refactor(ui): UI 系统架构重构 (#309)

* feat(ui): 动态图集系统与渲染调试增强

## 核心功能

### 动态图集系统 (Dynamic Atlas)
- 新增 DynamicAtlasManager:运行时纹理打包,支持 MaxRects 算法
- 新增 DynamicAtlasService:自动纹理加载与图集管理
- 新增 BinPacker:高效矩形打包算法
- 支持动态/固定两种扩展策略
- 自动 UV 重映射,实现 UI 元素合批渲染

### Frame Debugger 增强
- 新增合批分析面板,显示批次中断原因
- 新增 UI 元素层级信息(depth, worldOrderInLayer)
- 新增实体高亮功能,点击可在场景中定位
- 新增动态图集可视化面板
- 改进渲染原语详情展示

### 闪光效果 (Shiny Effect)
- 新增 UIShinyEffectComponent:UI 闪光参数配置
- 新增 UIShinyEffectSystem:材质覆盖驱动的闪光动画
- 新增 ShinyEffectComponent/System(Sprite 版本)

## 引擎层改进

### Rust 纹理管理扩展
- create_blank_texture:创建空白 GPU 纹理
- update_texture_region:局部纹理更新
- 支持动态图集的 GPU 端操作

### 材质系统
- 新增 effects/ 目录:ShinyEffect 等效果实现
- 新增 interfaces/ 目录:IMaterial 等接口定义
- 新增 mixins/ 目录:可组合的材质功能

### EngineBridge 扩展
- 新增 createBlankTexture/updateTextureRegion 方法
- 改进纹理加载回调机制

## UI 渲染改进
- UIRenderCollector:支持合批调试信息
- 稳定排序:addIndex 保证渲染顺序一致性
- 九宫格渲染优化
- 材质覆盖支持

## 其他改进
- 国际化:新增 Frame Debugger 相关翻译
- 编辑器:新增渲染调试入口
- 文档:新增架构设计文档目录

* refactor(ui): 引入新基础组件架构与渲染工具函数

Phase 1 重构 - 组件职责分离与代码复用:

新增基础组件层:
- UIGraphicComponent: 所有可视 UI 元素的基类(颜色、透明度、raycast)
- UIImageComponent: 纹理显示组件(支持简单、切片、平铺、填充模式)
- UISelectableComponent: 可交互元素的基类(状态管理、颜色过渡)

新增渲染工具:
- UIRenderUtils: 提取共享的坐标计算、边框渲染、阴影渲染等工具函数
- getUIRenderTransform: 统一的变换数据提取
- renderBorder/renderShadow: 复用的边框和阴影渲染逻辑

新增渲染系统:
- UIGraphicRenderSystem: 处理新基础组件的统一渲染器

重构现有系统:
- UIRectRenderSystem: 使用新工具函数,移除重复代码
- UIButtonRenderSystem: 使用新工具函数,移除重复代码

这些改动为后续统一渲染系统奠定基础。

* refactor(ui): UIProgressBarRenderSystem 使用渲染工具函数

- 使用 getUIRenderTransform 替代手动变换计算
- 使用 renderBorder 工具函数替代重复的边框渲染
- 使用 lerpColor 工具函数替代重复的颜色插值
- 简化方法签名,使用 UIRenderTransform 类型
- 移除约 135 行重复代码

* refactor(ui): Slider 和 ScrollView 渲染系统使用工具函数

- UISliderRenderSystem: 使用 getUIRenderTransform,简化方法签名
- UIScrollViewRenderSystem: 使用 getUIRenderTransform,简化方法签名
- 统一使用 UIRenderTransform 类型减少参数传递
- 消除重复的变换计算代码

* refactor(ui): 使用 UIWidgetMarker 消除硬编码组件依赖

- 新增 UIWidgetMarker 标记组件
- UIRectRenderSystem 改为检查标记而非硬编码4种组件类型
- 各 Widget 渲染系统自动添加标记组件
- 减少模块间耦合,提高可扩展性

* feat(ui): 实现 Canvas 隔离机制

- 新增 UICanvasComponent 定义 Canvas 渲染组
- UITransformComponent 添加 Canvas 相关字段:canvasEntityId, worldSortingLayer, pixelPerfect
- UILayoutSystem 传播 Canvas 设置给子元素
- UIRenderUtils 使用 Canvas 继承的排序层
- 支持嵌套 Canvas 和不同渲染模式

* refactor(ui): 统一纹理管理工具函数

Phase 4: 纹理管理统一

新增:
- UITextureUtils.ts: 统一的纹理描述符接口和验证函数
  - UITextureDescriptor: 支持 GUID/textureId/path 多种纹理源
  - isValidTextureGuid: GUID 验证
  - getTextureKey: 获取用于合批的纹理键
  - normalizeTextureDescriptor: 规范化各种输入格式
- utils/index.ts: 工具函数导出

修改:
- UIGraphicRenderSystem: 使用新的纹理工具函数
- index.ts: 导出纹理工具类型和函数

* refactor(ui): 实现统一的脏标记机制

Phase 5: Dirty 标记机制

新增:
- UIDirtyFlags.ts: 位标记枚举和追踪工具
  - UIDirtyFlags: Visual/Layout/Transform/Material/Text 标记
  - IDirtyTrackable: 脏追踪接口
  - DirtyTracker: 辅助工具类
  - 帧级别脏状态追踪 (markFrameDirty, isFrameDirty)

