, sprite.materialOverrides);
appliedInstances.add(instanceId);
}
}
}
/**
* Convert provider render data to sprite render data array.
* 将提供者渲染数据转换为 Sprite 渲染数据数组。
*/
private convertProviderDataToSprites(data: ProviderRenderData): SpriteRenderData[] {
// Get texture ID - load from GUID if needed
// 获取纹理 ID - 如果需要从 GUID 加载
let textureId = data.textureIds[0] || 0;
if (textureId === 0 && data.textureGuid) {
textureId = this.bridge.getOrLoadTextureByPath(this.resolveAssetPath(data.textureGuid));
}
// Check for material data
// 检查材质数据
const hasMaterialIds = data.materialIds && data.materialIds.length > 0;
const hasMaterialOverrides = data.materialOverrides && Object.keys(data.materialOverrides).length > 0;
const hasClipRect = !!data.clipRect;
const sprites: SpriteRenderData[] = [];
for (let i = 0; i < data.tileCount; i++) {
const tOffset = i * 7;
const uvOffset = i * 4;
const uv: [number, number, number, number] = [
data.uvs[uvOffset],
data.uvs[uvOffset + 1],
data.uvs[uvOffset + 2],
data.uvs[uvOffset + 3]
];
const renderData: SpriteRenderData = {
x: data.transforms[tOffset],
y: data.transforms[tOffset + 1],
rotation: data.transforms[tOffset + 2],
scaleX: data.transforms[tOffset + 3],
scaleY: data.transforms[tOffset + 4],
originX: data.transforms[tOffset + 5],
originY: data.transforms[tOffset + 6],
textureId,
uv,
color: data.colors[i]
};
// Add material data if present
// 如果存在材质数据,添加它
if (hasMaterialIds) {
renderData.materialId = data.materialIds![i];
}
if (hasMaterialOverrides) {
renderData.materialOverrides = data.materialOverrides;
}
// Add clipRect if present (all sprites in batch share same clipRect)
// 如果存在 clipRect添加它批次中所有精灵共享相同 clipRect
if (hasClipRect) {
renderData.clipRect = data.clipRect;
}
sprites.push(renderData);
}
return sprites;
}
/**
* Draw gizmos from components that have registered gizmo providers.
* 绘制已注册 gizmo 提供者的组件的 gizmo。
@@ -1564,7 +1261,7 @@ export class EngineRenderSystem extends EntitySystem {
* 获取渲染的精灵数量。
*/
get spriteCount(): number {
return this.batcher.count;
return this.worldBatcher.count + this.screenBatcher.count;
}
/**

View File

@@ -17,21 +17,121 @@ export interface Matrix2D {
ty: number; // translateY
}
/**
* Reactive Vector3 that automatically sets dirty flag on parent transform.
* 响应式 Vector3在修改时自动设置父变换的脏标记。
*
* @internal
*/
class ReactiveVector3 implements IVector3 {
private _x: number;
private _y: number;
private _z: number;
private _owner: TransformComponent;
constructor(owner: TransformComponent, x: number = 0, y: number = 0, z: number = 0) {
this._owner = owner;
this._x = x;
this._y = y;
this._z = z;
}
get x(): number { return this._x; }
set x(value: number) {
if (this._x !== value) {
this._x = value;
this._owner.markDirty();
}
}
get y(): number { return this._y; }
set y(value: number) {
if (this._y !== value) {
this._y = value;
this._owner.markDirty();
}
}
get z(): number { return this._z; }
set z(value: number) {
if (this._z !== value) {
this._z = value;
this._owner.markDirty();
}
}
/**
* Set all components at once (more efficient than setting individually).
* 一次性设置所有分量(比单独设置更高效)。
*/
set(x: number, y: number, z: number = this._z): void {
const changed = this._x !== x || this._y !== y || this._z !== z;
this._x = x;
this._y = y;
this._z = z;
if (changed) {
this._owner.markDirty();
}
}
/**
* Copy from another vector.
