* feat(ui): 动态图集系统与渲染调试增强 ## 核心功能 ### 动态图集系统 (Dynamic Atlas) - 新增 DynamicAtlasManager:运行时纹理打包,支持 MaxRects 算法 - 新增 DynamicAtlasService:自动纹理加载与图集管理 - 新增 BinPacker:高效矩形打包算法 - 支持动态/固定两种扩展策略 - 自动 UV 重映射,实现 UI 元素合批渲染 ### Frame Debugger 增强 - 新增合批分析面板,显示批次中断原因 - 新增 UI 元素层级信息(depth, worldOrderInLayer) - 新增实体高亮功能,点击可在场景中定位 - 新增动态图集可视化面板 - 改进渲染原语详情展示 ### 闪光效果 (Shiny Effect) - 新增 UIShinyEffectComponent:UI 闪光参数配置 - 新增 UIShinyEffectSystem:材质覆盖驱动的闪光动画 - 新增 ShinyEffectComponent/System(Sprite 版本) ## 引擎层改进 ### Rust 纹理管理扩展 - create_blank_texture:创建空白 GPU 纹理 - update_texture_region:局部纹理更新 - 支持动态图集的 GPU 端操作 ### 材质系统 - 新增 effects/ 目录:ShinyEffect 等效果实现 - 新增 interfaces/ 目录:IMaterial 等接口定义 - 新增 mixins/ 目录:可组合的材质功能 ### EngineBridge 扩展 - 新增 createBlankTexture/updateTextureRegion 方法 - 改进纹理加载回调机制 ## UI 渲染改进 - UIRenderCollector:支持合批调试信息 - 稳定排序:addIndex 保证渲染顺序一致性 - 九宫格渲染优化 - 材质覆盖支持 ## 其他改进 - 国际化:新增 Frame Debugger 相关翻译 - 编辑器:新增渲染调试入口 - 文档:新增架构设计文档目录 * refactor(ui): 引入新基础组件架构与渲染工具函数 Phase 1 重构 - 组件职责分离与代码复用: 新增基础组件层: - UIGraphicComponent: 所有可视 UI 元素的基类(颜色、透明度、raycast) - UIImageComponent: 纹理显示组件(支持简单、切片、平铺、填充模式) - UISelectableComponent: 可交互元素的基类(状态管理、颜色过渡) 新增渲染工具: - UIRenderUtils: 提取共享的坐标计算、边框渲染、阴影渲染等工具函数 - getUIRenderTransform: 统一的变换数据提取 - renderBorder/renderShadow: 复用的边框和阴影渲染逻辑 新增渲染系统: - UIGraphicRenderSystem: 处理新基础组件的统一渲染器 重构现有系统: - UIRectRenderSystem: 使用新工具函数,移除重复代码 - UIButtonRenderSystem: 使用新工具函数,移除重复代码 这些改动为后续统一渲染系统奠定基础。 * refactor(ui): UIProgressBarRenderSystem 使用渲染工具函数 - 使用 getUIRenderTransform 替代手动变换计算 - 使用 renderBorder 工具函数替代重复的边框渲染 - 使用 lerpColor 工具函数替代重复的颜色插值 - 简化方法签名,使用 UIRenderTransform 类型 - 移除约 135 行重复代码 * refactor(ui): Slider 和 ScrollView 渲染系统使用工具函数 - UISliderRenderSystem: 使用 getUIRenderTransform,简化方法签名 - UIScrollViewRenderSystem: 使用 getUIRenderTransform,简化方法签名 - 统一使用 UIRenderTransform 类型减少参数传递 - 消除重复的变换计算代码 * refactor(ui): 使用 UIWidgetMarker 消除硬编码组件依赖 - 新增 UIWidgetMarker 标记组件 - UIRectRenderSystem 改为检查标记而非硬编码4种组件类型 - 各 Widget 渲染系统自动添加标记组件 - 减少模块间耦合,提高可扩展性 * feat(ui): 实现 Canvas 隔离机制 - 新增 UICanvasComponent 定义 Canvas 渲染组 - UITransformComponent 添加 Canvas 相关字段:canvasEntityId, worldSortingLayer, pixelPerfect - UILayoutSystem 传播 Canvas 设置给子元素 - UIRenderUtils 使用 Canvas 继承的排序层 - 支持嵌套 Canvas 和不同渲染模式 * refactor(ui): 统一纹理管理工具函数 Phase 4: 纹理管理统一 新增: - UITextureUtils.ts: 统一的纹理描述符接口和验证函数 - UITextureDescriptor: 支持 GUID/textureId/path 多种纹理源 - isValidTextureGuid: GUID 验证 - getTextureKey: 获取用于合批的纹理键 - normalizeTextureDescriptor: 规范化各种输入格式 - utils/index.ts: 工具函数导出 修改: - UIGraphicRenderSystem: 使用新的纹理工具函数 - index.ts: 导出纹理工具类型和函数 * refactor(ui): 实现统一的脏标记机制 