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:
241
packages/engine/src/renderer/grid.rs
Normal file
241
packages/engine/src/renderer/grid.rs
Normal file
@@ -0,0 +1,241 @@
|
||||
//! 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 super::camera::Camera2D;
|
||||
|
||||
const GRID_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
|
||||
precision highp float;
|
||||
|
||||
uniform vec4 u_color;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
fragColor = u_color;
|
||||
}
|
||||
"#;
|
||||
|
||||
pub struct GridRenderer {
|
||||
program: WebGlProgram,
|
||||
vertex_buffer: WebGlBuffer,
|
||||
vertex_count: i32,
|
||||
last_zoom: f32,
|
||||
last_width: f32,
|
||||
last_height: f32,
|
||||
}
|
||||
|
||||
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)?;
|
||||
|
||||
Ok(Self {
|
||||
program,
|
||||
vertex_buffer,
|
||||
vertex_count: 0,
|
||||
last_zoom: 0.0,
|
||||
last_width: 0.0,
|
||||
last_height: 0.0,
|
||||
})
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
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
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self.last_zoom = zoom;
|
||||
self.last_width = width;
|
||||
self.last_height = height;
|
||||
|
||||
let half_width = width / (2.0 * zoom);
|
||||
let half_height = height / (2.0 * zoom);
|
||||
let max_size = half_width.max(half_height) * 2.0;
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
let fine_step = base_step;
|
||||
let range = max_size * 1.5;
|
||||
let start = -range;
|
||||
let end = range;
|
||||
|
||||
let mut vertices = Vec::new();
|
||||
|
||||
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 y = (start / fine_step).floor() * fine_step;
|
||||
while y <= end {
|
||||
vertices.extend_from_slice(&[start, y, end, y]);
|
||||
y += fine_step;
|
||||
}
|
||||
|
||||
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,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
pub fn render_axes(&self, gl: &WebGl2RenderingContext, camera: &Camera2D) {
|
||||
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 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));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user