修改:
- UIGraphicComponent: 实现 IDirtyTrackable
  - 属性 setter 自动设置脏标记
  - 保留 setDirty/clearDirty 向后兼容
- UIImageComponent: 所有属性支持脏追踪
  - textureGuid/imageType/fillAmount 等变化自动标记
- UIGraphicRenderSystem: 使用 clearDirtyFlags()

导出:
- UIDirtyFlags, IDirtyTrackable, DirtyTracker
- markFrameDirty, isFrameDirty, clearFrameDirty

* refactor(ui): 移除过时的 dirty flag API

移除 UIGraphicComponent 中的兼容性 API:
- 移除 _isDirty getter/setter
- 移除 setDirty() 方法
- 移除 clearDirty() 方法

现在统一使用新的 dirty flag 系统:
- isDirty() / hasDirtyFlag(flags)
- markDirty(flags) / clearDirtyFlags()

* fix(ui): 修复两个 TODO 功能

1. 滑块手柄命中测试 (UIInputSystem)
   - UISliderComponent 添加 getHandleBounds() 计算手柄边界
   - UISliderComponent 添加 isPointInHandle() 精确命中测试
   - UIInputSystem.handleSlider() 使用精确测试更新悬停状态

2. 径向填充渲染 (UIGraphicRenderSystem)
   - 实现 renderRadialFill() 方法
   - 支持 radial90/radial180/radial360 三种模式
   - 支持 fillOrigin (top/right/bottom/left) 和 fillClockwise
   - 使用多段矩形近似饼形填充效果

* feat(ui): 完善 UI 系统架构和九宫格渲染

* fix(ui): 修复文本渲染层级问题并清理调试代码

- 修复纹理就绪后调用 invalidateUIRenderCaches() 导致的无限循环
- 移除 UITextRenderSystem、UIButtonRenderSystem、UIRectRenderSystem 中的首帧调试输出
- 移除 UILayoutSystem 中的布局调试日志
- 清理所有 __UI_RENDER_DEBUG__ 条件日志

* refactor(ui): 优化渲染批处理和输入框组件

渲染系统:
- 修复 RenderBatcher 保持渲染顺序
- 优化 Rust SpriteBatch 避免合并非连续精灵
- 增强 EngineRenderSystem 纹理就绪检测

输入框组件:
- 增强 UIInputFieldComponent 功能
- 改进 UIInputSystem 输入处理
- 新增 TextMeasureService 文本测量服务

* fix(ui): 修复九宫格首帧渲染和InputField输入问题

- 修复九宫格首帧 size=0x0 问题:
  - Viewport.tsx: 预览模式读取图片尺寸存储到 importSettings
  - AssetDatabase: ISpriteSettings 添加 width/height 字段
  - AssetMetadataService: getTextureSpriteInfo 使用元数据尺寸作为后备
  - UIRectRenderSystem: 当 atlasEntry 不存在时使用 spriteInfo 尺寸
  - WebBuildPipeline: 构建时包含 importSettings
  - AssetManager: 从 catalog 初始化时复制 importSettings
  - AssetTypes: IAssetCatalogEntry 添加 importSettings 字段

- 修复 InputField 无法输入问题:
  - UIRuntimeModule: manifest 添加 pluginExport: 'UIPlugin'
  - 确保预览模式正确加载 UI 插件并绑定 UIInputSystem

- 添加调试日志用于排查纹理加载问题

* fix(sprite): 修复类型导出错误

MaterialPropertyOverride 和 MaterialOverrides 应从 @esengine/material-system 导出

* fix(ui-editor): 补充 AnchorPreset 拉伸预设的映射

添加 StretchTop, StretchMiddle, StretchBottom, StretchLeft, StretchCenter, StretchRight 的位置和锚点值映射
This commit is contained in:
YHH
2025-12-19 15:33:36 +08:00
committed by GitHub
parent 958933cd76
commit 536c4c5593
145 changed files with 18187 additions and 1543 deletions

View File

@@ -349,6 +349,16 @@ impl Engine {
self.texture_manager.get_texture_id_by_path(path)
}
/// Get texture size by path.
/// 按路径获取纹理尺寸。
///
/// Returns None if texture is not loaded or path not found.
/// 如果纹理未加载或路径未找到,返回 None。
pub fn get_texture_size_by_path(&self, path: &str) -> Option<(f32, f32)> {
let id = self.texture_manager.get_texture_id_by_path(path)?;
self.texture_manager.get_texture_size(id)
}
/// Get or load texture by path.
/// 按路径获取或加载纹理。
pub fn get_or_load_by_path(&mut self, path: &str) -> Result<u32> {
@@ -374,6 +384,32 @@ impl Engine {
self.texture_manager.clear_all();
}
/// Create a blank texture for dynamic atlas.
/// 为动态图集创建空白纹理。
///
/// This creates a texture that can be filled later using `update_texture_region`.
/// 创建一个可以稍后使用 `update_texture_region` 填充的纹理。
pub fn create_blank_texture(&mut self, width: u32, height: u32) -> Result<u32> {
self.texture_manager.create_blank_texture(width, height)
}
/// Update a region of an existing texture.
/// 更新现有纹理的区域。
///
/// Used for dynamic atlas to copy textures into the atlas.
/// 用于动态图集将纹理复制到图集中。
pub fn update_texture_region(
&self,
id: u32,
x: u32,
y: u32,
width: u32,
height: u32,
pixels: &[u8],
) -> Result<()> {
self.texture_manager.update_texture_region(id, x, y, width, height, pixels)
}
/// 获取纹理加载状态
/// Get texture loading state
pub fn get_texture_state(&self, id: u32) -> crate::renderer::texture::TextureState {

