refactor(render): 抽象图形后端并迁移渲染器 (#313)

* refactor(render): 抽象图形后端并迁移渲染器

- 新增 engine-shared 包,定义 GraphicsBackend trait 抽象层
- 实现 WebGL2Backend 作为首个后端实现
- 迁移 Renderer2D、SpriteBatch、GridRenderer、GizmoRenderer 使用新抽象
- 修复 VAO 创建时索引缓冲区绑定状态泄漏问题
- 新增 create_vertex_buffer_sized 方法支持预分配缓冲区

* fix(serialization): 修复序列化循环引用导致栈溢出

- 在 serializeValue 添加 WeakSet 检测循环引用
- 跳过已访问对象避免无限递归

* refactor(serialization): 提取 ValueSerializer 统一序列化逻辑

- 新增 ValueSerializer 模块,函数式设计
- 支持可扩展类型处理器注册
- 移除 ComponentSerializer/SceneSerializer 重复代码
- 内置 Date/Map/Set 类型支持

* fix: CodeQL 类型检查警告
This commit is contained in:
YHH
2025-12-19 22:46:33 +08:00
committed by GitHub
parent 4b74db3f2d
commit 96b5403d14
31 changed files with 6096 additions and 2114 deletions

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//! 图形后端实现
//!
//! Graphics backend implementations.
//!
//! 本模块提供 `GraphicsBackend` trait 的具体实现。
//! This module provides concrete implementations of the `GraphicsBackend` trait.
mod webgl2;
pub use webgl2::WebGL2Backend;