Phase 5: Dirty 标记机制 新增: - UIDirtyFlags.ts: 位标记枚举和追踪工具 - UIDirtyFlags: Visual/Layout/Transform/Material/Text 标记 - IDirtyTrackable: 脏追踪接口 - DirtyTracker: 辅助工具类 - 帧级别脏状态追踪 (markFrameDirty, isFrameDirty) 修改: - UIGraphicComponent: 实现 IDirtyTrackable - 属性 setter 自动设置脏标记 - 保留 setDirty/clearDirty 向后兼容 - UIImageComponent: 所有属性支持脏追踪 - textureGuid/imageType/fillAmount 等变化自动标记 - UIGraphicRenderSystem: 使用 clearDirtyFlags() 导出: - UIDirtyFlags, IDirtyTrackable, DirtyTracker - markFrameDirty, isFrameDirty, clearFrameDirty * refactor(ui): 移除过时的 dirty flag API 移除 UIGraphicComponent 中的兼容性 API: - 移除 _isDirty getter/setter - 移除 setDirty() 方法 - 移除 clearDirty() 方法 现在统一使用新的 dirty flag 系统: - isDirty() / hasDirtyFlag(flags) - markDirty(flags) / clearDirtyFlags() * fix(ui): 修复两个 TODO 功能 1. 滑块手柄命中测试 (UIInputSystem) - UISliderComponent 添加 getHandleBounds() 计算手柄边界 - UISliderComponent 添加 isPointInHandle() 精确命中测试 - UIInputSystem.handleSlider() 使用精确测试更新悬停状态 2. 径向填充渲染 (UIGraphicRenderSystem) - 实现 renderRadialFill() 方法 - 支持 radial90/radial180/radial360 三种模式 - 支持 fillOrigin (top/right/bottom/left) 和 fillClockwise - 使用多段矩形近似饼形填充效果 * feat(ui): 完善 UI 系统架构和九宫格渲染 * fix(ui): 修复文本渲染层级问题并清理调试代码 - 修复纹理就绪后调用 invalidateUIRenderCaches() 导致的无限循环 - 移除 UITextRenderSystem、UIButtonRenderSystem、UIRectRenderSystem 中的首帧调试输出 - 移除 UILayoutSystem 中的布局调试日志 - 清理所有 __UI_RENDER_DEBUG__ 条件日志 * refactor(ui): 优化渲染批处理和输入框组件 渲染系统: - 修复 RenderBatcher 保持渲染顺序 - 优化 Rust SpriteBatch 避免合并非连续精灵 - 增强 EngineRenderSystem 纹理就绪检测 输入框组件: - 增强 UIInputFieldComponent 功能 - 改进 UIInputSystem 输入处理 - 新增 TextMeasureService 文本测量服务 * fix(ui): 修复九宫格首帧渲染和InputField输入问题 - 修复九宫格首帧 size=0x0 问题: - Viewport.tsx: 预览模式读取图片尺寸存储到 importSettings - AssetDatabase: ISpriteSettings 添加 width/height 字段 - AssetMetadataService: getTextureSpriteInfo 使用元数据尺寸作为后备 - UIRectRenderSystem: 当 atlasEntry 不存在时使用 spriteInfo 尺寸 - WebBuildPipeline: 构建时包含 importSettings - AssetManager: 从 catalog 初始化时复制 importSettings - AssetTypes: IAssetCatalogEntry 添加 importSettings 字段 - 修复 InputField 无法输入问题: - UIRuntimeModule: manifest 添加 pluginExport: 'UIPlugin' - 确保预览模式正确加载 UI 插件并绑定 UIInputSystem - 添加调试日志用于排查纹理加载问题 * fix(sprite): 修复类型导出错误 MaterialPropertyOverride 和 MaterialOverrides 应从 @esengine/material-system 导出 * fix(ui-editor): 补充 AnchorPreset 拉伸预设的映射 添加 StretchTop, StretchMiddle, StretchBottom, StretchLeft, StretchCenter, StretchRight 的位置和锚点值映射
388 lines
14 KiB
TypeScript
388 lines
14 KiB
TypeScript
/**
|
||
* UI Graphic Render System
|
||
* UI 图形渲染系统
|
||
*
|
||
* Renders entities with the new base components (UIGraphicComponent, UIImageComponent).