View File

@@ -212,6 +212,24 @@ impl GameEngine {
self.engine.get_texture_id_by_path(path)
}
/// Get texture size by path.
/// 按路径获取纹理尺寸。
///
/// Returns an array [width, height] or null if not found.
/// 返回数组 [width, height],如果未找到则返回 null。
///
/// # Arguments | 参数
/// * `path` - Image path to lookup | 要查找的图片路径
#[wasm_bindgen(js_name = getTextureSizeByPath)]
pub fn get_texture_size_by_path(&self, path: &str) -> Option<js_sys::Float32Array> {
self.engine.get_texture_size_by_path(path).map(|(w, h)| {
let arr = js_sys::Float32Array::new_with_length(2);
arr.set_index(0, w);
arr.set_index(1, h);
arr
})
}
/// Get or load texture by path.
/// 按路径获取或加载纹理。
///
@@ -722,4 +740,60 @@ impl GameEngine {
pub fn clear_all_textures(&mut self) {
self.engine.clear_all_textures();
}
// ===== Dynamic Atlas API =====
// ===== 动态图集 API =====
/// Create a blank texture for dynamic atlas.
/// 为动态图集创建空白纹理。
///
/// This creates a texture that can be filled later using `updateTextureRegion`.
/// Used for runtime atlas generation to batch UI elements with different textures.
/// 创建一个可以稍后使用 `updateTextureRegion` 填充的纹理。
/// 用于运行时图集生成,以批处理使用不同纹理的 UI 元素。
///
/// # Arguments | 参数
/// * `width` - Texture width in pixels (recommended: 2048) | 纹理宽度推荐2048
/// * `height` - Texture height in pixels (recommended: 2048) | 纹理高度推荐2048
///
/// # Returns | 返回
/// The texture ID for the created blank texture | 创建的空白纹理ID
#[wasm_bindgen(js_name = createBlankTexture)]
pub fn create_blank_texture(
&mut self,
width: u32,
height: u32,
) -> std::result::Result<u32, JsValue> {
self.engine
.create_blank_texture(width, height)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Update a region of an existing texture with pixel data.
/// 使用像素数据更新现有纹理的区域。
///
/// This is used for dynamic atlas to copy individual textures into the atlas.
/// 用于动态图集将单个纹理复制到图集纹理中。
///
/// # Arguments | 参数
/// * `id` - The texture ID to update | 要更新的纹理ID
/// * `x` - X offset in the texture | 纹理中的X偏移
/// * `y` - Y offset in the texture | 纹理中的Y偏移
/// * `width` - Width of the region to update | 要更新的区域宽度
/// * `height` - Height of the region to update | 要更新的区域高度
/// * `pixels` - RGBA pixel data (Uint8Array, 4 bytes per pixel) | RGBA像素数据每像素4字节
#[wasm_bindgen(js_name = updateTextureRegion)]
pub fn update_texture_region(
&self,
id: u32,
x: u32,
y: u32,
width: u32,
height: u32,
pixels: &[u8],
) -> std::result::Result<(), JsValue> {
self.engine
.update_texture_region(id, x, y, width, height, pixels)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
}

View File

@@ -82,15 +82,22 @@ impl Transform2D {
///
/// The matrix is constructed as: T * R * S (translate, rotate, scale).
/// 矩阵构造顺序为T * R * S平移、旋转、缩放
///
/// Uses left-hand coordinate system convention:
/// 使用左手坐标系约定:
/// - Positive rotation = clockwise (when viewed from +Z)
/// - 正旋转 = 顺时针(从 +Z 方向观察时)
pub fn to_matrix(&self) -> Mat3 {
let cos = self.rotation.cos();
let sin = self.rotation.sin();
// Construct TRS matrix directly for performance
// 直接构造TRS矩阵以提高性能
// Clockwise rotation: [cos, -sin; sin, cos] (column-major)
// 顺时针旋转矩阵
Mat3::from_cols(
glam::Vec3::new(cos * self.scale.x, sin * self.scale.x, 0.0),
glam::Vec3::new(-sin * self.scale.y, cos * self.scale.y, 0.0),
glam::Vec3::new(cos * self.scale.x, -sin * self.scale.x, 0.0),
glam::Vec3::new(sin * self.scale.y, cos * self.scale.y, 0.0),
glam::Vec3::new(self.position.x, self.position.y, 1.0),
)
}
@@ -101,6 +108,9 @@ impl Transform2D {
/// # Arguments | 参数
/// * `width` - Sprite width | 精灵宽度
/// * `height` - Sprite height | 精灵高度
///
/// Uses left-hand coordinate system (clockwise positive rotation).
/// 使用左手坐标系(顺时针正旋转)。
pub fn to_matrix_with_origin(&self, width: f32, height: f32) -> Mat3 {
let ox = -self.origin.x * width * self.scale.x;
let oy = -self.origin.y * height * self.scale.y;
@@ -108,14 +118,16 @@ impl Transform2D {
let cos = self.rotation.cos();
let sin = self.rotation.sin();
// Apply origin offset after rotation
// 在旋转后应用原点偏移
let tx = self.position.x + ox * cos - oy * sin;
let ty = self.position.y + ox * sin + oy * cos;
// Apply origin offset after rotation (clockwise rotation)
// 在旋转后应用原点偏移(顺时针旋转)
let tx = self.position.x + ox * cos + oy * sin;
let ty = self.position.y - ox * sin + oy * cos;
// Clockwise rotation matrix
// 顺时针旋转矩阵
Mat3::from_cols(
glam::Vec3::new(cos * self.scale.x, sin * self.scale.x, 0.0),
glam::Vec3::new(-sin * self.scale.y, cos * self.scale.y, 0.0),
glam::Vec3::new(cos * self.scale.x, -sin * self.scale.x, 0.0),
glam::Vec3::new(sin * self.scale.y, cos * self.scale.y, 0.0),
glam::Vec3::new(tx, ty, 1.0),
)
}