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//! WebGL2 后端实现
//!
//! WebGL2 backend implementation.
use es_engine_shared::{
traits::backend::*,
types::{
handle::*,
vertex::*,
blend::*,
texture::*,
},
Vec2, Vec3, Vec4, Mat3, Mat4,
};
use wasm_bindgen::prelude::*;
use wasm_bindgen::JsCast;
use web_sys::{
WebGl2RenderingContext as GL,
WebGlProgram, WebGlShader, WebGlBuffer,
WebGlTexture, WebGlVertexArrayObject,
WebGlUniformLocation, HtmlCanvasElement,
};
use std::collections::HashMap;
// ==================== 内部数据结构 | Internal Data Structures ====================
/// 着色器数据
///
/// Shader data.
struct ShaderData {
/// WebGL 程序对象 | WebGL program object
program: WebGlProgram,
/// Uniform 位置缓存 | Uniform location cache
uniform_locations: HashMap<String, Option<WebGlUniformLocation>>,
}
/// 纹理数据
///
/// Texture data.
struct TextureData {
/// WebGL 纹理对象 | WebGL texture object
handle: WebGlTexture,
/// 纹理宽度 | Texture width
width: u32,
/// 纹理高度 | Texture height
height: u32,
}
/// VAO 数据
///
/// VAO data.
struct VertexArrayData {
/// WebGL VAO 对象 | WebGL VAO object
vao: WebGlVertexArrayObject,
/// 关联的索引缓冲区类型 | Associated index buffer type
index_type: Option<IndexType>,
}
/// 索引类型
///
/// Index type.
#[derive(Clone, Copy)]
enum IndexType {
U16,
U32,
}
// ==================== WebGL2Backend ====================
/// WebGL2 图形后端
///
/// 实现 `GraphicsBackend` trait提供 WebGL2 渲染能力。
///
/// WebGL2 graphics backend.
/// Implements `GraphicsBackend` trait for WebGL2 rendering.
pub struct WebGL2Backend {
/// WebGL2 渲染上下文 | WebGL2 rendering context
gl: GL,
/// 画布元素(可选,外部上下文时为 None
///
/// Canvas element (None for external context).
#[allow(dead_code)]
canvas: Option<HtmlCanvasElement>,
/// 当前宽度 | Current width
width: u32,
/// 当前高度 | Current height
height: u32,
// ===== 资源管理 | Resource Management =====
/// 缓冲区映射 | Buffer map
buffers: HandleMap<WebGlBuffer>,
/// 顶点数组对象映射 | VAO map
vertex_arrays: HandleMap<VertexArrayData>,
/// 着色器映射 | Shader map
shaders: HandleMap<ShaderData>,
/// 纹理映射 | Texture map
textures: HandleMap<TextureData>,
// ===== 当前状态 | Current State =====
/// 当前绑定的着色器 | Currently bound shader
current_shader: Option<ShaderHandle>,
/// 当前渲染状态 | Current render state
current_render_state: RenderState,
/// 版本字符串 | Version string
version: String,
}
impl WebGL2Backend {
/// 从 canvas ID 创建
///
/// Create from canvas ID.
pub fn from_canvas(canvas_id: &str) -> GraphicsResult<Self> {
let document = web_sys::window()
.ok_or_else(|| GraphicsError::Backend("No window".into()))?
.document()
.ok_or_else(|| GraphicsError::Backend("No document".into()))?;
let canvas = document
.get_element_by_id(canvas_id)
.ok_or_else(|| GraphicsError::Backend(format!("Canvas '{}' not found", canvas_id)))?
.dyn_into::<HtmlCanvasElement>()
.map_err(|_| GraphicsError::Backend("Element is not a canvas".into()))?;
let gl = canvas
.get_context("webgl2")
.map_err(|e| GraphicsError::Backend(format!("Failed to get WebGL2 context: {:?}", e)))?
.ok_or_else(|| GraphicsError::Backend("WebGL2 not supported".into()))?
.dyn_into::<GL>()
.map_err(|_| GraphicsError::Backend("Failed to cast to WebGL2".into()))?;
let width = canvas.width();
let height = canvas.height();
let version = gl
.get_parameter(GL::VERSION)
.ok()
.and_then(|v| v.as_string())
.unwrap_or_else(|| "WebGL 2.0".to_string());
let mut backend = Self {
gl,
canvas: Some(canvas),
width,
height,
buffers: HandleMap::new(),
vertex_arrays: HandleMap::new(),
shaders: HandleMap::new(),
textures: HandleMap::new(),
current_shader: None,
current_render_state: RenderState::default(),
version,
};
backend.init_gl_state();
Ok(backend)
}
/// 从外部 GL 上下文创建(微信小游戏等)
///
/// Create from external GL context (WeChat Mini Game, etc.).
pub fn from_external(gl_context: JsValue, width: u32, height: u32) -> GraphicsResult<Self> {
let gl = gl_context
.dyn_into::<GL>()
.map_err(|_| GraphicsError::Backend("Failed to cast to WebGL2".into()))?;
let version = gl
.get_parameter(GL::VERSION)
.ok()
.and_then(|v| v.as_string())
.unwrap_or_else(|| "WebGL 2.0".to_string());
let mut backend = Self {
gl,
canvas: None,
width,
height,
buffers: HandleMap::new(),
vertex_arrays: HandleMap::new(),
shaders: HandleMap::new(),
textures: HandleMap::new(),
current_shader: None,
current_render_state: RenderState::default(),
version,
};
backend.init_gl_state();
Ok(backend)
}
/// 初始化 GL 状态
///
/// Initialize GL state.
fn init_gl_state(&mut self) {
self.gl.viewport(0, 0, self.width as i32, self.height as i32);
self.gl.enable(GL::BLEND);
self.gl.blend_func(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA);
}
/// 获取 WebGL 上下文引用
///
/// Get WebGL context reference.
pub fn gl(&self) -> &GL {
&self.gl
}
/// 获取或缓存 uniform 位置
///
/// Get or cache uniform location.
fn get_uniform_location(&mut self, name: &str) -> Option<WebGlUniformLocation> {
let shader_handle = self.current_shader?;
let shader = self.shaders.get_mut(shader_handle)?;
if let Some(cached) = shader.uniform_locations.get(name) {
return cached.clone();
}
let location = self.gl.get_uniform_location(&shader.program, name);
shader.uniform_locations.insert(name.to_string(), location.clone());
location
}
/// 编译单个着色器
///
/// Compile single shader.
fn compile_shader_stage(&self, shader_type: u32, source: &str) -> GraphicsResult<WebGlShader> {
let shader = self.gl.create_shader(shader_type)
.ok_or_else(|| GraphicsError::ShaderCompilation("Failed to create shader".into()))?;
self.gl.shader_source(&shader, source);
self.gl.compile_shader(&shader);
if !self.gl.get_shader_parameter(&shader, GL::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = self.gl.get_shader_info_log(&shader).unwrap_or_default();
self.gl.delete_shader(Some(&shader));
let stage_name = if shader_type == GL::VERTEX_SHADER { "Vertex" } else { "Fragment" };
return Err(GraphicsError::ShaderCompilation(format!("{} shader: {}", stage_name, log)));
}
Ok(shader)
}
}
// ==================== GraphicsBackend 实现 | GraphicsBackend Implementation ====================
impl GraphicsBackend for WebGL2Backend {
fn name(&self) -> &'static str {
"WebGL2"
}
fn version(&self) -> &str {
&self.version
}
fn resize(&mut self, width: u32, height: u32) {
self.width = width;
self.height = height;
self.gl.viewport(0, 0, width as i32, height as i32);
}
fn width(&self) -> u32 {
self.width
}
fn height(&self) -> u32 {
self.height
}
fn begin_frame(&mut self) {
// WebGL2 不需要显式 begin frame
}
fn end_frame(&mut self) {
// WebGL2 不需要显式 end frame自动 swap
}
fn clear(&mut self, r: f32, g: f32, b: f32, a: f32) {
self.gl.clear_color(r, g, b, a);
self.gl.clear(GL::COLOR_BUFFER_BIT);
}
fn set_viewport(&mut self, x: i32, y: i32, width: u32, height: u32) {
self.gl.viewport(x, y, width as i32, height as i32);
}
// ==================== 缓冲区操作 | Buffer Operations ====================
fn create_vertex_buffer(&mut self, data: &[u8], usage: BufferUsage) -> GraphicsResult<BufferHandle> {
let buffer = self.gl.create_buffer()
.ok_or_else(|| GraphicsError::BufferCreation("Failed to create vertex buffer".into()))?;
self.gl.bind_buffer(GL::ARRAY_BUFFER, Some(&buffer));
let gl_usage = match usage {
BufferUsage::Static => GL::STATIC_DRAW,
BufferUsage::Dynamic => GL::DYNAMIC_DRAW,
BufferUsage::Stream => GL::STREAM_DRAW,
};
if data.is_empty() {
// Allocate empty buffer - should not happen in normal use
self.gl.buffer_data_with_i32(GL::ARRAY_BUFFER, 0, gl_usage);
} else {
unsafe {
let array = js_sys::Uint8Array::view(data);
self.gl.buffer_data_with_array_buffer_view(GL::ARRAY_BUFFER, &array, gl_usage);
}
}
Ok(self.buffers.insert(buffer))
}
fn create_vertex_buffer_sized(&mut self, size: usize, usage: BufferUsage) -> GraphicsResult<BufferHandle> {
let buffer = self.gl.create_buffer()
.ok_or_else(|| GraphicsError::BufferCreation("Failed to create vertex buffer".into()))?;
self.gl.bind_buffer(GL::ARRAY_BUFFER, Some(&buffer));
let gl_usage = match usage {
BufferUsage::Static => GL::STATIC_DRAW,
BufferUsage::Dynamic => GL::DYNAMIC_DRAW,
BufferUsage::Stream => GL::STREAM_DRAW,
};
self.gl.buffer_data_with_i32(GL::ARRAY_BUFFER, size as i32, gl_usage);
Ok(self.buffers.insert(buffer))
}
fn create_index_buffer(&mut self, data: &[u16], usage: BufferUsage) -> GraphicsResult<BufferHandle> {
let buffer = self.gl.create_buffer()
.ok_or_else(|| GraphicsError::BufferCreation("Failed to create index buffer".into()))?;
self.gl.bind_buffer(GL::ELEMENT_ARRAY_BUFFER, Some(&buffer));
let gl_usage = match usage {
BufferUsage::Static => GL::STATIC_DRAW,
BufferUsage::Dynamic => GL::DYNAMIC_DRAW,
BufferUsage::Stream => GL::STREAM_DRAW,
};
unsafe {
let array = js_sys::Uint16Array::view(data);
self.gl.buffer_data_with_array_buffer_view(GL::ELEMENT_ARRAY_BUFFER, &array, gl_usage);
}
Ok(self.buffers.insert(buffer))
}
fn create_index_buffer_u32(&mut self, data: &[u32], usage: BufferUsage) -> GraphicsResult<BufferHandle> {
let buffer = self.gl.create_buffer()
.ok_or_else(|| GraphicsError::BufferCreation("Failed to create index buffer".into()))?;
self.gl.bind_buffer(GL::ELEMENT_ARRAY_BUFFER, Some(&buffer));
let gl_usage = match usage {
BufferUsage::Static => GL::STATIC_DRAW,
BufferUsage::Dynamic => GL::DYNAMIC_DRAW,
BufferUsage::Stream => GL::STREAM_DRAW,
};
unsafe {
let array = js_sys::Uint32Array::view(data);
self.gl.buffer_data_with_array_buffer_view(GL::ELEMENT_ARRAY_BUFFER, &array, gl_usage);
}
Ok(self.buffers.insert(buffer))
}
fn update_buffer(&mut self, handle: BufferHandle, offset: usize, data: &[u8]) -> GraphicsResult<()> {
let buffer = self.buffers.get(handle)
.ok_or_else(|| GraphicsError::InvalidHandle("Buffer not found".into()))?;
self.gl.bind_buffer(GL::ARRAY_BUFFER, Some(buffer));
unsafe {
let array = js_sys::Uint8Array::view(data);
self.gl.buffer_sub_data_with_i32_and_array_buffer_view(
GL::ARRAY_BUFFER,
offset as i32,
&array,
);
}
Ok(())
}
fn destroy_buffer(&mut self, handle: BufferHandle) {
if let Some(buffer) = self.buffers.remove(handle) {
self.gl.delete_buffer(Some(&buffer));
}
}
fn create_vertex_array(
&mut self,
vertex_buffer: BufferHandle,
index_buffer: Option<BufferHandle>,
layout: &VertexLayout,
) -> GraphicsResult<VertexArrayHandle> {
let vao = self.gl.create_vertex_array()
.ok_or_else(|| GraphicsError::BufferCreation("Failed to create VAO".into()))?;
self.gl.bind_vertex_array(Some(&vao));
// 绑定顶点缓冲区
let vb = self.buffers.get(vertex_buffer)
.ok_or_else(|| GraphicsError::InvalidHandle("Vertex buffer not found".into()))?;
self.gl.bind_buffer(GL::ARRAY_BUFFER, Some(vb));
// 设置顶点属性
for (idx, attr) in layout.attributes.iter().enumerate() {
let (size, type_, normalized) = match attr.attr_type {
VertexAttributeType::Float => (1, GL::FLOAT, false),
VertexAttributeType::Float2 => (2, GL::FLOAT, false),
VertexAttributeType::Float3 => (3, GL::FLOAT, false),
VertexAttributeType::Float4 => (4, GL::FLOAT, false),
VertexAttributeType::Int => (1, GL::INT, false),
VertexAttributeType::Int2 => (2, GL::INT, false),
VertexAttributeType::Int3 => (3, GL::INT, false),
VertexAttributeType::Int4 => (4, GL::INT, false),
VertexAttributeType::UInt => (1, GL::UNSIGNED_INT, false),
VertexAttributeType::UInt2 => (2, GL::UNSIGNED_INT, false),
VertexAttributeType::UInt3 => (3, GL::UNSIGNED_INT, false),
VertexAttributeType::UInt4 => (4, GL::UNSIGNED_INT, false),
VertexAttributeType::UByte4Norm => (4, GL::UNSIGNED_BYTE, true),
};
self.gl.enable_vertex_attrib_array(idx as u32);
if attr.attr_type.is_integer() && !normalized {
self.gl.vertex_attrib_i_pointer_with_i32(
idx as u32,
size,
type_,
layout.stride as i32,
attr.offset as i32,
);
} else {
self.gl.vertex_attrib_pointer_with_i32(
idx as u32,
size,
type_,
normalized || attr.normalized,
layout.stride as i32,
attr.offset as i32,
);
}
}
let index_type = if let Some(ib_handle) = index_buffer {
if let Some(ib) = self.buffers.get(ib_handle) {
self.gl.bind_buffer(GL::ELEMENT_ARRAY_BUFFER, Some(ib));
Some(IndexType::U16)
} else {
self.gl.bind_buffer(GL::ELEMENT_ARRAY_BUFFER, None);
None
}
} else {
self.gl.bind_buffer(GL::ELEMENT_ARRAY_BUFFER, None);
None
};
self.gl.bind_vertex_array(None);
let data = VertexArrayData { vao, index_type };
Ok(self.vertex_arrays.insert(data))
}
fn destroy_vertex_array(&mut self, handle: VertexArrayHandle) {
if let Some(data) = self.vertex_arrays.remove(handle) {
self.gl.delete_vertex_array(Some(&data.vao));
}
}