* 从另一个向量复制。
*/
copyFrom(v: IVector3): void {
this.set(v.x, v.y, v.z);
}
/**
* Get raw values without triggering getters (for serialization).
* 获取原始值而不触发 getter用于序列化
*/
toObject(): IVector3 {
return { x: this._x, y: this._y, z: this._z };
}
}
@ECSComponent('Transform')
@Serializable({ version: 1, typeId: 'Transform' })
export class TransformComponent extends Component {
// ===== 内部响应式存储 =====
private _position: ReactiveVector3;
private _rotation: ReactiveVector3;
private _scale: ReactiveVector3;
@Serialize()
@Property({ type: 'vector3', label: 'Position' })
position: IVector3 = { x: 0, y: 0, z: 0 };
get position(): IVector3 { return this._position; }
set position(value: IVector3) {
if (this._position) {
this._position.copyFrom(value);
} else {
this._position = new ReactiveVector3(this, value.x, value.y, value.z);
}
}
/** 欧拉角,单位:度 */
/** 欧拉角,单位:度 | Euler angles in degrees */
@Serialize()
@Property({ type: 'vector3', label: 'Rotation' })
rotation: IVector3 = { x: 0, y: 0, z: 0 };
get rotation(): IVector3 { return this._rotation; }
set rotation(value: IVector3) {
if (this._rotation) {
this._rotation.copyFrom(value);
} else {
this._rotation = new ReactiveVector3(this, value.x, value.y, value.z);
}
}
@Serialize()
@Property({ type: 'vector3', label: 'Scale' })
scale: IVector3 = { x: 1, y: 1, z: 1 };
get scale(): IVector3 { return this._scale; }
set scale(value: IVector3) {
if (this._scale) {
this._scale.copyFrom(value);
} else {
this._scale = new ReactiveVector3(this, value.x, value.y, value.z);
}
}
// ===== 世界变换(由 TransformSystem 计算)=====
@@ -47,31 +147,64 @@ export class TransformComponent extends Component {
/** 本地到世界的 2D 变换矩阵(只读,由 TransformSystem 计算) */
localToWorldMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };
/** 变换是否需要更新 */
/** 变换是否需要更新 | Whether transform needs update */
bDirty: boolean = true;
/**
* Frame counter when last updated (for change detection).
* 上次更新的帧计数器(用于变化检测)。
* @internal
*/
_lastUpdateFrame: number = -1;
/**
* Cached render data version (incremented when transform changes).
* 缓存的渲染数据版本(变换改变时递增)。
* @internal
*/
_version: number = 0;
constructor(x: number = 0, y: number = 0, z: number = 0) {
super();
this.position = { x, y, z };
this._position = new ReactiveVector3(this, x, y, z);
this._rotation = new ReactiveVector3(this, 0, 0, 0);
this._scale = new ReactiveVector3(this, 1, 1, 1);
// 初始化世界变换为本地变换值(在 TransformSystem 更新前使用)
this.worldPosition = { x, y, z };
}
/**
* Mark transform as dirty and increment version.
* 标记变换为脏并递增版本号。
*/
markDirty(): void {
if (!this.bDirty) {
this.bDirty = true;
this._version++;
}
}
/**
* Clear dirty flag (called by TransformSystem after update).
* 清除脏标记(由 TransformSystem 更新后调用)。
*/
clearDirty(frameNumber: number): void {
this.bDirty = false;
this._lastUpdateFrame = frameNumber;
}
setPosition(x: number, y: number, z: number = 0): this {
this.position = { x, y, z };
this.bDirty = true;
this._position.set(x, y, z);
return this;
}
setRotation(x: number, y: number, z: number): this {
this.rotation = { x, y, z };
this.bDirty = true;
this._rotation.set(x, y, z);
return this;
}
setScale(x: number, y: number, z: number = 1): this {
this.scale = { x, y, z };
this.bDirty = true;
this._scale.set(x, y, z);
return this;
}