View File

@@ -113,13 +113,20 @@ impl Vec2 {
/// Rotate the vector by an angle (in radians).
/// 按角度旋转向量(弧度)。
///
/// Uses left-hand coordinate system convention:
/// 使用左手坐标系约定:
/// - Positive angle = clockwise rotation (when viewed from +Z)
/// - 正角度 = 顺时针旋转(从 +Z 方向观察时)
#[inline]
pub fn rotate(&self, angle: f32) -> Self {
let cos = angle.cos();
let sin = angle.sin();
// Clockwise rotation matrix: [cos, sin; -sin, cos]
// 顺时针旋转矩阵
Self {
x: self.x * cos - self.y * sin,
y: self.x * sin + self.y * cos,
x: self.x * cos + self.y * sin,
y: -self.x * sin + self.y * cos,
}
}

View File

@@ -1,7 +1,6 @@
//! Sprite batch renderer for efficient 2D rendering.
//! 用于高效2D渲染的精灵批处理渲染器。
use indexmap::IndexMap;
use web_sys::{
WebGl2RenderingContext, WebGlBuffer, WebGlVertexArrayObject,
};
@@ -66,17 +65,23 @@ pub struct SpriteBatch {
/// 最大精灵数。
max_sprites: usize,
/// Per-material-texture vertex data buffers (insertion-ordered).
/// 按材质和纹理分组的顶点数据缓冲区(保持插入顺序)
/// Batches stored as (key, vertices) pairs in submission order.
/// 按提交顺序存储的批次(键,顶点)对
///
/// Uses IndexMap to preserve render order - sprites submitted first
/// are rendered first (appear behind later sprites).
/// 使用 IndexMap 保持渲染顺序 - 先提交的精灵先渲染(显示在后面)。
batches: IndexMap<BatchKey, Vec<f32>>,
/// Only consecutive sprites with the same BatchKey are batched together.
/// Sprites with the same key but separated by different keys are kept in separate batches
/// to preserve correct render order.
/// 只有连续的相同 BatchKey 的 sprites 才会合批。
/// 相同 key 但被其他 key 分隔的 sprites 保持在独立批次中以保证正确的渲染顺序。
batches: Vec<(BatchKey, Vec<f32>)>,
/// Total sprite count across all batches.
/// 所有批次的总精灵数。
sprite_count: usize,
/// Last batch key used, for determining if we can merge into the last batch.
/// 上一个使用的批次键,用于判断是否可以合并到最后一个批次。
last_batch_key: Option<BatchKey>,
}
impl SpriteBatch {
@@ -140,8 +145,9 @@ impl SpriteBatch {
vbo,
ibo,
max_sprites,
batches: IndexMap::new(),
batches: Vec::new(),
sprite_count: 0,
last_batch_key: None,
})
}
@@ -168,8 +174,15 @@ impl SpriteBatch {
/// Set up vertex attribute pointers.
/// 设置顶点属性指针。
///
/// Vertex layout (9 floats per vertex):
/// 顶点布局(每顶点 9 个浮点数):
/// - location 0: position (2 floats) - offset 0
/// - location 1: tex_coord (2 floats) - offset 8
/// - location 2: color (4 floats) - offset 16
/// - location 3: aspect_ratio (1 float) - offset 32
fn setup_vertex_attributes(gl: &WebGl2RenderingContext) {
let stride = (FLOATS_PER_VERTEX * 4) as i32;
let stride = (FLOATS_PER_VERTEX * 4) as i32; // 9 * 4 = 36 bytes
// Position attribute (location = 0) | 位置属性
gl.enable_vertex_attrib_array(0);
@@ -203,15 +216,27 @@ impl SpriteBatch {
stride,
16, // 4 floats * 4 bytes
);
// Aspect ratio attribute (location = 3) | 宽高比属性
// Used by shaders for aspect-ratio-aware transformations
// 用于着色器中的宽高比感知变换
gl.enable_vertex_attrib_array(3);
gl.vertex_attrib_pointer_with_i32(
3,
1,
WebGl2RenderingContext::FLOAT,
false,
stride,
32, // (2 + 2 + 4) floats * 4 bytes
);
}
/// Clear the batch for a new frame.
/// 为新帧清空批处理。
pub fn clear(&mut self) {
for batch in self.batches.values_mut() {
batch.clear();
}
self.batches.clear();
self.sprite_count = 0;
self.last_batch_key = None;
}
/// Add sprites from batch data.
@@ -302,21 +327,40 @@ impl SpriteBatch {
let width = scale_x;
let height = scale_y;
// Calculate aspect ratio (width / height), default 1.0 for degenerate cases
// 计算宽高比(宽度/高度),退化情况下默认为 1.0
let aspect_ratio = if height.abs() > 0.001 {
width / height
} else {
1.0
};
let batch_key = BatchKey {
material_id: material_ids[i],
texture_id: texture_ids[i],
};
// Get or create batch for this material+texture combination | 获取或创建此材质+纹理组合的批次