// ==================== 着色器操作 | Shader Operations ====================
fn compile_shader(&mut self, vertex_src: &str, fragment_src: &str) -> GraphicsResult<ShaderHandle> {
// 编译顶点着色器
let vert_shader = self.compile_shader_stage(GL::VERTEX_SHADER, vertex_src)?;
// 编译片段着色器
let frag_shader = match self.compile_shader_stage(GL::FRAGMENT_SHADER, fragment_src) {
Ok(s) => s,
Err(e) => {
self.gl.delete_shader(Some(&vert_shader));
return Err(e);
}
};
// 链接程序
let program = self.gl.create_program()
.ok_or_else(|| GraphicsError::ShaderLinking("Failed to create program".into()))?;
self.gl.attach_shader(&program, &vert_shader);
self.gl.attach_shader(&program, &frag_shader);
self.gl.link_program(&program);
// 删除着色器对象(已链接到程序)
self.gl.delete_shader(Some(&vert_shader));
self.gl.delete_shader(Some(&frag_shader));
if !self.gl.get_program_parameter(&program, GL::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = self.gl.get_program_info_log(&program).unwrap_or_default();
self.gl.delete_program(Some(&program));
return Err(GraphicsError::ShaderLinking(log));
}
let shader_data = ShaderData {
program,
uniform_locations: HashMap::new(),
};
Ok(self.shaders.insert(shader_data))
}
fn destroy_shader(&mut self, handle: ShaderHandle) {
if let Some(data) = self.shaders.remove(handle) {
self.gl.delete_program(Some(&data.program));
}
// 如果销毁的是当前着色器,清除状态
if self.current_shader == Some(handle) {
self.current_shader = None;
}
}
fn bind_shader(&mut self, handle: ShaderHandle) -> GraphicsResult<()> {
let data = self.shaders.get(handle)
.ok_or_else(|| GraphicsError::InvalidHandle("Shader not found".into()))?;
self.gl.use_program(Some(&data.program));
self.current_shader = Some(handle);
Ok(())
}
fn set_uniform_f32(&mut self, name: &str, value: f32) -> GraphicsResult<()> {
let location = self.get_uniform_location(name);
self.gl.uniform1f(location.as_ref(), value);
Ok(())
}
fn set_uniform_vec2(&mut self, name: &str, value: Vec2) -> GraphicsResult<()> {
let location = self.get_uniform_location(name);
self.gl.uniform2f(location.as_ref(), value.x, value.y);
Ok(())
}
fn set_uniform_vec3(&mut self, name: &str, value: Vec3) -> GraphicsResult<()> {
let location = self.get_uniform_location(name);
self.gl.uniform3f(location.as_ref(), value.x, value.y, value.z);
Ok(())
}
fn set_uniform_vec4(&mut self, name: &str, value: Vec4) -> GraphicsResult<()> {
let location = self.get_uniform_location(name);
self.gl.uniform4f(location.as_ref(), value.x, value.y, value.z, value.w);
Ok(())
}
fn set_uniform_mat3(&mut self, name: &str, value: &Mat3) -> GraphicsResult<()> {
let location = self.get_uniform_location(name);
self.gl.uniform_matrix3fv_with_f32_array(location.as_ref(), false, &value.to_cols_array());
Ok(())
}
fn set_uniform_mat4(&mut self, name: &str, value: &Mat4) -> GraphicsResult<()> {
let location = self.get_uniform_location(name);
self.gl.uniform_matrix4fv_with_f32_array(location.as_ref(), false, &value.to_cols_array());
Ok(())
}
fn set_uniform_i32(&mut self, name: &str, value: i32) -> GraphicsResult<()> {
let location = self.get_uniform_location(name);
self.gl.uniform1i(location.as_ref(), value);
Ok(())
}
// ==================== 纹理操作 | Texture Operations ====================
fn create_texture(&mut self, desc: &TextureDescriptor) -> GraphicsResult<TextureHandle> {
let texture = self.gl.create_texture()
.ok_or_else(|| GraphicsError::TextureCreation("Failed to create texture".into()))?;
self.gl.bind_texture(GL::TEXTURE_2D, Some(&texture));
// 设置过滤模式
let min_filter = texture_filter_to_gl(desc.filter_min);
let mag_filter = texture_filter_to_gl(desc.filter_mag);
let wrap_s = texture_wrap_to_gl(desc.wrap_s);
let wrap_t = texture_wrap_to_gl(desc.wrap_t);
self.gl.tex_parameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, min_filter as i32);
self.gl.tex_parameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, mag_filter as i32);
self.gl.tex_parameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, wrap_s as i32);
self.gl.tex_parameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, wrap_t as i32);
let data = TextureData {
handle: texture,
width: desc.width,
height: desc.height,
};
Ok(self.textures.insert(data))
}
fn create_blank_texture(&mut self, width: u32, height: u32) -> GraphicsResult<TextureHandle> {
let desc = TextureDescriptor::new(width, height);
let handle = self.create_texture(&desc)?;
// 分配空白纹理内存
if let Some(data) = self.textures.get(handle) {
self.gl.bind_texture(GL::TEXTURE_2D, Some(&data.handle));
self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
GL::TEXTURE_2D,
0,
GL::RGBA as i32,
width as i32,
height as i32,
0,
GL::RGBA,
GL::UNSIGNED_BYTE,
None,
).map_err(|e| GraphicsError::TextureCreation(format!("{:?}", e)))?;
}
Ok(handle)
}
fn upload_texture_data(
&mut self,
handle: TextureHandle,
data: &[u8],
width: u32,
height: u32,
) -> GraphicsResult<()> {
let tex_data = self.textures.get_mut(handle)
.ok_or_else(|| GraphicsError::InvalidHandle("Texture not found".into()))?;
tex_data.width = width;
tex_data.height = height;
self.gl.bind_texture(GL::TEXTURE_2D, Some(&tex_data.handle));
self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
GL::TEXTURE_2D,
0,
GL::RGBA as i32,
width as i32,
height as i32,
0,
GL::RGBA,
GL::UNSIGNED_BYTE,
Some(data),
).map_err(|e| GraphicsError::TextureCreation(format!("{:?}", e)))?;
Ok(())
}
fn update_texture_region(
&mut self,
handle: TextureHandle,
x: u32,
y: u32,
width: u32,
height: u32,
data: &[u8],
) -> GraphicsResult<()> {
let tex_data = self.textures.get(handle)
.ok_or_else(|| GraphicsError::InvalidHandle("Texture not found".into()))?;
self.gl.bind_texture(GL::TEXTURE_2D, Some(&tex_data.handle));
self.gl.tex_sub_image_2d_with_i32_and_i32_and_u32_and_type_and_opt_u8_array(
GL::TEXTURE_2D,
0,
x as i32,
y as i32,
width as i32,
height as i32,
GL::RGBA,
GL::UNSIGNED_BYTE,
Some(data),
).map_err(|e| GraphicsError::TextureCreation(format!("{:?}", e)))?;
Ok(())
}
fn destroy_texture(&mut self, handle: TextureHandle) {
if let Some(data) = self.textures.remove(handle) {
self.gl.delete_texture(Some(&data.handle));
}
}
fn bind_texture(&mut self, handle: TextureHandle, unit: u32) -> GraphicsResult<()> {
let data = self.textures.get(handle)
.ok_or_else(|| GraphicsError::InvalidHandle("Texture not found".into()))?;
self.gl.active_texture(GL::TEXTURE0 + unit);
self.gl.bind_texture(GL::TEXTURE_2D, Some(&data.handle));
Ok(())
}
fn get_texture_size(&self, handle: TextureHandle) -> Option<(u32, u32)> {
self.textures.get(handle).map(|d| (d.width, d.height))
}
// ==================== 渲染状态 | Render State ====================
fn apply_render_state(&mut self, state: &RenderState) {
if self.current_render_state.blend_mode != state.blend_mode {
self.set_blend_mode(state.blend_mode);
}
if self.current_render_state.scissor != state.scissor {
self.set_scissor(state.scissor);
}
self.current_render_state = state.clone();
}
fn set_blend_mode(&mut self, mode: BlendMode) {
match mode {
BlendMode::None => {
self.gl.disable(GL::BLEND);
}
BlendMode::Alpha => {
self.gl.enable(GL::BLEND);
self.gl.blend_func(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA);
}
BlendMode::Additive => {
self.gl.enable(GL::BLEND);
self.gl.blend_func(GL::ONE, GL::ONE);
}
BlendMode::Multiply => {
self.gl.enable(GL::BLEND);
self.gl.blend_func(GL::DST_COLOR, GL::ZERO);
}
BlendMode::Screen => {
self.gl.enable(GL::BLEND);
self.gl.blend_func(GL::ONE, GL::ONE_MINUS_SRC_COLOR);
}
BlendMode::PremultipliedAlpha => {
self.gl.enable(GL::BLEND);
self.gl.blend_func(GL::ONE, GL::ONE_MINUS_SRC_ALPHA);
}
}
self.current_render_state.blend_mode = mode;
}
fn set_scissor(&mut self, rect: Option<ScissorRect>) {
match rect {
Some(r) => {
self.gl.enable(GL::SCISSOR_TEST);
// WebGL Y 轴翻转
let gl_y = self.height as i32 - r.y - r.height as i32;
self.gl.scissor(r.x, gl_y, r.width as i32, r.height as i32);
}
None => {
self.gl.disable(GL::SCISSOR_TEST);
}
}
self.current_render_state.scissor = rect;
}
// ==================== 绘制命令 | Draw Commands ====================
fn draw_indexed(
&mut self,
vao: VertexArrayHandle,
index_count: u32,
index_offset: u32,
) -> GraphicsResult<()> {
let vao_data = self.vertex_arrays.get(vao)
.ok_or_else(|| GraphicsError::InvalidHandle("VAO not found".into()))?;
self.gl.bind_vertex_array(Some(&vao_data.vao));
self.gl.draw_elements_with_i32(
GL::TRIANGLES,
index_count as i32,
GL::UNSIGNED_SHORT,
(index_offset * 2) as i32, // 2 bytes per u16
);
Ok(())
}
fn draw_indexed_u32(
&mut self,
vao: VertexArrayHandle,
index_count: u32,
index_offset: u32,
) -> GraphicsResult<()> {
let vao_data = self.vertex_arrays.get(vao)
.ok_or_else(|| GraphicsError::InvalidHandle("VAO not found".into()))?;
self.gl.bind_vertex_array(Some(&vao_data.vao));
self.gl.draw_elements_with_i32(
GL::TRIANGLES,
index_count as i32,
GL::UNSIGNED_INT,
(index_offset * 4) as i32, // 4 bytes per u32
);
Ok(())
}
fn draw(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()> {
let vao_data = self.vertex_arrays.get(vao)
.ok_or_else(|| GraphicsError::InvalidHandle("VAO not found".into()))?;
self.gl.bind_vertex_array(Some(&vao_data.vao));
self.gl.draw_arrays(GL::TRIANGLES, vertex_offset as i32, vertex_count as i32);
Ok(())
}
fn draw_lines(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()> {
let vao_data = self.vertex_arrays.get(vao)
.ok_or_else(|| GraphicsError::InvalidHandle("VAO not found".into()))?;
self.gl.bind_vertex_array(Some(&vao_data.vao));
self.gl.draw_arrays(GL::LINES, vertex_offset as i32, vertex_count as i32);
Ok(())
}
fn draw_line_loop(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()> {
let vao_data = self.vertex_arrays.get(vao)
.ok_or_else(|| GraphicsError::InvalidHandle("VAO not found".into()))?;
self.gl.bind_vertex_array(Some(&vao_data.vao));
self.gl.draw_arrays(GL::LINE_LOOP, vertex_offset as i32, vertex_count as i32);
Ok(())
}
fn draw_line_strip(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()> {
let vao_data = self.vertex_arrays.get(vao)
.ok_or_else(|| GraphicsError::InvalidHandle("VAO not found".into()))?;
self.gl.bind_vertex_array(Some(&vao_data.vao));
self.gl.draw_arrays(GL::LINE_STRIP, vertex_offset as i32, vertex_count as i32);
Ok(())
}
// ==================== 查询 | Queries ====================
fn max_texture_size(&self) -> u32 {
self.gl.get_parameter(GL::MAX_TEXTURE_SIZE)
.ok()
.and_then(|v| v.as_f64())
.map(|v| v as u32)
.unwrap_or(4096)
}
fn supports_feature(&self, feature: GraphicsFeature) -> bool {
match feature {
GraphicsFeature::AnisotropicFiltering => {
self.gl.get_extension("EXT_texture_filter_anisotropic").is_ok()
}
GraphicsFeature::Instancing => true, // WebGL2 支持
GraphicsFeature::ComputeShaders => false, // WebGL2 不支持
GraphicsFeature::MultipleRenderTargets => true, // WebGL2 支持
GraphicsFeature::FloatTextures => {
self.gl.get_extension("EXT_color_buffer_float").is_ok()
}
GraphicsFeature::WebGPU => false,
}
}
fn max_texture_units(&self) -> u32 {
self.gl.get_parameter(GL::MAX_TEXTURE_IMAGE_UNITS)
.ok()
.and_then(|v| v.as_f64())
.map(|v| v as u32)
.unwrap_or(16)
}
fn max_vertex_attributes(&self) -> u32 {
self.gl.get_parameter(GL::MAX_VERTEX_ATTRIBS)
.ok()
.and_then(|v| v.as_f64())
.map(|v| v as u32)
.unwrap_or(16)
}
}
// ==================== WebGL2-Specific Extensions ====================
impl WebGL2Backend {
/// Bind a raw WebGlTexture to a texture unit (for TextureManager compatibility).
pub fn bind_texture_raw(&self, texture: Option<&WebGlTexture>, unit: u32) {
self.gl.active_texture(GL::TEXTURE0 + unit);
self.gl.bind_texture(GL::TEXTURE_2D, texture);
}
}
// ==================== 辅助函数 | Helper Functions ====================
/// 纹理过滤转 GL 常量
///
/// Convert texture filter to GL constant.
fn texture_filter_to_gl(filter: TextureFilter) -> u32 {
match filter {
TextureFilter::Nearest => GL::NEAREST,
TextureFilter::Linear => GL::LINEAR,
TextureFilter::NearestMipmapNearest => GL::NEAREST_MIPMAP_NEAREST,
TextureFilter::LinearMipmapNearest => GL::LINEAR_MIPMAP_NEAREST,
TextureFilter::NearestMipmapLinear => GL::NEAREST_MIPMAP_LINEAR,
TextureFilter::LinearMipmapLinear => GL::LINEAR_MIPMAP_LINEAR,
}
}
/// 纹理环绕转 GL 常量
///
/// Convert texture wrap to GL constant.
fn texture_wrap_to_gl(wrap: TextureWrap) -> u32 {
match wrap {
TextureWrap::ClampToEdge => GL::CLAMP_TO_EDGE,
TextureWrap::Repeat => GL::REPEAT,
TextureWrap::MirroredRepeat => GL::MIRRORED_REPEAT,
}
}

