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

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);
}
}