let batch = self.batches
.entry(batch_key)
.or_insert_with(Vec::new);
// Only batch consecutive sprites with the same key to preserve render order
// 只对连续相同 key 的 sprites 合批以保持渲染顺序
let should_create_new_batch = match self.last_batch_key {
Some(last_key) => batch_key != last_key,
None => true,
};
if should_create_new_batch {
// Create a new batch | 创建新批次
self.batches.push((batch_key, Vec::new()));
self.last_batch_key = Some(batch_key);
}
// Add to the last batch | 添加到最后一个批次
let batch = &mut self.batches.last_mut().unwrap().1;
// Calculate transformed vertices and add to batch | 计算变换后的顶点并添加到批次
Self::add_sprite_vertices_to_batch(
batch,
x, y, width, height, rotation, origin_x, origin_y,
u0, v0, u1, v1, color_arr,
u0, v0, u1, v1, color_arr, aspect_ratio,
);
}
@@ -326,6 +370,9 @@ impl SpriteBatch {
/// Add vertices for a single sprite to a batch.
/// 为单个精灵添加顶点到批次。
///
/// Each vertex contains: position(2) + tex_coord(2) + color(4) + aspect_ratio(1) = 9 floats
/// 每个顶点包含: 位置(2) + 纹理坐标(2) + 颜色(4) + 宽高比(1) = 9 个浮点数
#[inline]
fn add_sprite_vertices_to_batch(
batch: &mut Vec<f32>,
@@ -341,6 +388,7 @@ impl SpriteBatch {
u1: f32,
v1: f32,
color: [f32; 4],
aspect_ratio: f32,
) {
let cos = rotation.cos();
let sin = rotation.sin();
@@ -393,6 +441,10 @@ impl SpriteBatch {
// Color | 颜色
batch.extend_from_slice(&color);
// Aspect ratio (same for all 4 vertices of a quad)
// 宽高比(四边形的 4 个顶点相同)
batch.push(aspect_ratio);
}
}
@@ -432,16 +484,16 @@ impl SpriteBatch {
gl.bind_vertex_array(None);
}
/// Get all batches for rendering (in insertion order).
/// 获取所有批次用于渲染(按插入顺序)。
pub fn batches(&self) -> &IndexMap<BatchKey, Vec<f32>> {
/// Get all batches for rendering (in submission order).
/// 获取所有批次用于渲染(按提交顺序)。
pub fn batches(&self) -> &[(BatchKey, Vec<f32>)] {
&self.batches
}
/// Flush a specific batch by key.
/// 按刷新特定批次。
pub fn flush_for_batch(&self, gl: &WebGl2RenderingContext, key: &BatchKey) {
if let Some(vertices) = self.batches.get(key) {
/// Flush a specific batch by index.
/// 按索引刷新特定批次。
pub fn flush_batch_at(&self, gl: &WebGl2RenderingContext, index: usize) {
if let Some((_, vertices)) = self.batches.get(index) {
self.flush_batch(gl, vertices);
}
}

View File

@@ -9,13 +9,16 @@ pub const VERTEX_SIZE: usize = std::mem::size_of::<SpriteVertex>();
/// Number of floats per vertex.
/// 每个顶点的浮点数数量。
pub const FLOATS_PER_VERTEX: usize = 8;
///
/// Layout: position(2) + tex_coord(2) + color(4) + aspect_ratio(1) = 9
/// 布局: 位置(2) + 纹理坐标(2) + 颜色(4) + 宽高比(1) = 9
pub const FLOATS_PER_VERTEX: usize = 9;
/// Sprite vertex data.
/// 精灵顶点数据。
///
/// Each sprite requires 4 vertices (quad), each with position, UV, and color.
/// 每个精灵需要4个顶点四边形每个顶点包含位置、UV颜色。
/// Each sprite requires 4 vertices (quad), each with position, UV, color, and aspect ratio.
/// 每个精灵需要4个顶点四边形每个顶点包含位置、UV颜色和宽高比
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct SpriteVertex {
@@ -30,6 +33,15 @@ pub struct SpriteVertex {
/// Color (r, g, b, a).
/// 颜色。
pub color: [f32; 4],
/// Aspect ratio (width / height) for shader effects.
/// 宽高比(宽度/高度),用于着色器效果。
///
/// This allows shaders to apply aspect-ratio-aware transformations
/// (e.g., rotation in shiny effects) without per-instance uniforms.
/// 这允许着色器应用宽高比感知的变换(如闪光效果中的旋转),
/// 无需每实例 uniform。
pub aspect_ratio: f32,
}
impl SpriteVertex {
@@ -40,11 +52,13 @@ impl SpriteVertex {
position: [f32; 2],
tex_coord: [f32; 2],
color: [f32; 4],
aspect_ratio: f32,
) -> Self {
Self {
position,
tex_coord,
color,
aspect_ratio,
}
}
}
@@ -55,6 +69,7 @@ impl Default for SpriteVertex {
position: [0.0, 0.0],
tex_coord: [0.0, 0.0],
color: [1.0, 1.0, 1.0, 1.0],
aspect_ratio: 1.0,
}
}
}