View File

@@ -5,9 +5,11 @@ use wasm_bindgen::prelude::*;
use super::context::WebGLContext;
use super::error::Result;
use crate::backend::WebGL2Backend;
use crate::input::InputManager;
use crate::renderer::{Renderer2D, GridRenderer, GizmoRenderer, TransformMode, ViewportManager};
use crate::resource::TextureManager;
use es_engine_shared::traits::backend::GraphicsBackend;
/// Engine configuration options.
/// 引擎配置选项。
@@ -41,6 +43,15 @@ pub struct Engine {
/// WebGL上下文。
context: WebGLContext,
/// Graphics backend abstraction layer.
/// 图形后端抽象层。
///
/// Provides cross-platform graphics API abstraction.
/// Currently WebGL2, future support for wgpu/native.
/// 提供跨平台图形 API 抽象。
/// 当前为 WebGL2未来支持 wgpu/原生平台。
backend: WebGL2Backend,
/// 2D renderer.
/// 2D渲染器。
renderer: Renderer2D,
@@ -104,17 +115,34 @@ impl Engine {
context.set_viewport();
context.enable_blend();
// Create subsystems | 创建子系统
let renderer = Renderer2D::new(context.gl(), config.max_sprites)?;
let grid_renderer = GridRenderer::new(context.gl())?;
let gizmo_renderer = GizmoRenderer::new(context.gl())?;
// Create graphics backend abstraction | 创建图形后端抽象
let backend = WebGL2Backend::from_canvas(canvas_id)
.map_err(|e| crate::core::error::EngineError::WebGLError(
format!("Failed to create graphics backend: {:?}", e)
))?;
log::info!(
"Graphics backend initialized: {} ({})",
backend.name(),
backend.version()
);
let texture_manager = TextureManager::new(context.gl().clone());
let input_manager = InputManager::new();
let mut backend = backend;
let renderer = Renderer2D::new(&mut backend, config.max_sprites)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
let grid_renderer = GridRenderer::new(&mut backend)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
let gizmo_renderer = GizmoRenderer::new(&mut backend)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
log::info!("Engine created successfully | 引擎创建成功");
Ok(Self {
context,
backend,
renderer,
grid_renderer,
gizmo_renderer,
@@ -124,7 +152,7 @@ impl Engine {
show_grid: true,
viewport_manager: ViewportManager::new(),
show_gizmos: true,
is_editor: true, // 默认为编辑器模式 | Default to editor mode
is_editor: true,
})
}
@@ -139,21 +167,39 @@ impl Engine {
height: u32,
config: EngineConfig,
) -> Result<Self> {
let context = WebGLContext::from_external(gl_context, width, height)?;
let context = WebGLContext::from_external(gl_context.clone(), width, height)?;
context.set_viewport();
context.enable_blend();
let renderer = Renderer2D::new(context.gl(), config.max_sprites)?;
let grid_renderer = GridRenderer::new(context.gl())?;
let gizmo_renderer = GizmoRenderer::new(context.gl())?;
// Create graphics backend from external context | 从外部上下文创建图形后端
let backend = WebGL2Backend::from_external(gl_context, width, height)
.map_err(|e| crate::core::error::EngineError::WebGLError(
format!("Failed to create graphics backend: {:?}", e)
))?;
log::info!(
"Graphics backend initialized: {} ({})",
backend.name(),
backend.version()
);
let texture_manager = TextureManager::new(context.gl().clone());
let input_manager = InputManager::new();
let mut backend = backend;
let renderer = Renderer2D::new(&mut backend, config.max_sprites)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
let grid_renderer = GridRenderer::new(&mut backend)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
let gizmo_renderer = GizmoRenderer::new(&mut backend)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
log::info!("Engine created from external context | 从外部上下文创建引擎");
Ok(Self {
context,
backend,
renderer,
grid_renderer,
gizmo_renderer,
@@ -163,7 +209,7 @@ impl Engine {
show_grid: true,
viewport_manager: ViewportManager::new(),
show_gizmos: true,
is_editor: true, // 默认为编辑器模式 | Default to editor mode
is_editor: true,
})
}
@@ -187,6 +233,50 @@ impl Engine {
self.context.height()
}
// ===== Graphics Backend API =====
// ===== 图形后端 API =====
/// Get reference to the graphics backend.
/// 获取图形后端的引用。
///
/// Use this for low-level graphics operations through the abstraction layer.
/// 使用此方法通过抽象层进行低级图形操作。
#[inline]
pub fn backend(&self) -> &WebGL2Backend {
&self.backend
}
/// Get mutable reference to the graphics backend.
/// 获取图形后端的可变引用。
///
/// Use this for low-level graphics operations through the abstraction layer.
/// 使用此方法通过抽象层进行低级图形操作。
#[inline]
pub fn backend_mut(&mut self) -> &mut WebGL2Backend {
&mut self.backend
}
/// Get backend name (e.g., "WebGL2").
/// 获取后端名称(如 "WebGL2")。
#[inline]
pub fn backend_name(&self) -> &'static str {
self.backend.name()
}
/// Get backend version string.
/// 获取后端版本字符串。
#[inline]
pub fn backend_version(&self) -> &str {
self.backend.version()
}
/// Get maximum texture size supported by the backend.
/// 获取后端支持的最大纹理尺寸。
#[inline]
pub fn max_texture_size(&self) -> u32 {
self.backend.max_texture_size()
}
/// Submit sprite batch data for rendering.
/// 提交精灵批次数据进行渲染。
pub fn submit_sprite_batch(
@@ -197,41 +287,28 @@ impl Engine {
colors: &[u32],
material_ids: &[u32],
) -> Result<()> {
self.renderer.submit_batch(
transforms,
texture_ids,
uvs,
colors,
material_ids,
&self.texture_manager,
)
self.renderer.submit_batch(transforms, texture_ids, uvs, colors, material_ids)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))
}
/// Render the current frame.
/// 渲染当前帧。
pub fn render(&mut self) -> Result<()> {
// Clear background with clear color
let [r, g, b, a] = self.renderer.get_clear_color();
self.context.clear(r, g, b, a);
// Render grid first (background) - only in editor mode
// 首先渲染网格(背景)- 仅在编辑器模式下
let camera = self.renderer.camera().clone();
if self.is_editor && self.show_grid {
self.grid_renderer.render(self.context.gl(), self.renderer.camera());
self.grid_renderer.render_axes(self.context.gl(), self.renderer.camera());
self.grid_renderer.render(&mut self.backend, &camera);
self.grid_renderer.render_axes(&mut self.backend, &camera);
}
// Render sprites
self.renderer.render(self.context.gl(), &self.texture_manager)?;
self.renderer.render(&mut self.backend, &self.texture_manager)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
// Render gizmos on top - only in editor mode
// 在顶部渲染 gizmos - 仅在编辑器模式下
if self.is_editor && self.show_gizmos {
self.gizmo_renderer.render(self.context.gl(), self.renderer.camera());
// Render axis indicator in corner
// 在角落渲染坐标轴指示器
self.gizmo_renderer.render(&mut self.backend, &camera);
self.gizmo_renderer.render_axis_indicator(
self.context.gl(),
&mut self.backend,
self.context.width() as f32,
self.context.height() as f32,
);
@@ -247,10 +324,8 @@ impl Engine {
/// This is used for overlay rendering (e.g., UI layer on top of world).
/// 用于叠加渲染例如UI 层叠加在世界上)。
pub fn render_overlay(&mut self) -> Result<()> {
// Render sprites without clearing
// 渲染精灵但不清屏
self.renderer.render(self.context.gl(), &self.texture_manager)?;
Ok(())
self.renderer.render(&mut self.backend, &self.texture_manager)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))
}
/// Set scissor rect for clipping (screen coordinates, Y-down).
@@ -616,52 +691,37 @@ impl Engine {
}
}
/// Render to a specific viewport.
/// 渲染到特定视口。
pub fn render_to_viewport(&mut self, viewport_id: &str) -> Result<()> {
let viewport = match self.viewport_manager.get(viewport_id) {
Some(v) => v,
None => return Ok(()),
};
// Get viewport settings
let show_grid = viewport.config.show_grid;
let show_gizmos = viewport.config.show_gizmos;
let camera = viewport.camera.clone();
let (vp_width, vp_height) = viewport.dimensions();
// Bind viewport and clear
viewport.bind();
viewport.clear();
// Update renderer camera to match viewport camera
let renderer_camera = self.renderer.camera_mut();
renderer_camera.position = camera.position;
renderer_camera.set_zoom(camera.zoom);
renderer_camera.rotation = camera.rotation;
renderer_camera.set_viewport(camera.viewport_width(), camera.viewport_height());
// Render grid if enabled - only in editor mode
// 渲染网格(如果启用)- 仅在编辑器模式下
if self.is_editor && show_grid {
self.grid_renderer.render(viewport.gl(), &camera);
self.grid_renderer.render_axes(viewport.gl(), &camera);
self.grid_renderer.render(&mut self.backend, &camera);
self.grid_renderer.render_axes(&mut self.backend, &camera);
}
// Render sprites
self.renderer.render(viewport.gl(), &self.texture_manager)?;
self.renderer.render(&mut self.backend, &self.texture_manager)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))?;
// Render gizmos if enabled - only in editor mode
// 渲染 gizmos如果启用- 仅在编辑器模式下
if self.is_editor && show_gizmos {
self.gizmo_renderer.render(viewport.gl(), &camera);
// Render axis indicator in corner
// 在角落渲染坐标轴指示器
let (vp_width, vp_height) = viewport.dimensions();
self.gizmo_renderer.render_axis_indicator(
viewport.gl(),
vp_width as f32,
vp_height as f32,
);
self.gizmo_renderer.render(&mut self.backend, &camera);
self.gizmo_renderer.render_axis_indicator(&mut self.backend, vp_width as f32, vp_height as f32);
}
self.gizmo_renderer.clear();
@@ -684,7 +744,8 @@ impl Engine {
vertex_source: &str,
fragment_source: &str,
) -> Result<u32> {
self.renderer.compile_shader(self.context.gl(), vertex_source, fragment_source)
self.renderer.compile_shader(&mut self.backend, vertex_source, fragment_source)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))
}
/// Compile a shader with a specific ID.
@@ -695,7 +756,8 @@ impl Engine {
vertex_source: &str,
fragment_source: &str,
) -> Result<()> {
self.renderer.compile_shader_with_id(self.context.gl(), shader_id, vertex_source, fragment_source)
self.renderer.compile_shader_with_id(&mut self.backend, shader_id, vertex_source, fragment_source)
.map_err(|e| crate::core::error::EngineError::WebGLError(e))
}
/// Check if a shader exists.

View File

@@ -35,6 +35,7 @@
use wasm_bindgen::prelude::*;
// Module declarations | 模块声明
pub mod backend;
pub mod core;
pub mod math;
pub mod platform;
@@ -45,6 +46,18 @@ pub mod input;
// Re-exports | 重新导出
pub use crate::core::{Engine, EngineConfig};
pub use crate::core::error::{EngineError, Result};
pub use crate::backend::WebGL2Backend;
// Re-export shared types for convenience | 重新导出共享类型以方便使用
pub use es_engine_shared::{
traits::backend::{GraphicsBackend, GraphicsError, GraphicsResult, GraphicsFeature, BufferUsage},
types::{
handle::{Handle, HandleMap, BufferHandle, TextureHandle, ShaderHandle, VertexArrayHandle},
vertex::{VertexLayout, VertexAttribute, VertexAttributeType, SpriteVertex},
blend::{BlendMode, RenderState, ScissorRect},
texture::{TextureDescriptor, TextureFormat, TextureFilter, TextureWrap},
},
};
/// Initialize panic hook for better error messages in console.
/// 初始化panic hook以在控制台显示更好的错误信息。
@@ -819,4 +832,28 @@ impl GameEngine {
.update_texture_region(id, x, y, width, height, pixels)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
// ===== Graphics Backend Info API =====
// ===== 图形后端信息 API =====
/// Get the graphics backend name (e.g., "WebGL2").
/// 获取图形后端名称(如 "WebGL2")。
#[wasm_bindgen(js_name = getBackendName)]
pub fn get_backend_name(&self) -> String {
self.engine.backend_name().to_string()
}
/// Get the graphics backend version string.
/// 获取图形后端版本字符串。
#[wasm_bindgen(js_name = getBackendVersion)]
pub fn get_backend_version(&self) -> String {
self.engine.backend_version().to_string()
}
/// Get maximum texture size supported by the backend.
/// 获取后端支持的最大纹理尺寸。
#[wasm_bindgen(js_name = getMaxTextureSize)]
pub fn get_max_texture_size(&self) -> u32 {
self.engine.max_texture_size()
}
}