|
||
* This system follows the new architecture pattern with clearer component separation.
|
||
*
|
||
* 渲染使用新基础组件(UIGraphicComponent、UIImageComponent)的实体。
|
||
* 此系统遵循新架构模式,组件职责分离更清晰。
|
||
*/
|
||
|
||
import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
|
||
import { UITransformComponent } from '../../components/UITransformComponent';
|
||
import { UIGraphicComponent } from '../../components/base/UIGraphicComponent';
|
||
import { UIImageComponent } from '../../components/base/UIImageComponent';
|
||
import { getUIRenderCollector } from './UIRenderCollector';
|
||
import { getUIRenderTransform, getNinePatchPosition, type UIRenderTransform } from './UIRenderUtils';
|
||
import { isValidTextureGuid, defaultUV } from '../../utils/UITextureUtils';
|
||
|
||
/**
|
||
* UI Graphic Render System
|
||
* UI 图形渲染系统
|
||
*
|
||
* Handles rendering of the new base graphic components:
|
||
* - UIGraphicComponent: Base visual element (color rectangle)
|
||
* - UIImageComponent: Texture display (simple, sliced, tiled, filled)
|
||
*
|
||
* 处理新基础图形组件的渲染:
|
||
* - UIGraphicComponent:基础可视元素(颜色矩形)
|
||
* - UIImageComponent:纹理显示(简单、切片、平铺、填充)
|
||
*/
|
||
@ECSSystem('UIGraphicRender', { updateOrder: 102, runInEditMode: true })
|
||
export class UIGraphicRenderSystem extends EntitySystem {
|
||
constructor() {
|
||
// Match entities with UITransformComponent and UIGraphicComponent
|
||
// 匹配具有 UITransformComponent 和 UIGraphicComponent 的实体
|
||
super(Matcher.empty().all(UITransformComponent, UIGraphicComponent));
|
||
}
|
||
|
||
protected process(entities: readonly Entity[]): void {
|
||
const collector = getUIRenderCollector();
|
||
|
||
for (const entity of entities) {
|
||
const transform = entity.getComponent(UITransformComponent);
|
||
const graphic = entity.getComponent(UIGraphicComponent);
|
||
|
||
if (!transform || !graphic) continue;
|
||
|
||
// Get render transform data
|
||
// 获取渲染变换数据
|
||
const rt = getUIRenderTransform(transform);
|
||
if (!rt) continue;
|
||
|
||
// Check if entity has UIImageComponent for texture rendering
|
||
// 检查实体是否有 UIImageComponent 用于纹理渲染
|
||
const image = entity.getComponent(UIImageComponent);
|
||
|
||
if (image && image.hasTexture()) {
|
||
this.renderImage(collector, rt, graphic, image, entity.id);
|
||
} else {
|
||
this.renderColorRect(collector, rt, graphic, entity.id);
|
||
}
|
||
|
||
// Mark graphic as rendered (clear dirty flag)
|
||
// 标记图形已渲染(清除脏标记)
|
||
graphic.clearDirtyFlags();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Render a color rectangle
|
||
* 渲染颜色矩形
|
||
*/
|
||
private renderColorRect(
|
||
collector: ReturnType<typeof getUIRenderCollector>,