View File

@@ -1,5 +1,12 @@
//! 2D camera implementation.
//! 2D相机实现。
//!
//! Uses left-hand coordinate system convention:
//! 使用左手坐标系约定:
//! - X axis: positive to the right / X 轴:正方向向右
//! - Y axis: positive upward (in world space) / Y 轴:正方向向上(世界空间)
//! - Z axis: positive into the screen / Z 轴:正方向指向屏幕内
//! - Positive rotation: clockwise (when viewed from +Z) / 正旋转:顺时针(从 +Z 观察)
use crate::math::Vec2;
use glam::Mat3;
@@ -67,6 +74,7 @@ impl Camera2D {
/// - World: Y-up, origin at camera position | 世界坐标Y向上原点在相机位置
/// - Screen: Y-down, origin at top-left | 屏幕坐标Y向下原点在左上角
/// - NDC: Y-up, origin at center [-1, 1] | NDCY向上原点在中心
/// - Rotation: positive = clockwise | 旋转:正 = 顺时针
///
/// When zoom=1, 1 world unit = 1 screen pixel.
/// 当zoom=1时1个世界单位 = 1个屏幕像素。
@@ -81,8 +89,8 @@ impl Camera2D {
let sx = 2.0 / self.width * self.zoom;
let sy = 2.0 / self.height * self.zoom;
// Handle rotation
// 处理旋转
// Handle rotation (clockwise positive)
// 处理旋转(顺时针为正)
let cos = self.rotation.cos();
let sin = self.rotation.sin();
@@ -97,15 +105,17 @@ impl Camera2D {
// 组合缩放、旋转和平移
// Matrix = Scale * Rotation * Translation (applied right to left)
// 矩阵 = 缩放 * 旋转 * 平移(从右到左应用)
// Clockwise rotation: [cos, -sin; sin, cos]
// 顺时针旋转矩阵
if self.rotation != 0.0 {
// With rotation: need to rotate the translation as well
// 有旋转时:平移也需要旋转
let rtx = tx * cos - ty * sin;
let rty = tx * sin + ty * cos;
// With rotation: need to rotate the translation as well (clockwise)
// 有旋转时:平移也需要旋转(顺时针)
let rtx = tx * cos + ty * sin;
let rty = -tx * sin + ty * cos;
Mat3::from_cols(
glam::Vec3::new(sx * cos, sx * sin, 0.0),
glam::Vec3::new(-sy * sin, sy * cos, 0.0),
glam::Vec3::new(sx * cos, -sx * sin, 0.0),
glam::Vec3::new(sy * sin, sy * cos, 0.0),
glam::Vec3::new(rtx, rty, 1.0),
)
} else {
@@ -124,6 +134,7 @@ impl Camera2D {
///
/// Screen: (0,0) at top-left, Y-down | 屏幕:(0,0)在左上角Y向下
/// World: Y-up, camera at center | 世界Y向上相机在中心
/// Rotation: positive = clockwise | 旋转:正 = 顺时针
pub fn screen_to_world(&self, screen: Vec2) -> Vec2 {
// Convert screen to NDC-like coordinates (centered, Y-up)
// 将屏幕坐标转换为类NDC坐标居中Y向上
@@ -138,11 +149,15 @@ impl Camera2D {
if self.rotation != 0.0 {
// Apply inverse rotation around camera position
// 围绕相机位置应用反向旋转
// Inverse of clockwise θ is clockwise -θ
// 顺时针 θ 的逆变换是顺时针 -θ
let dx = world_x - self.position.x;
let dy = world_y - self.position.y;
let cos = (-self.rotation).cos();
let sin = (-self.rotation).sin();
let cos = self.rotation.cos(); // cos(-θ) = cos(θ)
let sin = self.rotation.sin(); // for clockwise -θ: use -sin(θ)
// Clockwise rotation with -θ: x' = x*cos + y*(-sin), y' = -x*(-sin) + y*cos
// 用 -θ 做顺时针旋转
Vec2::new(
dx * cos - dy * sin + self.position.x,
dx * sin + dy * cos + self.position.y,
@@ -157,14 +172,19 @@ impl Camera2D {
///
/// World: Y-up | 世界Y向上
/// Screen: (0,0) at top-left, Y-down | 屏幕:(0,0)在左上角Y向下
/// Rotation: positive = clockwise | 旋转:正 = 顺时针
pub fn world_to_screen(&self, world: Vec2) -> Vec2 {
let dx = world.x - self.position.x;
let dy = world.y - self.position.y;
// Apply clockwise rotation
// 应用顺时针旋转
let (rx, ry) = if self.rotation != 0.0 {
let cos = self.rotation.cos();
let sin = self.rotation.sin();
(dx * cos - dy * sin, dx * sin + dy * cos)
// Clockwise: x' = x*cos + y*sin, y' = -x*sin + y*cos
// 顺时针旋转公式
(dx * cos + dy * sin, -dx * sin + dy * cos)
} else {
(dx, dy)
};