View File

@@ -1,149 +1,65 @@
//! Sprite batch renderer for efficient 2D rendering.
//! 用于高效2D渲染的精灵批处理渲染器。
use web_sys::{
WebGl2RenderingContext, WebGlBuffer, WebGlVertexArrayObject,
use es_engine_shared::{
traits::backend::{GraphicsBackend, BufferUsage},
types::{
handle::{BufferHandle, VertexArrayHandle},
vertex::{VertexLayout, VertexAttribute, VertexAttributeType},
},
};
use crate::core::error::{EngineError, Result};
use crate::math::Color;
use crate::resource::TextureManager;
use super::vertex::FLOATS_PER_VERTEX;
/// Number of vertices per sprite (quad).
/// 每个精灵的顶点数(四边形)。
const VERTICES_PER_SPRITE: usize = 4;
/// Number of indices per sprite (2 triangles).
/// 每个精灵的索引数2个三角形
const INDICES_PER_SPRITE: usize = 6;
/// Transform data stride (x, y, rotation, scaleX, scaleY, originX, originY).
/// 变换数据步长。
const FLOATS_PER_VERTEX: usize = 9;
const TRANSFORM_STRIDE: usize = 7;
/// UV data stride (u0, v0, u1, v1).
/// UV数据步长。
const UV_STRIDE: usize = 4;
/// Batch key combining material and texture IDs.
/// 组合材质ID和纹理ID的批次键。
#[derive(Hash, Eq, PartialEq, Clone, Copy, Debug)]
pub struct BatchKey {
/// Material ID (0 = default material).
/// 材质ID0 = 默认材质)。
pub material_id: u32,
/// Texture ID.
/// 纹理ID。
pub texture_id: u32,
}
/// Sprite batch renderer.
/// 精灵批处理渲染器。
///
/// Batches multiple sprites into a single draw call for optimal performance.
/// 将多个精灵合并为单次绘制调用以获得最佳性能。
///
/// # Performance | 性能
/// - Uses dynamic vertex buffer for efficient updates | 使用动态顶点缓冲区以高效更新
/// - Groups sprites by material and texture to minimize state changes | 按材质和纹理分组精灵以最小化状态更改
/// - Supports up to 10000+ sprites per batch | 每批次支持10000+精灵
pub struct SpriteBatch {
/// Vertex array object.
/// 顶点数组对象。
vao: WebGlVertexArrayObject,
/// Vertex buffer object.
/// 顶点缓冲区对象。
vbo: WebGlBuffer,
/// Index buffer object.
/// 索引缓冲区对象。
ibo: WebGlBuffer,
/// Maximum number of sprites.
/// 最大精灵数。
vbo: BufferHandle,
ibo: BufferHandle,
vao: VertexArrayHandle,
max_sprites: usize,
/// Batches stored as (key, vertices) pairs in submission order.
/// 按提交顺序存储的批次(键,顶点)对。
///
/// 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 {
/// Create a new sprite batch.
/// 创建新的精灵批处理器。
///
/// # 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> {
// Create VAO | 创建VAO
let vao = gl
.create_vertex_array()
.ok_or(EngineError::BufferCreationFailed)?;
gl.bind_vertex_array(Some(&vao));
// Create vertex buffer | 创建顶点缓冲区
let vbo = gl
.create_buffer()
.ok_or(EngineError::BufferCreationFailed)?;
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&vbo));
// Allocate vertex buffer memory | 分配顶点缓冲区内存
pub fn new(backend: &mut impl GraphicsBackend, max_sprites: usize) -> Result<Self, String> {
let vertex_buffer_size = max_sprites * VERTICES_PER_SPRITE * FLOATS_PER_VERTEX * 4;
gl.buffer_data_with_i32(
WebGl2RenderingContext::ARRAY_BUFFER,
vertex_buffer_size as i32,
WebGl2RenderingContext::DYNAMIC_DRAW,
);
// Create and populate index buffer | 创建并填充索引缓冲区
let ibo = gl
.create_buffer()
.ok_or(EngineError::BufferCreationFailed)?;
gl.bind_buffer(WebGl2RenderingContext::ELEMENT_ARRAY_BUFFER, Some(&ibo));
let vbo = backend.create_vertex_buffer(
&vec![0u8; vertex_buffer_size],
BufferUsage::Dynamic,
).map_err(|e| format!("VBO: {:?}", e))?;
let indices = Self::generate_indices(max_sprites);
unsafe {
let index_array = js_sys::Uint16Array::view(&indices);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ELEMENT_ARRAY_BUFFER,
&index_array,
WebGl2RenderingContext::STATIC_DRAW,
);
}
let ibo = backend.create_index_buffer(
bytemuck::cast_slice(&indices),
BufferUsage::Static,
).map_err(|e| format!("IBO: {:?}", e))?;
// Set up vertex attributes | 设置顶点属性
Self::setup_vertex_attributes(gl);
let layout = VertexLayout {
attributes: vec![
VertexAttribute { name: "a_position".into(), attr_type: VertexAttributeType::Float2, offset: 0, normalized: false },
VertexAttribute { name: "a_texcoord".into(), attr_type: VertexAttributeType::Float2, offset: 8, normalized: false },
VertexAttribute { name: "a_color".into(), attr_type: VertexAttributeType::Float4, offset: 16, normalized: false },
VertexAttribute { name: "a_aspect".into(), attr_type: VertexAttributeType::Float, offset: 32, normalized: false },
],
stride: FLOATS_PER_VERTEX * 4,
};
// Unbind VAO | 解绑VAO
gl.bind_vertex_array(None);
log::debug!(
"SpriteBatch created with capacity: {} sprites | SpriteBatch创建完成容量: {}个精灵",
max_sprites,
max_sprites
);
let vao = backend.create_vertex_array(vbo, Some(ibo), &layout)
.map_err(|e| format!("VAO: {:?}", e))?;
Ok(Self {
vao,
vbo,
ibo,
vbo, ibo, vao,
max_sprites,
batches: Vec::new(),
sprite_count: 0,
@@ -151,104 +67,19 @@ impl SpriteBatch {
})
}
/// Generate index buffer data.
/// 生成索引缓冲区数据。
fn generate_indices(max_sprites: usize) -> Vec<u16> {
let mut indices = Vec::with_capacity(max_sprites * INDICES_PER_SPRITE);
for i in 0..max_sprites {
(0..max_sprites).flat_map(|i| {
let base = (i * VERTICES_PER_SPRITE) as u16;
// Two triangles per sprite | 每个精灵两个三角形
// Triangle 1: 0, 1, 2 | 三角形1
// Triangle 2: 2, 3, 0 | 三角形2
indices.push(base);
indices.push(base + 1);
indices.push(base + 2);
indices.push(base + 2);
indices.push(base + 3);
indices.push(base);
}
indices
[base, base + 1, base + 2, base + 2, base + 3, base]
}).collect()
}
/// 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; // 9 * 4 = 36 bytes
// Position attribute (location = 0) | 位置属性
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_with_i32(
0,
2,
WebGl2RenderingContext::FLOAT,
false,
stride,
0,
);
// Texture coordinate attribute (location = 1) | 纹理坐标属性
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_with_i32(
1,
2,
WebGl2RenderingContext::FLOAT,
false,
stride,
8, // 2 floats * 4 bytes
);
// Color attribute (location = 2) | 颜色属性
gl.enable_vertex_attrib_array(2);
gl.vertex_attrib_pointer_with_i32(
2,
4,
WebGl2RenderingContext::FLOAT,
false,
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) {
self.batches.clear();
self.sprite_count = 0;
self.last_batch_key = None;
}
/// Add sprites from batch data.
/// 从批处理数据添加精灵。
///
/// # Arguments | 参数
/// * `transforms` - [x, y, rotation, scaleX, scaleY, originX, originY] per sprite
/// * `texture_ids` - Texture ID for each sprite | 每个精灵的纹理ID
/// * `uvs` - [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
/// * `colors` - Packed RGBA color per sprite | 每个精灵的打包RGBA颜色
/// * `material_ids` - Material ID for each sprite (0 = default) | 每个精灵的材质ID0 = 默认)
/// * `_texture_manager` - Texture manager for getting texture sizes | 纹理管理器
pub fn add_sprites(
&mut self,
transforms: &[f32],
@@ -256,252 +87,106 @@ impl SpriteBatch {
uvs: &[f32],
colors: &[u32],
material_ids: &[u32],
_texture_manager: &TextureManager,
) -> Result<()> {
let sprite_count = texture_ids.len();
) -> Result<(), String> {
let count = texture_ids.len();
// Validate input data | 验证输入数据
if transforms.len() != sprite_count * TRANSFORM_STRIDE {
return Err(EngineError::InvalidBatchData(format!(
"Transform data length mismatch: expected {}, got {}",
sprite_count * TRANSFORM_STRIDE,
transforms.len()
)));
if transforms.len() != count * TRANSFORM_STRIDE {
return Err(format!("Transform mismatch: {} vs {}", transforms.len(), count * TRANSFORM_STRIDE));
}
if uvs.len() != count * UV_STRIDE {
return Err(format!("UV mismatch: {} vs {}", uvs.len(), count * UV_STRIDE));
}
if colors.len() != count || material_ids.len() != count {
return Err("Color/material count mismatch".into());
}
if self.sprite_count + count > self.max_sprites {
return Err(format!("Batch overflow: {} + {} > {}", self.sprite_count, count, self.max_sprites));
}
if uvs.len() != sprite_count * UV_STRIDE {
return Err(EngineError::InvalidBatchData(format!(
"UV data length mismatch: expected {}, got {}",
sprite_count * UV_STRIDE,
uvs.len()
)));
}
for i in 0..count {
let t = i * TRANSFORM_STRIDE;
let uv = i * UV_STRIDE;
if colors.len() != sprite_count {
return Err(EngineError::InvalidBatchData(format!(
"Color data length mismatch: expected {}, got {}",
sprite_count,
colors.len()
)));
}
if material_ids.len() != sprite_count {
return Err(EngineError::InvalidBatchData(format!(
"Material ID data length mismatch: expected {}, got {}",
sprite_count,
material_ids.len()
)));
}
// Check capacity | 检查容量
if self.sprite_count + sprite_count > self.max_sprites {
return Err(EngineError::InvalidBatchData(format!(
"Batch capacity exceeded: {} + {} > {}",
self.sprite_count, sprite_count, self.max_sprites
)));
}
// Add each sprite grouped by material and texture | 按材质和纹理分组添加每个精灵
for i in 0..sprite_count {
let t_offset = i * TRANSFORM_STRIDE;
