Feature/render pipeline (#232)

* refactor(engine): 重构2D渲染管线坐标系统

* feat(engine): 完善2D渲染管线和编辑器视口功能

* feat(editor): 实现Viewport变换工具系统

* feat(editor): 优化Inspector渲染性能并修复Gizmo变换工具显示

* feat(editor): 实现Run on Device移动预览功能

* feat(editor): 添加组件属性控制和依赖关系系统

* feat(editor): 实现动画预览功能和优化SpriteAnimator编辑器

* feat(editor): 修复SpriteAnimator动画预览功能并迁移CI到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(ci): 迁移项目到pnpm并修复CI构建问题

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 移除 network 相关包

* chore: 移除 network 相关包
This commit is contained in:
YHH
2025-11-23 14:49:37 +08:00
committed by GitHub
parent b15cbab313
commit a3f7cc38b1
247 changed files with 33561 additions and 52047 deletions

View File

@@ -3,10 +3,10 @@
* 用于ECS的引擎渲染系统。
*/
import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component } from '@esengine/ecs-framework';
import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
import { SpriteComponent, CameraComponent, TransformComponent } from '@esengine/ecs-components';
import type { EngineBridge } from '../core/EngineBridge';
import { RenderBatcher } from '../core/RenderBatcher';
import { SpriteComponent } from '../components/SpriteComponent';
import type { SpriteRenderData } from '../types';
import type { ITransformComponent } from '../core/SpriteRenderHelper';
@@ -47,6 +47,13 @@ export class EngineRenderSystem extends EntitySystem {
private bridge: EngineBridge;
private batcher: RenderBatcher;
private transformType: TransformComponentType;
private showGizmos = true;
private selectedEntityIds: Set<number> = new Set();
private transformMode: 'select' | 'move' | 'rotate' | 'scale' = 'select';
// Reusable map to avoid allocation per frame
// 可重用的映射以避免每帧分配
private entityRenderMap: Map<number, SpriteRenderData> = new Map();
/**
* Create a new engine render system.
@@ -78,12 +85,13 @@ export class EngineRenderSystem extends EntitySystem {
* Called before processing entities.
* 处理实体之前调用。
*/
protected begin(): void {
protected override onBegin(): void {
// Clear the batch | 清空批处理
this.batcher.clear();
// Clear screen | 清屏
this.bridge.clear(0, 0, 0, 1);
// Clear screen with dark background | 用深色背景清屏
this.bridge.clear(0.1, 0.1, 0.12, 1);
// Update input | 更新输入
this.bridge.updateInput();
@@ -95,19 +103,22 @@ export class EngineRenderSystem extends EntitySystem {
*
* @param entities - Entities to process | 要处理的实体
*/
protected process(entities: readonly Entity[]): void {
protected override process(entities: readonly Entity[]): void {
// Clear and reuse map for gizmo drawing
// 清空并重用映射用于绘制gizmo
this.entityRenderMap.clear();
for (const entity of entities) {
const sprite = entity.getComponent(SpriteComponent);
const transform = entity.getComponent(this.transformType) as unknown as ITransformComponent | null;
if (!sprite || !transform || !sprite.visible) {
if (!sprite || !transform) {
continue;
}
// Calculate UV with flip | 计算带翻转的UV
let uv = sprite.uv;
const uv: [number, number, number, number] = [0, 0, 1, 1];
if (sprite.flipX || sprite.flipY) {
uv = [...sprite.uv] as [number, number, number, number];
if (sprite.flipX) {
[uv[0], uv[2]] = [uv[2], uv[0]];
}
@@ -116,35 +127,213 @@ export class EngineRenderSystem extends EntitySystem {
}
}
// Handle rotation as number or Vector3 (use z for 2D)
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
const color = this.hexToPackedColor(sprite.color, sprite.alpha);
// Get texture ID from sprite component
// 从精灵组件获取纹理ID
// Use Rust engine's path-based texture loading for automatic caching
// 使用Rust引擎的基于路径的纹理加载实现自动缓存
let textureId = 0;
if (sprite.texture) {
textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
} else {
// Debug: sprite has no texture
console.warn(`[EngineRenderSystem] Entity ${entity.id} has no texture`);
}
// Pass actual display dimensions (sprite size * transform scale)
// 传递实际显示尺寸sprite尺寸 * 变换缩放)
const renderData: SpriteRenderData = {
x: transform.position.x,
y: transform.position.y,
rotation: transform.rotation,
scaleX: transform.scale.x,
scaleY: transform.scale.y,
originX: sprite.originX,
originY: sprite.originY,
textureId: sprite.textureId,
rotation,
scaleX: sprite.width * transform.scale.x,
scaleY: sprite.height * transform.scale.y,
originX: sprite.anchorX,
originY: sprite.anchorY,