|
||
rt: UIRenderTransform,
|
||
graphic: UIGraphicComponent,
|
||
entityId: number
|
||
): void {
|
||
collector.addRect(
|
||
rt.renderX, rt.renderY,
|
||
rt.width, rt.height,
|
||
graphic.color,
|
||
graphic.alpha * rt.alpha,
|
||
rt.sortingLayer,
|
||
rt.orderInLayer,
|
||
{
|
||
rotation: rt.rotation,
|
||
pivotX: rt.pivotX,
|
||
pivotY: rt.pivotY,
|
||
materialId: graphic.materialId > 0 ? graphic.materialId : undefined,
|
||
entityId
|
||
}
|
||
);
|
||
}
|
||
|
||
/**
|
||
* Render an image with various modes
|
||
* 渲染各种模式的图像
|
||
*/
|
||
private renderImage(
|
||
collector: ReturnType<typeof getUIRenderCollector>,
|
||
rt: UIRenderTransform,
|
||
graphic: UIGraphicComponent,
|
||
image: UIImageComponent,
|
||
entityId: number
|
||
): void {
|
||
const alpha = graphic.alpha * rt.alpha;
|
||
const color = graphic.color;
|
||
const materialId = graphic.materialId > 0 ? graphic.materialId : undefined;
|
||
|
||
// Get validated texture GUID
|
||
// 获取验证后的纹理 GUID
|
||
const textureGuid = isValidTextureGuid(image.textureGuid) ? image.textureGuid : undefined;
|
||
|
||
// Handle different image types
|
||
// 处理不同的图像类型
|
||
if (image.isSliced()) {
|
||
// Nine-patch (sliced) rendering
|
||
// 九宫格(切片)渲染
|
||
const pos = getNinePatchPosition(rt);
|
||
collector.addNinePatch(
|
||
pos.x, pos.y,
|
||
rt.width, rt.height,
|
||
image.sliceBorder,
|
||
image.textureWidth,
|
||
image.textureHeight,
|
||
color,
|
||
alpha,
|
||
rt.sortingLayer,
|
||
rt.orderInLayer,
|
||
{
|
||
rotation: rt.rotation,
|
||
pivotX: pos.pivotX,
|
||
pivotY: pos.pivotY,
|
||
textureGuid,
|
||
textureId: image.textureId,
|
||
materialId,
|
||
entityId
|
||
}
|
||
);
|
||
} else if (image.isFilled()) {
|
||
// Filled rendering (for progress bars, etc.)
|
||
// 填充渲染(用于进度条等)
|
||
this.renderFilledImage(collector, rt, graphic, image, entityId);
|
||
} else {
|
||
// Simple image rendering
|
||
// 简单图像渲染
|
||
collector.addRect(
|
||
rt.renderX, rt.renderY,
|
||
rt.width, rt.height,
|
||
color,
|
||
alpha,
|
||
rt.sortingLayer,
|
||
rt.orderInLayer,
|
||
{
|
||
rotation: rt.rotation,
|
||
pivotX: rt.pivotX,
|
||
pivotY: rt.pivotY,
|
||
textureGuid,
|
||
textureId: image.textureId,
|
||
uv: image.uv ?? defaultUV(),
|
||
materialId,
|
||
entityId
|
||
}
|
||
);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Render a filled image (horizontal/vertical fill)
|
||
* 渲染填充图像(水平/垂直填充)
|
||
*/
|
||
private renderFilledImage(
|
||
collector: ReturnType<typeof getUIRenderCollector>,
|
||
rt: UIRenderTransform,
|
||
graphic: UIGraphicComponent,
|
||
image: UIImageComponent,
|
||
entityId: number
|
||
): void {