let uv_offset = i * UV_STRIDE;
let x = transforms[t_offset];
let y = transforms[t_offset + 1];
let rotation = transforms[t_offset + 2];
let scale_x = transforms[t_offset + 3];
let scale_y = transforms[t_offset + 4];
let origin_x = transforms[t_offset + 5];
let origin_y = transforms[t_offset + 6];
let u0 = uvs[uv_offset];
let v0 = uvs[uv_offset + 1];
let u1 = uvs[uv_offset + 2];
let v1 = uvs[uv_offset + 3];
let (x, y) = (transforms[t], transforms[t + 1]);
let rotation = transforms[t + 2];
let (width, height) = (transforms[t + 3], transforms[t + 4]);
let (origin_x, origin_y) = (transforms[t + 5], transforms[t + 6]);
let (u0, v0, u1, v1) = (uvs[uv], uvs[uv + 1], uvs[uv + 2], uvs[uv + 3]);
let color = Color::from_packed(colors[i]);
let color_arr = [color.r, color.g, color.b, color.a];
let aspect = if height.abs() > 0.001 { width / height } else { 1.0 };
// scale_x and scale_y are the actual display dimensions
// scale_x 和 scale_y 是实际显示尺寸
let width = scale_x;
let height = scale_y;
let key = BatchKey { material_id: material_ids[i], texture_id: texture_ids[i] };
// 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],
};
// 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);
if self.last_batch_key != Some(key) {
self.batches.push((key, Vec::new()));
self.last_batch_key = Some(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, aspect_ratio,
);
Self::add_sprite_vertices(batch, x, y, width, height, rotation, origin_x, origin_y,
u0, v0, u1, v1, color_arr, aspect);
}
self.sprite_count += sprite_count;
self.sprite_count += count;
Ok(())
}
/// 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(
fn add_sprite_vertices(
batch: &mut Vec<f32>,
x: f32,
y: f32,
width: f32,
height: f32,
rotation: f32,
origin_x: f32,
origin_y: f32,
u0: f32,
v0: f32,
u1: f32,
v1: f32,
color: [f32; 4],
aspect_ratio: f32,
x: f32, y: f32, width: f32, height: f32, rotation: f32,
origin_x: f32, origin_y: f32,
u0: f32, v0: f32, u1: f32, v1: f32,
color: [f32; 4], aspect: f32,
) {
let cos = rotation.cos();
let sin = rotation.sin();
let (cos, sin) = (rotation.cos(), rotation.sin());
let (ox, oy) = (origin_x * width, origin_y * height);
// Origin offset | 原点偏移
// origin (0,0) = bottom-left, (1,1) = top-right
// 原点 (0,0) = 左下角, (1,1) = 右上角
let ox = origin_x * width;
let oy = origin_y * height;
let corners = [(-ox, height - oy), (width - ox, height - oy), (width - ox, -oy), (-ox, -oy)];
let tex_coords = [[u0, v0], [u1, v0], [u1, v1], [u0, v1]];
// Local corner positions (relative to origin) | 局部角点位置(相对于原点)
// Y-up coordinate system | Y向上坐标系
let corners = [
(-ox, height - oy), // Top-left | 左上
(width - ox, height - oy), // Top-right | 右上
(width - ox, -oy), // Bottom-right | 右下
(-ox, -oy), // Bottom-left | 左下
];
// UV coordinates use image coordinate system (top-left origin, Y-down)
// UV坐标使用图像坐标系左上角为原点Y轴向下
// Incoming UV: [u0, v0, u1, v1] where v0 < v1
// 传入的 UV[u0, v0, u1, v1] 其中 v0 < v1
let tex_coords = [
[u0, v0], // Top-left
[u1, v0], // Top-right
[u1, v1], // Bottom-right
[u0, v1], // Bottom-left
];
// Transform and add each vertex | 变换并添加每个顶点
for i in 0..4 {
let (lx, ly) = corners[i];
// Apply rotation | 应用旋转
let rx = lx * cos - ly * sin;
let ry = lx * sin + ly * cos;
// Apply translation | 应用平移
let px = rx + x;
let py = ry + y;
// Position | 位置
batch.push(px);
batch.push(py);
// Texture coordinates | 纹理坐标
batch.push(tex_coords[i][0]);
batch.push(tex_coords[i][1]);
// Color | 颜色
let (rx, ry) = (lx * cos - ly * sin, lx * sin + ly * cos);
batch.extend_from_slice(&[rx + x, ry + y]);
batch.extend_from_slice(&tex_coords[i]);
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);
batch.push(aspect);
}
}
/// Flush a batch to GPU and render.
/// 将批次刷新到GPU并渲染。
fn flush_batch(&self, gl: &WebGl2RenderingContext, vertices: &[f32]) {
if vertices.is_empty() {
return;
}
let sprite_count = vertices.len() / (VERTICES_PER_SPRITE * FLOATS_PER_VERTEX);
// Bind VAO | 绑定VAO
gl.bind_vertex_array(Some(&self.vao));
// Upload vertex data | 上传顶点数据
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&self.vbo));
unsafe {
let vertex_array = js_sys::Float32Array::view(vertices);
gl.buffer_sub_data_with_i32_and_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
0,
&vertex_array,
);
}
// Draw | 绘制
let index_count = (sprite_count * INDICES_PER_SPRITE) as i32;
gl.draw_elements_with_i32(
WebGl2RenderingContext::TRIANGLES,
index_count,
WebGl2RenderingContext::UNSIGNED_SHORT,
0,
);
// Unbind VAO | 解绑VAO
gl.bind_vertex_array(None);
}
/// 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 index.
/// 按索引刷新特定批次。
pub fn flush_batch_at(&self, gl: &WebGl2RenderingContext, index: usize) {
pub fn flush_batch(&self, backend: &mut impl GraphicsBackend, vertices: &[f32]) {
if vertices.is_empty() { return; }
let sprite_count = vertices.len() / (VERTICES_PER_SPRITE * FLOATS_PER_VERTEX);
backend.update_buffer(self.vbo, 0, bytemuck::cast_slice(vertices)).ok();
backend.draw_indexed(self.vao, (sprite_count * INDICES_PER_SPRITE) as u32, 0).ok();
}
pub fn flush_batch_at(&self, backend: &mut impl GraphicsBackend, index: usize) {
if let Some((_, vertices)) = self.batches.get(index) {
self.flush_batch(gl, vertices);
self.flush_batch(backend, vertices);
}
}
/// Get current sprite count.
/// 获取当前精灵数量。
#[inline]
pub fn sprite_count(&self) -> usize {
self.sprite_count
}
pub fn vao(&self) -> VertexArrayHandle {
self.vao
}
pub fn destroy(self, backend: &mut impl GraphicsBackend) {
backend.destroy_vertex_array(self.vao);
backend.destroy_buffer(self.vbo);
backend.destroy_buffer(self.ibo);
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,241 +1,210 @@
//! Grid renderer for editor viewport.
//! 编辑器视口的网格渲染器。
use web_sys::{WebGl2RenderingContext, WebGlBuffer, WebGlProgram};
use crate::core::error::{Result, EngineError};
use es_engine_shared::{
traits::backend::{GraphicsBackend, BufferUsage},
types::{
handle::{ShaderHandle, BufferHandle, VertexArrayHandle},
vertex::{VertexLayout, VertexAttribute, VertexAttributeType},
blend::BlendMode,
},
Vec4,
};
use super::camera::Camera2D;
const GRID_VERTEX_SHADER: &str = r#"#version 300 es
const VERTEX_SHADER: &str = r#"#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
uniform mat3 u_projection;
void main() {
vec3 pos = u_projection * vec3(a_position, 1.0);
gl_Position = vec4(pos.xy, 0.0, 1.0);
}
"#;
const GRID_FRAGMENT_SHADER: &str = r#"#version 300 es
const FRAGMENT_SHADER: &str = r#"#version 300 es
precision highp float;
uniform vec4 u_color;
out vec4 fragColor;
void main() {
fragColor = u_color;
}
"#;
const GRID_COLOR: Vec4 = Vec4::new(0.3, 0.3, 0.35, 1.0);
const X_AXIS_COLOR: Vec4 = Vec4::new(1.0, 0.3, 0.3, 1.0);
const Y_AXIS_COLOR: Vec4 = Vec4::new(0.3, 1.0, 0.3, 1.0);
pub struct GridRenderer {
program: WebGlProgram,
vertex_buffer: WebGlBuffer,
vertex_count: i32,
last_zoom: f32,
last_width: f32,
last_height: f32,
shader: ShaderHandle,
grid_vbo: BufferHandle,
grid_vao: VertexArrayHandle,
axis_vbo: BufferHandle,
axis_vao: VertexArrayHandle,
grid_vertex_count: u32,
cache: GridCache,
}
#[derive(Default)]
struct GridCache {
zoom: f32,
width: f32,
height: f32,
}
impl GridCache {
fn is_dirty(&self, camera: &Camera2D) -> bool {
(camera.zoom - self.zoom).abs() > 0.001
|| (camera.viewport_width() - self.width).abs() > 1.0
|| (camera.viewport_height() - self.height).abs() > 1.0
}
fn update(&mut self, camera: &Camera2D) {
self.zoom = camera.zoom;
self.width = camera.viewport_width();
self.height = camera.viewport_height();
}
}
const MAX_GRID_VERTICES: usize = 8000;
impl GridRenderer {
pub fn new(gl: &WebGl2RenderingContext) -> Result<Self> {
let program = Self::create_program(gl)?;
let vertex_buffer = gl.create_buffer()
.ok_or(EngineError::BufferCreationFailed)?;
pub fn new(backend: &mut impl GraphicsBackend) -> Result<Self, String> {
let shader = backend.compile_shader(VERTEX_SHADER, FRAGMENT_SHADER)
.map_err(|e| format!("Grid shader: {:?}", e))?;
let layout = VertexLayout {
attributes: vec![
VertexAttribute {
name: "a_position".into(),
attr_type: VertexAttributeType::Float2,
offset: 0,
normalized: false,
},
],
stride: 8,
};
let grid_buffer_size = MAX_GRID_VERTICES * 2 * 4;
let grid_vbo = backend.create_vertex_buffer_sized(grid_buffer_size, BufferUsage::Dynamic)
.map_err(|e| format!("Grid VBO: {:?}", e))?;
let grid_vao = backend.create_vertex_array(grid_vbo, None, &layout)
.map_err(|e| format!("Grid VAO: {:?}", e))?;
let axis_data = Self::build_axis_vertices(1000.0);
let axis_vbo = backend.create_vertex_buffer(
bytemuck::cast_slice(&axis_data),
BufferUsage::Dynamic,
).map_err(|e| format!("Axis VBO: {:?}", e))?;