View File

@@ -116,19 +116,10 @@ impl Renderer2D {
/// Render the current frame.
/// 渲染当前帧。
pub fn render(&mut self, gl: &WebGl2RenderingContext, texture_manager: &TextureManager) -> Result<()> {
use super::batch::BatchKey;
if self.sprite_batch.sprite_count() == 0 {
return Ok(());
}
// Collect non-empty batch keys | 收集非空批次键
let batch_keys: Vec<BatchKey> = self.sprite_batch.batches()
.iter()
.filter(|(_, vertices)| !vertices.is_empty())
.map(|(key, _)| *key)
.collect();
// Track current state to minimize state changes | 跟踪当前状态以最小化状态切换
let mut current_material_id: u32 = u32::MAX;
let mut current_texture_id: u32 = u32::MAX;
@@ -136,7 +127,16 @@ impl Renderer2D {
// Get projection matrix once | 一次性获取投影矩阵
let projection = self.camera.projection_matrix();
for batch_key in batch_keys {
// Iterate through batches in submission order (preserves render order)
// 按提交顺序遍历批次(保持渲染顺序)
for batch_idx in 0..self.sprite_batch.batches().len() {
let (batch_key, vertices) = &self.sprite_batch.batches()[batch_idx];
// Skip empty batches | 跳过空批次
if vertices.is_empty() {
continue;
}
// Switch material if needed | 如需切换材质
if batch_key.material_id != current_material_id {
current_material_id = batch_key.material_id;
@@ -169,8 +169,8 @@ impl Renderer2D {
texture_manager.bind_texture(batch_key.texture_id, 0);
}
// Flush this batch | 刷新此批次
self.sprite_batch.flush_for_batch(gl, &batch_key);
// Flush this batch by index | 按索引刷新此批次
self.sprite_batch.flush_batch_at(gl, batch_idx);
}
// Clear batch for next frame | 清空批处理以供下一帧使用