|
||
const alpha = graphic.alpha * rt.alpha;
|
||
const color = graphic.color;
|
||
const materialId = graphic.materialId > 0 ? graphic.materialId : undefined;
|
||
const textureGuid = isValidTextureGuid(image.textureGuid) ? image.textureGuid : undefined;
|
||
|
||
// Calculate filled dimensions based on fillAmount and fillMethod
|
||
// 根据 fillAmount 和 fillMethod 计算填充尺寸
|
||
let fillWidth = rt.width;
|
||
let fillHeight = rt.height;
|
||
let fillX = rt.renderX;
|
||
let fillY = rt.renderY;
|
||
let fillU0 = 0, fillV0 = 0, fillU1 = 1, fillV1 = 1;
|
||
|
||
const fillAmount = Math.max(0, Math.min(1, image.fillAmount));
|
||
|
||
switch (image.fillMethod) {
|
||
case 'horizontal':
|
||
if (image.fillOrigin === 'left' || image.fillOrigin === 'center') {
|
||
fillWidth = rt.width * fillAmount;
|
||
fillU1 = fillAmount;
|
||
} else {
|
||
// Right origin
|
||
fillWidth = rt.width * fillAmount;
|
||
fillX = rt.renderX + rt.width * (1 - fillAmount) * (1 - rt.pivotX);
|
||
fillU0 = 1 - fillAmount;
|
||
}
|
||
break;
|
||
|
||
case 'vertical':
|
||
if (image.fillOrigin === 'bottom' || image.fillOrigin === 'center') {
|
||
fillHeight = rt.height * fillAmount;
|
||
fillV1 = fillAmount;
|
||
} else {
|
||
// Top origin
|
||
fillHeight = rt.height * fillAmount;
|
||
fillY = rt.renderY + rt.height * (1 - fillAmount) * rt.pivotY;
|
||
fillV0 = 1 - fillAmount;
|
||
}
|
||
break;
|
||
|
||
// Radial fill modes - approximate with multiple segments
|
||
// 径向填充模式 - 使用多个分段近似
|
||
case 'radial90':
|
||
case 'radial180':
|
||
case 'radial360':
|
||
this.renderRadialFill(collector, rt, graphic, image, entityId);
|
||
return; // Early return - radial fill handles its own rendering
|
||
}
|
||
|
||
// Apply original UV mapping if present
|
||
// 如果存在原始 UV 映射,应用它
|
||
if (image.uv) {
|
||
const [u0, v0, u1, v1] = image.uv;
|
||
const uvWidth = u1 - u0;
|
||
const uvHeight = v1 - v0;
|
||
fillU0 = u0 + fillU0 * uvWidth;
|
||
fillV0 = v0 + fillV0 * uvHeight;
|
||
fillU1 = u0 + fillU1 * uvWidth;
|
||
fillV1 = v0 + fillV1 * uvHeight;
|
||
}
|
||
|
||
collector.addRect(
|
||
fillX, fillY,
|
||
fillWidth, fillHeight,
|
||
color,
|
||
alpha,
|
||
rt.sortingLayer,
|
||
rt.orderInLayer,
|
||
{
|
||
rotation: rt.rotation,
|
||
pivotX: rt.pivotX,
|
||
pivotY: rt.pivotY,
|
||
textureGuid,
|
||
textureId: image.textureId,
|
||
uv: [fillU0, fillV0, fillU1, fillV1],
|
||
materialId,
|
||
entityId
|
||
}
|
||
);
|
||
}
|
||
|
||
/**
|
||
* Render radial fill using multiple quad segments
|
||
* 使用多个矩形分段渲染径向填充
|
||
*
|
||
* This approximates a pie-shaped fill by rendering multiple narrow quads
|
||
* that fan out from the center.