let axis_vao = backend.create_vertex_array(axis_vbo, None, &layout)
.map_err(|e| format!("Axis VAO: {:?}", e))?;
Ok(Self {
program,
vertex_buffer,
vertex_count: 0,
last_zoom: 0.0,
last_width: 0.0,
last_height: 0.0,
shader,
grid_vbo,
grid_vao,
axis_vbo,
axis_vao,
grid_vertex_count: 0,
cache: GridCache::default(),
})
}
fn create_program(gl: &WebGl2RenderingContext) -> Result<WebGlProgram> {
let vert_shader = gl.create_shader(WebGl2RenderingContext::VERTEX_SHADER)
.ok_or_else(|| EngineError::ShaderCompileFailed("Failed to create vertex shader".into()))?;
gl.shader_source(&vert_shader, GRID_VERTEX_SHADER);
gl.compile_shader(&vert_shader);
pub fn render(&mut self, backend: &mut impl GraphicsBackend, camera: &Camera2D) {
self.update_grid_if_needed(backend, camera);
if !gl.get_shader_parameter(&vert_shader, WebGl2RenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = gl.get_shader_info_log(&vert_shader).unwrap_or_default();
return Err(EngineError::ShaderCompileFailed(format!("Grid vertex shader: {}", log)));
}
let frag_shader = gl.create_shader(WebGl2RenderingContext::FRAGMENT_SHADER)
.ok_or_else(|| EngineError::ShaderCompileFailed("Failed to create fragment shader".into()))?;
gl.shader_source(&frag_shader, GRID_FRAGMENT_SHADER);
gl.compile_shader(&frag_shader);
if !gl.get_shader_parameter(&frag_shader, WebGl2RenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = gl.get_shader_info_log(&frag_shader).unwrap_or_default();
return Err(EngineError::ShaderCompileFailed(format!("Grid fragment shader: {}", log)));
}
let program = gl.create_program()
.ok_or_else(|| EngineError::ProgramLinkFailed("Failed to create grid program".into()))?;
gl.attach_shader(&program, &vert_shader);
gl.attach_shader(&program, &frag_shader);
gl.link_program(&program);
if !gl.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = gl.get_program_info_log(&program).unwrap_or_default();
return Err(EngineError::ProgramLinkFailed(format!("Grid program: {}", log)));
}
gl.delete_shader(Some(&vert_shader));
gl.delete_shader(Some(&frag_shader));
Ok(program)
}
fn update_grid(&mut self, gl: &WebGl2RenderingContext, camera: &Camera2D) {
let zoom = camera.zoom;
let width = camera.viewport_width();
let height = camera.viewport_height();
if (zoom - self.last_zoom).abs() < 0.001
&& (width - self.last_width).abs() < 1.0
&& (height - self.last_height).abs() < 1.0
{
if self.grid_vertex_count == 0 {
return;
}
self.last_zoom = zoom;
self.last_width = width;
self.last_height = height;
backend.bind_shader(self.shader).ok();
backend.set_uniform_mat3("u_projection", &camera.projection_matrix()).ok();
backend.set_uniform_vec4("u_color", GRID_COLOR).ok();
backend.set_blend_mode(BlendMode::Alpha);
backend.draw_lines(self.grid_vao, self.grid_vertex_count, 0).ok();
}
let half_width = width / (2.0 * zoom);
let half_height = height / (2.0 * zoom);
let max_size = half_width.max(half_height) * 2.0;
pub fn render_axes(&mut self, backend: &mut impl GraphicsBackend, camera: &Camera2D) {
let axis_length = self.calculate_axis_length(camera);
self.update_axis_buffer(backend, axis_length);
let base_step = if max_size > 10000.0 {
1000.0
} else if max_size > 1000.0 {
100.0
} else if max_size > 100.0 {
10.0
} else if max_size > 10.0 {
1.0
} else {
0.1
};
backend.bind_shader(self.shader).ok();
backend.set_uniform_mat3("u_projection", &camera.projection_matrix()).ok();
backend.set_blend_mode(BlendMode::Alpha);
let fine_step = base_step;
backend.set_uniform_vec4("u_color", X_AXIS_COLOR).ok();
backend.draw_lines(self.axis_vao, 2, 0).ok();
backend.set_uniform_vec4("u_color", Y_AXIS_COLOR).ok();
backend.draw_lines(self.axis_vao, 2, 2).ok();
}
fn update_grid_if_needed(&mut self, backend: &mut impl GraphicsBackend, camera: &Camera2D) {
if !self.cache.is_dirty(camera) {
return;
}
self.cache.update(camera);
let vertices = self.build_grid_vertices(camera);
self.grid_vertex_count = (vertices.len() / 2) as u32;
backend.update_buffer(self.grid_vbo, 0, bytemuck::cast_slice(&vertices)).ok();
}
fn build_grid_vertices(&self, camera: &Camera2D) -> Vec<f32> {
let half_w = camera.viewport_width() / (2.0 * camera.zoom);
let half_h = camera.viewport_height() / (2.0 * camera.zoom);
let max_size = half_w.max(half_h) * 2.0;
let step = Self::calculate_grid_step(max_size);
let range = max_size * 1.5;
let start = -range;
let end = range;
let mut vertices = Vec::new();
let start = (-range / step).floor() * step;
let end = (range / step).ceil() * step;
let mut x = (start / fine_step).floor() * fine_step;
while x <= end {
vertices.extend_from_slice(&[x, start, x, end]);
x += fine_step;
let mut pos = start;
while pos <= end {
vertices.extend_from_slice(&[pos, -range, pos, range]);
vertices.extend_from_slice(&[-range, pos, range, pos]);
pos += step;
}
let mut y = (start / fine_step).floor() * fine_step;
while y <= end {
vertices.extend_from_slice(&[start, y, end, y]);
y += fine_step;
}
vertices
}
self.vertex_count = (vertices.len() / 2) as i32;
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&self.vertex_buffer));
unsafe {
let array = js_sys::Float32Array::view(&vertices);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&array,
WebGl2RenderingContext::DYNAMIC_DRAW,
);
fn calculate_grid_step(max_size: f32) -> f32 {
match max_size {
s if s > 10000.0 => 1000.0,
s if s > 1000.0 => 100.0,
s if s > 100.0 => 10.0,
s if s > 10.0 => 1.0,
_ => 0.1,
}
}
pub fn render(&mut self, gl: &WebGl2RenderingContext, camera: &Camera2D) {
self.update_grid(gl, camera);
if self.vertex_count == 0 {
return;
}
gl.use_program(Some(&self.program));
let projection = camera.projection_matrix();
let proj_loc = gl.get_uniform_location(&self.program, "u_projection");
gl.uniform_matrix3fv_with_f32_array(proj_loc.as_ref(), false, &projection.to_cols_array());
let color_loc = gl.get_uniform_location(&self.program, "u_color");
gl.uniform4f(color_loc.as_ref(), 0.3, 0.3, 0.35, 1.0);
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&self.vertex_buffer));
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_with_i32(0, 2, WebGl2RenderingContext::FLOAT, false, 0, 0);
gl.draw_arrays(WebGl2RenderingContext::LINES, 0, self.vertex_count);
gl.disable_vertex_attrib_array(0);
fn calculate_axis_length(&self, camera: &Camera2D) -> f32 {
let half_w = camera.viewport_width() / (2.0 * camera.zoom);
let half_h = camera.viewport_height() / (2.0 * camera.zoom);
half_w.max(half_h) * 2.0
}
pub fn render_axes(&self, gl: &WebGl2RenderingContext, camera: &Camera2D) {
gl.use_program(Some(&self.program));
fn build_axis_vertices(length: f32) -> Vec<f32> {
vec![
-length, 0.0, length, 0.0,
0.0, -length, 0.0, length,
]
}
let projection = camera.projection_matrix();
let proj_loc = gl.get_uniform_location(&self.program, "u_projection");
gl.uniform_matrix3fv_with_f32_array(proj_loc.as_ref(), false, &projection.to_cols_array());
fn update_axis_buffer(&mut self, backend: &mut impl GraphicsBackend, length: f32) {
let data = Self::build_axis_vertices(length);
backend.update_buffer(self.axis_vbo, 0, bytemuck::cast_slice(&data)).ok();
}
let half_width = camera.viewport_width() / (2.0 * camera.zoom);
let half_height = camera.viewport_height() / (2.0 * camera.zoom);
let axis_length = half_width.max(half_height) * 2.0;
let color_loc = gl.get_uniform_location(&self.program, "u_color");
let axis_buffer = gl.create_buffer().unwrap();
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&axis_buffer));
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_with_i32(0, 2, WebGl2RenderingContext::FLOAT, false, 0, 0);
// X axis (red)
let x_axis = [-axis_length, 0.0, axis_length, 0.0f32];
unsafe {
let array = js_sys::Float32Array::view(&x_axis);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&array,
WebGl2RenderingContext::STATIC_DRAW,
);
}
gl.uniform4f(color_loc.as_ref(), 1.0, 0.3, 0.3, 1.0);
gl.draw_arrays(WebGl2RenderingContext::LINES, 0, 2);
// Y axis (green)
let y_axis = [0.0, -axis_length, 0.0, axis_length];
unsafe {
let array = js_sys::Float32Array::view(&y_axis);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&array,
WebGl2RenderingContext::STATIC_DRAW,
);
}
gl.uniform4f(color_loc.as_ref(), 0.3, 1.0, 0.3, 1.0);
gl.draw_arrays(WebGl2RenderingContext::LINES, 0, 2);
gl.disable_vertex_attrib_array(0);
gl.delete_buffer(Some(&axis_buffer));
pub fn destroy(self, backend: &mut impl GraphicsBackend) {
backend.destroy_vertex_array(self.grid_vao);
backend.destroy_vertex_array(self.axis_vao);
backend.destroy_buffer(self.grid_vbo);
backend.destroy_buffer(self.axis_vbo);
backend.destroy_shader(self.shader);
}
}