View File

@@ -52,6 +52,11 @@ pub struct TextureManager {
/// 纹理加载状态(使用 Rc<RefCell<>> 以便闭包可以修改)
/// Texture loading states (using Rc<RefCell<>> so closures can modify)
texture_states: Rc<RefCell<HashMap<u32, TextureState>>>,
/// 纹理尺寸缓存(使用 Rc<RefCell<>> 以便闭包可以修改)
/// Texture dimensions cache (using Rc<RefCell<>> so closures can modify)
/// Key: texture ID, Value: (width, height)
texture_dimensions: Rc<RefCell<HashMap<u32, (u32, u32)>>>,
}
impl TextureManager {
@@ -65,6 +70,7 @@ impl TextureManager {
next_id: 1, // Start from 1, 0 is reserved for default
default_texture: None,
texture_states: Rc::new(RefCell::new(HashMap::new())),
texture_dimensions: Rc::new(RefCell::new(HashMap::new())),
};
// Create default white texture | 创建默认白色纹理
@@ -150,6 +156,9 @@ impl TextureManager {
let states_for_onload = Rc::clone(&self.texture_states);
let states_for_onerror = Rc::clone(&self.texture_states);
// Clone dimensions map for closure | 克隆尺寸映射用于闭包
let dimensions_for_onload = Rc::clone(&self.texture_dimensions);
// Load actual image asynchronously | 异步加载实际图片
let gl = self.gl.clone();
@@ -205,6 +214,12 @@ impl TextureManager {
WebGl2RenderingContext::LINEAR as i32,
);
// 存储纹理尺寸(从加载的图片获取)
// Store texture dimensions (from loaded image)
let width = image_clone.width();
let height = image_clone.height();
dimensions_for_onload.borrow_mut().insert(texture_id, (width, height));
// 标记为就绪 | Mark as ready
states_for_onload.borrow_mut().insert(texture_id, TextureState::Ready);
@@ -236,8 +251,21 @@ impl TextureManager {
/// Get texture size by ID.
/// 按ID获取纹理尺寸。
///
/// First checks the dimensions cache (updated when texture loads),
/// then falls back to the Texture struct.
/// 首先检查尺寸缓存(在纹理加载时更新),
/// 然后回退到 Texture 结构体。
#[inline]
pub fn get_texture_size(&self, id: u32) -> Option<(f32, f32)> {
// Check dimensions cache first (has actual loaded dimensions)
// 首先检查尺寸缓存(有实际加载的尺寸)
if let Some(&(w, h)) = self.texture_dimensions.borrow().get(&id) {
return Some((w as f32, h as f32));
}
// Fall back to texture struct (may have placeholder dimensions)
// 回退到纹理结构体(可能是占位符尺寸)
self.textures
.get(&id)
.map(|t| (t.width as f32, t.height as f32))
@@ -329,6 +357,8 @@ impl TextureManager {
self.path_to_id.retain(|_, &mut v| v != id);
// Remove state | 移除状态
self.texture_states.borrow_mut().remove(&id);
// Remove dimensions | 移除尺寸
self.texture_dimensions.borrow_mut().remove(&id);
}
/// Load texture by path, returning texture ID.
@@ -409,8 +439,144 @@ impl TextureManager {
// Clear texture states | 清除纹理状态
self.texture_states.borrow_mut().clear();
// Clear texture dimensions | 清除纹理尺寸
self.texture_dimensions.borrow_mut().clear();
// Reset ID counter (1 is reserved for first texture, 0 for default)
// 重置ID计数器1保留给第一个纹理0给默认纹理
self.next_id = 1;
}
/// Create a blank texture with specified dimensions.
/// 创建具有指定尺寸的空白纹理。
///
/// This is used for dynamic atlas creation where textures
/// are later filled with content using `update_texture_region`.
/// 用于动态图集创建,之后使用 `update_texture_region` 填充内容。
///
/// # Arguments | 参数
/// * `width` - Texture width in pixels | 纹理宽度(像素)
/// * `height` - Texture height in pixels | 纹理高度(像素)
///
/// # Returns | 返回
/// The texture ID for the created texture | 创建的纹理ID
pub fn create_blank_texture(&mut self, width: u32, height: u32) -> Result<u32> {
let texture = self.gl
.create_texture()
.ok_or_else(|| EngineError::TextureLoadFailed("Failed to create blank texture".into()))?;
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture));
// Initialize with transparent pixels
// 使用透明像素初始化
let _ = self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
WebGl2RenderingContext::TEXTURE_2D,
0,
WebGl2RenderingContext::RGBA as i32,
width as i32,
height as i32,
0,
WebGl2RenderingContext::RGBA,
WebGl2RenderingContext::UNSIGNED_BYTE,
None, // NULL data - allocate but don't fill
);
// Set texture parameters for atlas use
// 设置图集使用的纹理参数
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_WRAP_S,
WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_WRAP_T,
WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MIN_FILTER,
WebGl2RenderingContext::LINEAR as i32,
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MAG_FILTER,
WebGl2RenderingContext::LINEAR as i32,
);
// Assign ID and store
// 分配ID并存储
let id = self.next_id;
self.next_id += 1;
self.textures.insert(id, Texture::new(texture, width, height));
self.texture_states.borrow_mut().insert(id, TextureState::Ready);
self.texture_dimensions.borrow_mut().insert(id, (width, height));
log::debug!("Created blank texture {} ({}x{}) | 创建空白纹理 {} ({}x{})", id, width, height, id, width, height);
Ok(id)
}
/// Update a region of an existing texture with pixel data.
/// 使用像素数据更新现有纹理的区域。
///
/// This is used for dynamic atlas to copy individual textures
/// into the atlas texture.
/// 用于动态图集将单个纹理复制到图集纹理中。
///
/// # Arguments | 参数
/// * `id` - The texture ID to update | 要更新的纹理ID
/// * `x` - X offset in the texture | 纹理中的X偏移
/// * `y` - Y offset in the texture | 纹理中的Y偏移
/// * `width` - Width of the region to update | 要更新的区域宽度
/// * `height` - Height of the region to update | 要更新的区域高度
/// * `pixels` - RGBA pixel data (4 bytes per pixel) | RGBA像素数据每像素4字节
///
/// # Returns | 返回
/// Ok(()) on success, Err if texture not found or update failed
/// 成功时返回 Ok(()),纹理未找到或更新失败时返回 Err
pub fn update_texture_region(
&self,
id: u32,
x: u32,
y: u32,
width: u32,
height: u32,
pixels: &[u8],
) -> Result<()> {
let texture = self.textures.get(&id)
.ok_or_else(|| EngineError::TextureLoadFailed(format!("Texture {} not found", id)))?;
// Validate pixel data size
// 验证像素数据大小
let expected_size = (width * height * 4) as usize;
if pixels.len() != expected_size {
return Err(EngineError::TextureLoadFailed(format!(
"Pixel data size mismatch: expected {}, got {} | 像素数据大小不匹配:预期 {},实际 {}",
expected_size, pixels.len(), expected_size, pixels.len()
)));
}
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture.handle));
// Use texSubImage2D to update a region
// 使用 texSubImage2D 更新区域
self.gl.tex_sub_image_2d_with_i32_and_i32_and_u32_and_type_and_opt_u8_array(
WebGl2RenderingContext::TEXTURE_2D,
0,
x as i32,
y as i32,
width as i32,
height as i32,
WebGl2RenderingContext::RGBA,
WebGl2RenderingContext::UNSIGNED_BYTE,
Some(pixels),
).map_err(|e| EngineError::TextureLoadFailed(format!("texSubImage2D failed: {:?}", e)))?;
log::trace!("Updated texture {} region ({},{}) {}x{} | 更新纹理 {} 区域 ({},{}) {}x{}",
id, x, y, width, height, id, x, y, width, height);
Ok(())
}
}