textureId,
uv,
color: sprite.color
color
};
this.batcher.addSprite(renderData);
this.entityRenderMap.set(entity.id, renderData);
}
// Submit batch and render at the end of process | 在process结束时提交批处理并渲染
if (!this.batcher.isEmpty) {
const sprites = this.batcher.getSprites();
this.bridge.submitSprites(sprites);
}
// Draw gizmos for selected entities (always, even if no sprites)
// 为选中的实体绘制Gizmo始终绘制即使没有精灵
if (this.showGizmos && this.selectedEntityIds.size > 0) {
for (const entityId of this.selectedEntityIds) {
const renderData = this.entityRenderMap.get(entityId);
if (renderData) {
this.bridge.addGizmoRect(
renderData.x,
renderData.y,
renderData.scaleX,
renderData.scaleY,
renderData.rotation,
renderData.originX,
renderData.originY,
0.0, 1.0, 0.5, 1.0, // Green color | 绿色
true // Show transform handles for selection gizmo
);
}
}
}
// Draw camera frustum gizmos
// 绘制相机视锥体 gizmo
if (this.showGizmos) {
this.drawCameraFrustums();
}
this.bridge.render();
}
/**
* Draw camera frustum gizmos for all cameras in scene.
* 为场景中所有相机绘制视锥体 gizmo。
*/
private drawCameraFrustums(): void {
const scene = Core.scene;
if (!scene) return;
const cameraEntities = scene.entities.findEntitiesWithComponent(CameraComponent);
for (const entity of cameraEntities) {
const camera = entity.getComponent(CameraComponent);
const transform = entity.getComponent(TransformComponent);
if (!camera || !transform) continue;
// Calculate frustum size based on canvas size and orthographicSize
// 根据 canvas 尺寸和 orthographicSize 计算视锥体大小
// At runtime, zoom = 1 / orthographicSize
// So visible area = canvas size * orthographicSize
const canvas = document.getElementById('viewport-canvas') as HTMLCanvasElement;
if (!canvas) continue;
// The actual visible world units when running
// 运行时实际可见的世界单位
const zoom = camera.orthographicSize > 0 ? 1 / camera.orthographicSize : 1;
const width = canvas.width / zoom;
const height = canvas.height / zoom;
// Handle rotation
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// Draw frustum rectangle (white color for camera)
// 绘制视锥体矩形(相机用白色)
this.bridge.addGizmoRect(
transform.position.x,
transform.position.y,
width,
height,
rotation,
0.5, // origin center
0.5,
1.0, 1.0, 1.0, 0.8, // White color with some transparency
false // Don't show transform handles for camera frustum
);
}
}
/**
* Called after processing entities.
* 处理实体之后调用
* Set gizmo visibility.
* 设置Gizmo可见性
*/
protected end(): void {
// Submit batch and render | 提交批处理并渲染
if (!this.batcher.isEmpty) {
this.bridge.submitSprites(this.batcher.getSprites());
}
this.bridge.render();
setShowGizmos(show: boolean): void {
this.showGizmos = show;
}
/**
* Get gizmo visibility.
* 获取Gizmo可见性。
*/
getShowGizmos(): boolean {
return this.showGizmos;
}
/**
* Set selected entity IDs.
* 设置选中的实体ID。
*/
setSelectedEntityIds(ids: number[]): void {
this.selectedEntityIds = new Set(ids);
}
/**
* Get selected entity IDs.
* 获取选中的实体ID。
*/
getSelectedEntityIds(): number[] {
return Array.from(this.selectedEntityIds);
}
/**
* Set transform tool mode.
* 设置变换工具模式。
*/
setTransformMode(mode: 'select' | 'move' | 'rotate' | 'scale'): void {
this.transformMode = mode;
// Convert string mode to u8 for Rust engine
const modeMap: Record<string, number> = {
'select': 0,
'move': 1,
'rotate': 2,
'scale': 3
};
this.bridge.setTransformMode(modeMap[mode]);
}
/**
* Get transform tool mode.
* 获取变换工具模式。
*/
getTransformMode(): 'select' | 'move' | 'rotate' | 'scale' {
return this.transformMode;
}
/**
* Convert hex color string to packed RGBA.
* 将十六进制颜色字符串转换为打包的RGBA。
*/
private hexToPackedColor(hex: string, alpha: number): number {
// Parse hex color like "#ffffff" or "#fff"
let r = 255, g = 255, b = 255;
if (hex.startsWith('#')) {
const hexValue = hex.slice(1);
if (hexValue.length === 3) {
r = parseInt(hexValue[0] + hexValue[0], 16);
g = parseInt(hexValue[1] + hexValue[1], 16);
b = parseInt(hexValue[2] + hexValue[2], 16);
} else if (hexValue.length === 6) {
r = parseInt(hexValue.slice(0, 2), 16);
g = parseInt(hexValue.slice(2, 4), 16);
b = parseInt(hexValue.slice(4, 6), 16);
}
}
const a = Math.round(alpha * 255);
// Pack as 0xAABBGGRR for WebGL
return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
}
/**
* Get the number of sprites rendered.
* 获取渲染的精灵数量。