View File

@@ -1,110 +1,96 @@
//! 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 es_engine_shared::{
traits::backend::GraphicsBackend,
types::{
handle::ShaderHandle,
blend::ScissorRect,
},
};
use std::collections::HashMap;
use crate::backend::WebGL2Backend;
use super::batch::SpriteBatch;
use super::camera::Camera2D;
use super::shader::ShaderManager;
use super::material::MaterialManager;
use super::texture::TextureManager;
use super::material::{Material, BlendMode, UniformValue};
fn to_shared_blend_mode(mode: BlendMode) -> es_engine_shared::types::blend::BlendMode {
match mode {
BlendMode::None => es_engine_shared::types::blend::BlendMode::None,
BlendMode::Alpha => es_engine_shared::types::blend::BlendMode::Alpha,
BlendMode::Additive => es_engine_shared::types::blend::BlendMode::Additive,
BlendMode::Multiply => es_engine_shared::types::blend::BlendMode::Multiply,
BlendMode::Screen => es_engine_shared::types::blend::BlendMode::Screen,
BlendMode::PremultipliedAlpha => es_engine_shared::types::blend::BlendMode::PremultipliedAlpha,
}
}
const SPRITE_VERTEX_SHADER: &str = r#"#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec4 a_color;
uniform mat3 u_projection;
out vec2 v_texCoord;
out vec4 v_color;
void main() {
vec3 pos = u_projection * vec3(a_position, 1.0);
gl_Position = vec4(pos.xy, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}
"#;
const SPRITE_FRAGMENT_SHADER: &str = r#"#version 300 es
precision highp float;
in vec2 v_texCoord;
in vec4 v_color;
uniform sampler2D u_texture;
out vec4 fragColor;
void main() {
vec4 texColor = texture(u_texture, v_texCoord);
fragColor = texColor * v_color;
if (fragColor.a < 0.01) discard;
}
"#;
/// 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,
/// Shader manager.
/// 着色器管理器。
shader_manager: ShaderManager,
/// Material manager.
/// 材质管理器。
material_manager: MaterialManager,
/// 2D camera.
/// 2D相机。
default_shader: ShaderHandle,
custom_shaders: HashMap<u32, ShaderHandle>,
next_shader_id: u32,
materials: HashMap<u32, Material>,
camera: Camera2D,
/// Clear color (RGBA).
/// 清除颜色 (RGBA)。
clear_color: [f32; 4],
/// Current active shader ID.
/// 当前激活的着色器ID。
#[allow(dead_code)]
current_shader_id: u32,
/// Current active material ID.
/// 当前激活的材质ID。
#[allow(dead_code)]
current_material_id: u32,
/// Current scissor rect (x, y, width, height) in screen coordinates.
/// None means scissor test is disabled.
/// 当前裁剪矩形屏幕坐标。None 表示禁用裁剪测试。
scissor_rect: Option<[f32; 4]>,
/// Viewport height for scissor coordinate conversion.
/// 视口高度,用于裁剪坐标转换。
scissor_rect: Option<ScissorRect>,
viewport_height: f32,
}
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_manager = ShaderManager::new(gl)?;
let material_manager = MaterialManager::new();
pub fn new(backend: &mut WebGL2Backend, max_sprites: usize) -> Result<Self, String> {
let sprite_batch = SpriteBatch::new(backend, max_sprites)?;
let default_shader = backend.compile_shader(SPRITE_VERTEX_SHADER, SPRITE_FRAGMENT_SHADER)
.map_err(|e| format!("Default shader: {:?}", e))?;
// 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 (width, height) = (backend.width() as f32, backend.height() as f32);
let camera = Camera2D::new(width, height);
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
);
let mut materials = HashMap::new();
materials.insert(0, Material::default());
Ok(Self {
sprite_batch,
shader_manager,
material_manager,
default_shader,
custom_shaders: HashMap::new(),
next_shader_id: 100,
materials,
camera,
clear_color: [0.1, 0.1, 0.12, 1.0],
current_shader_id: 0,
current_material_id: 0,
scissor_rect: None,
viewport_height: canvas.1,
viewport_height: height,
})
}
/// 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
/// * `material_ids` - Material ID for each sprite (0 = default) | 每个精灵的材质ID0 = 默认)
/// * `texture_manager` - Texture manager | 纹理管理器
pub fn submit_batch(
&mut self,
transforms: &[f32],
@@ -112,277 +98,171 @@ impl Renderer2D {
uvs: &[f32],
colors: &[u32],
material_ids: &[u32],
texture_manager: &TextureManager,
) -> Result<()> {
self.sprite_batch.add_sprites(
transforms,
texture_ids,
uvs,
colors,
material_ids,
texture_manager,
)
) -> Result<(), String> {
self.sprite_batch.add_sprites(transforms, texture_ids, uvs, colors, material_ids)
}
/// Render the current frame.
/// 渲染当前帧。
pub fn render(&mut self, gl: &WebGl2RenderingContext, texture_manager: &TextureManager) -> Result<()> {
pub fn render(&mut self, backend: &mut WebGL2Backend, texture_manager: &TextureManager) -> Result<(), String> {
if self.sprite_batch.sprite_count() == 0 {
return Ok(());
}
// Apply scissor test if enabled
// 如果启用,应用裁剪测试
self.apply_scissor(gl);
self.apply_scissor(backend);
// 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;
// Get projection matrix once | 一次性获取投影矩阵
let projection = self.camera.projection_matrix();
let mut current_material_id = u32::MAX;
let mut current_texture_id = u32::MAX;
// 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];
if vertices.is_empty() { continue; }
// 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;
// Get material (fallback to default if not found) | 获取材质(未找到则回退到默认)
let material = self.material_manager.get_material(batch_key.material_id)
.unwrap_or_else(|| self.material_manager.get_default_material());
let material = self.materials.get(&batch_key.material_id)
.cloned()
.unwrap_or_default();
// Bind shader | 绑定Shader
let shader = self.shader_manager.get_shader(material.shader_id)
.unwrap_or_else(|| self.shader_manager.get_default_shader());
shader.bind(gl);
let shader = if material.shader_id == 0 {
self.default_shader
} else {
self.custom_shaders.get(&material.shader_id)
.copied()
.unwrap_or(self.default_shader)
};
// Apply blend mode | 应用混合模式
MaterialManager::apply_blend_mode(gl, material.blend_mode);
backend.bind_shader(shader).ok();
backend.set_blend_mode(to_shared_blend_mode(material.blend_mode));
backend.set_uniform_mat3("u_projection", &projection).ok();
backend.set_uniform_i32("u_texture", 0).ok();
// Set projection matrix | 设置投影矩阵
shader.set_uniform_mat3(gl, "u_projection", &projection.to_cols_array());
// Set texture sampler | 设置纹理采样器
shader.set_uniform_i32(gl, "u_texture", 0);
// Apply material uniforms | 应用材质uniform
material.uniforms.apply_to_shader(gl, shader);
for name in material.uniforms.names() {
if let Some(value) = material.uniforms.get(name) {
match value {
UniformValue::Float(v) => { backend.set_uniform_f32(name, *v).ok(); }
UniformValue::Vec2(v) => { backend.set_uniform_vec2(name, es_engine_shared::Vec2::new(v[0], v[1])).ok(); }
UniformValue::Vec3(v) => { backend.set_uniform_vec3(name, es_engine_shared::Vec3::new(v[0], v[1], v[2])).ok(); }
UniformValue::Vec4(v) => { backend.set_uniform_vec4(name, es_engine_shared::Vec4::new(v[0], v[1], v[2], v[3])).ok(); }
UniformValue::Int(v) => { backend.set_uniform_i32(name, *v).ok(); }
UniformValue::Mat3(v) => { backend.set_uniform_mat3(name, &es_engine_shared::Mat3::from_cols_array(v)).ok(); }
UniformValue::Mat4(v) => { backend.set_uniform_mat4(name, &es_engine_shared::Mat4::from_cols_array(v)).ok(); }
UniformValue::Sampler(v) => { backend.set_uniform_i32(name, *v).ok(); }
}
}
}
}
// Switch texture if needed | 如需切换纹理
if batch_key.texture_id != current_texture_id {
current_texture_id = batch_key.texture_id;
texture_manager.bind_texture(batch_key.texture_id, 0);
texture_manager.bind_texture_via_backend(backend, batch_key.texture_id, 0);
}
// Flush this batch by index | 按索引刷新此批次
self.sprite_batch.flush_batch_at(gl, batch_idx);
self.sprite_batch.flush_batch_at(backend, batch_idx);
}
// 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
fn apply_scissor(&self, backend: &mut WebGL2Backend) {
if let Some(rect) = &self.scissor_rect {
backend.set_scissor(Some(ScissorRect {
x: rect.x,
y: rect.y,
width: rect.width,
height: rect.height,
}));
} else {
backend.set_scissor(None);
}
}
/// Get reference to camera.
/// 获取相机的引用。
#[inline]
pub fn camera(&self) -> &Camera2D {
&self.camera
}
pub fn camera_mut(&mut self) -> &mut Camera2D { &mut self.camera }
#[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
}
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);
self.viewport_height = height;
}
// ============= Scissor Test =============
// ============= 裁剪测试 =============
/// Set scissor rect for clipping (screen coordinates, Y-down).
/// 设置裁剪矩形屏幕坐标Y 轴向下)。
///
/// Content outside this rect will be clipped.
/// 此矩形外的内容将被裁剪。
///
/// # Arguments | 参数
/// * `x` - Left edge in screen coordinates | 屏幕坐标中的左边缘
/// * `y` - Top edge in screen coordinates (Y-down) | 屏幕坐标中的上边缘Y 向下)
/// * `width` - Rect width | 矩形宽度
/// * `height` - Rect height | 矩形高度
pub fn set_scissor_rect(&mut self, x: f32, y: f32, width: f32, height: f32) {
self.scissor_rect = Some([x, y, width, height]);
self.scissor_rect = Some(ScissorRect {
x: x as i32, y: y as i32,
width: width as u32, height: height as u32,
});
}
/// Clear scissor rect (disable clipping).
/// 清除裁剪矩形(禁用裁剪)。
pub fn clear_scissor_rect(&mut self) {
self.scissor_rect = None;
pub fn clear_scissor_rect(&mut self) { self.scissor_rect = None; }
pub fn compile_shader(&mut self, backend: &mut WebGL2Backend, vertex: &str, fragment: &str) -> Result<u32, String> {
let handle = backend.compile_shader(vertex, fragment)
.map_err(|e| format!("{:?}", e))?;
let id = self.next_shader_id;
self.next_shader_id += 1;
self.custom_shaders.insert(id, handle);
Ok(id)
}
/// Apply current scissor state to GL context.
/// 应用当前裁剪状态到 GL 上下文。
fn apply_scissor(&self, gl: &WebGl2RenderingContext) {
if let Some([x, y, width, height]) = self.scissor_rect {
gl.enable(WebGl2RenderingContext::SCISSOR_TEST);
// WebGL scissor uses bottom-left origin with Y-up
// Convert from screen coordinates (top-left origin, Y-down)
// WebGL scissor 使用左下角原点Y 轴向上
// 从屏幕坐标转换左上角原点Y 轴向下)
let gl_y = self.viewport_height - y - height;
gl.scissor(x as i32, gl_y as i32, width as i32, height as i32);
} else {
gl.disable(WebGl2RenderingContext::SCISSOR_TEST);
pub fn compile_shader_with_id(&mut self, backend: &mut WebGL2Backend, id: u32, vertex: &str, fragment: &str) -> Result<(), String> {
let handle = backend.compile_shader(vertex, fragment)
.map_err(|e| format!("{:?}", e))?;
self.custom_shaders.insert(id, handle);
Ok(())
}
pub fn has_shader(&self, id: u32) -> bool {
id == 0 || self.custom_shaders.contains_key(&id)
}
pub fn remove_shader(&mut self, id: u32) -> bool {
if id < 100 { return false; }
self.custom_shaders.remove(&id).is_some()
}
pub fn register_material(&mut self, material: Material) -> u32 {
let id = self.materials.keys().max().unwrap_or(&0) + 1;
self.materials.insert(id, material);
id
}
pub fn register_material_with_id(&mut self, id: u32, material: Material) {
self.materials.insert(id, material);
}
pub fn get_material(&self, id: u32) -> Option<&Material> { self.materials.get(&id) }
pub fn get_material_mut(&mut self, id: u32) -> Option<&mut Material> { self.materials.get_mut(&id) }
pub fn has_material(&self, id: u32) -> bool { self.materials.contains_key(&id) }
pub fn remove_material(&mut self, id: u32) -> bool { self.materials.remove(&id).is_some() }
pub fn set_material_float(&mut self, id: u32, name: &str, value: f32) -> bool {
if let Some(mat) = self.materials.get_mut(&id) {
mat.uniforms.set_float(name, value);
true
} else { false }
}
pub fn set_material_vec4(&mut self, id: u32, name: &str, x: f32, y: f32, z: f32, w: f32) -> bool {
if let Some(mat) = self.materials.get_mut(&id) {
mat.uniforms.set_vec4(name, x, y, z, w);
true
} else { false }
}
pub fn destroy(self, backend: &mut WebGL2Backend) {
self.sprite_batch.destroy(backend);
backend.destroy_shader(self.default_shader);
for (_, handle) in self.custom_shaders {
backend.destroy_shader(handle);
}
}
// ============= Shader Management =============
// ============= 着色器管理 =============
/// Compile and register a custom shader.
/// 编译并注册自定义着色器。
///
/// # Returns | 返回
/// The shader ID for referencing this shader | 用于引用此着色器的ID
pub fn compile_shader(
&mut self,
gl: &WebGl2RenderingContext,
vertex_source: &str,
fragment_source: &str,
) -> Result<u32> {
self.shader_manager.compile_shader(gl, vertex_source, fragment_source)
}
/// Compile a shader with a specific ID.
/// 使用特定ID编译着色器。
pub fn compile_shader_with_id(
&mut self,
gl: &WebGl2RenderingContext,
shader_id: u32,
vertex_source: &str,
fragment_source: &str,
) -> Result<()> {
self.shader_manager.compile_shader_with_id(gl, shader_id, vertex_source, fragment_source)
}
/// Check if a shader exists.
/// 检查着色器是否存在。
pub fn has_shader(&self, shader_id: u32) -> bool {
self.shader_manager.has_shader(shader_id)
}
/// Remove a shader.
/// 移除着色器。
pub fn remove_shader(&mut self, shader_id: u32) -> bool {
self.shader_manager.remove_shader(shader_id)
}
/// Get shader manager reference.
/// 获取着色器管理器引用。
pub fn shader_manager(&self) -> &ShaderManager {
&self.shader_manager
}
/// Get mutable shader manager reference.
/// 获取可变着色器管理器引用。
pub fn shader_manager_mut(&mut self) -> &mut ShaderManager {
&mut self.shader_manager
}
// ============= Material Management =============
// ============= 材质管理 =============
/// Register a custom material.
/// 注册自定义材质。
///
/// # Returns | 返回
/// The material ID for referencing this material | 用于引用此材质的ID
pub fn register_material(&mut self, material: super::material::Material) -> u32 {
self.material_manager.register_material(material)
}
/// Register a material with a specific ID.
/// 使用特定ID注册材质。
pub fn register_material_with_id(&mut self, material_id: u32, material: super::material::Material) {
self.material_manager.register_material_with_id(material_id, material);
}
/// Get a material by ID.
/// 按ID获取材质。
pub fn get_material(&self, material_id: u32) -> Option<&super::material::Material> {
self.material_manager.get_material(material_id)
}
/// Get a mutable material by ID.
/// 按ID获取可变材质。
pub fn get_material_mut(&mut self, material_id: u32) -> Option<&mut super::material::Material> {
self.material_manager.get_material_mut(material_id)
}
/// Check if a material exists.
/// 检查材质是否存在。
pub fn has_material(&self, material_id: u32) -> bool {
self.material_manager.has_material(material_id)
}
/// Remove a material.
/// 移除材质。
pub fn remove_material(&mut self, material_id: u32) -> bool {
self.material_manager.remove_material(material_id)
}
/// Set a material's float uniform.
/// 设置材质的浮点uniform。
pub fn set_material_float(&mut self, material_id: u32, name: &str, value: f32) -> bool {
self.material_manager.set_material_float(material_id, name, value)
}
/// Set a material's vec4 uniform.
/// 设置材质的vec4 uniform。
pub fn set_material_vec4(&mut self, material_id: u32, name: &str, x: f32, y: f32, z: f32, w: f32) -> bool {
self.material_manager.set_material_vec4(material_id, name, x, y, z, w)
}
/// Get material manager reference.
/// 获取材质管理器引用。
pub fn material_manager(&self) -> &MaterialManager {
&self.material_manager
}
/// Get mutable material manager reference.
/// 获取可变材质管理器引用。
pub fn material_manager_mut(&mut self) -> &mut MaterialManager {
&mut self.material_manager
}
}

View File

@@ -9,6 +9,7 @@ use wasm_bindgen::JsCast;
use web_sys::{HtmlImageElement, WebGl2RenderingContext, WebGlTexture};
use crate::core::error::{EngineError, Result};
use crate::backend::WebGL2Backend;
use super::Texture;
/// 纹理加载状态
@@ -279,8 +280,6 @@ impl TextureManager {
if let Some(texture) = self.textures.get(&id) {
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture.handle));
} else if let Some(default) = &self.default_texture {
// ID 0 is the default texture, no warning needed
// ID 0 是默认纹理,不需要警告
if id != 0 {
log::warn!("Texture {} not found, using default | 未找到纹理 {},使用默认纹理", id, id);
}
@@ -290,6 +289,20 @@ impl TextureManager {
}
}
/// Bind texture via backend.
/// 通过后端绑定纹理。
pub fn bind_texture_via_backend(&self, backend: &WebGL2Backend, id: u32, slot: u32) {
let texture = if let Some(tex) = self.textures.get(&id) {
Some(&tex.handle)
} else {
if id != 0 {
log::warn!("Texture {} not found, using default | 未找到纹理 {},使用默认纹理", id, id);
}
self.default_texture.as_ref()
};
backend.bind_texture_raw(texture, slot);
}
/// Check if texture is loaded.
/// 检查纹理是否已加载。
#[inline]