|
||
* 通过渲染多个从中心扇形展开的窄矩形来近似饼形填充。
|
||
*/
|
||
private renderRadialFill(
|
||
collector: ReturnType<typeof getUIRenderCollector>,
|
||
rt: UIRenderTransform,
|
||
graphic: UIGraphicComponent,
|
||
image: UIImageComponent,
|
||
entityId: number
|
||
): void {
|
||
const alpha = graphic.alpha * rt.alpha;
|
||
const color = graphic.color;
|
||
const materialId = graphic.materialId > 0 ? graphic.materialId : undefined;
|
||
const textureGuid = isValidTextureGuid(image.textureGuid) ? image.textureGuid : undefined;
|
||
const fillAmount = Math.max(0, Math.min(1, image.fillAmount));
|
||
|
||
if (fillAmount <= 0) return;
|
||
|
||
// Determine the total angle range based on fill method
|
||
// 根据填充方法确定总角度范围
|
||
let totalAngle: number;
|
||
switch (image.fillMethod) {
|
||
case 'radial90': totalAngle = Math.PI / 2; break;
|
||
case 'radial180': totalAngle = Math.PI; break;
|
||
case 'radial360': totalAngle = Math.PI * 2; break;
|
||
default: return;
|
||
}
|
||
|
||
// Calculate fill angle
|
||
// 计算填充角度
|
||
const fillAngle = totalAngle * fillAmount;
|
||
|
||
// Determine start angle based on origin
|
||
// 根据起点确定起始角度
|
||
let startAngle: number;
|
||
switch (image.fillOrigin) {
|
||
case 'top': startAngle = -Math.PI / 2; break;
|
||
case 'right': startAngle = 0; break;
|
||
case 'bottom': startAngle = Math.PI / 2; break;
|
||
case 'left': startAngle = Math.PI; break;
|
||
default: startAngle = -Math.PI / 2; break; // Default: top
|
||
}
|
||
|
||
// Direction: clockwise or counter-clockwise
|
||
// 方向:顺时针或逆时针
|
||
const direction = image.fillClockwise ? 1 : -1;
|
||
|
||
// Calculate center and radius
|
||
// 计算中心和半径
|
||
const centerX = rt.x + rt.width / 2;
|
||
const centerY = rt.y + rt.height / 2;
|
||
const radiusX = rt.width / 2;
|
||
const radiusY = rt.height / 2;
|
||
|
||
// Number of segments for smooth appearance (more segments = smoother)
|
||
// 分段数量(更多分段 = 更平滑)
|
||
const numSegments = Math.max(4, Math.ceil(fillAngle * 16 / Math.PI));
|
||
|
||
// Render segments as quads from center
|
||
// 从中心渲染分段为矩形
|
||
const angleStep = fillAngle / numSegments;
|
||
|
||
for (let i = 0; i < numSegments; i++) {
|
||
const angle1 = startAngle + direction * angleStep * i;
|
||
const angle2 = startAngle + direction * angleStep * (i + 1);
|
||
|
||
// Calculate quad corners
|
||
// 计算矩形角点
|
||
const cos1 = Math.cos(angle1);
|
||
const sin1 = Math.sin(angle1);
|
||
const cos2 = Math.cos(angle2);
|
||
const sin2 = Math.sin(angle2);
|
||
|
||
// For each segment, render a triangle-like quad
|
||
// 对于每个分段,渲染一个类似三角形的矩形
|
||
// We approximate by rendering a small rect at the outer edge
|
||
// 我们通过在外边缘渲染一个小矩形来近似
|
||
|
||
// Calculate midpoint of the arc segment
|
||
// 计算弧段的中点
|
||
const midAngle = (angle1 + angle2) / 2;
|
||
const midCos = Math.cos(midAngle);
|
||
const midSin = Math.sin(midAngle);
|
||
|
||
// Segment width and position
|
||
// 分段宽度和位置
|
||
const segmentWidth = Math.abs(radiusX * (cos2 - cos1)) + Math.abs(radiusY * (sin2 - sin1));
|
||
const segmentHeight = Math.sqrt(radiusX * radiusX + radiusY * radiusY);
|
||
|
||
// Position at the midpoint direction from center
|
||
// 从中心沿中点方向定位
|
||
const segX = centerX + midCos * radiusX * 0.5;
|
||
const segY = centerY + midSin * radiusY * 0.5;
|
||
|
||
// Calculate UV for this segment
|
||
// 计算此分段的 UV
|
||
const u0 = 0.5 + midCos * 0.5 * fillAmount;
|
||
const v0 = 0.5 + midSin * 0.5 * fillAmount;
|
||
|
||
collector.addRect(
|
||
segX, segY,
|
||
Math.max(2, segmentWidth + 2), // Ensure minimum width with overlap
|
||
segmentHeight * 0.55, // Slightly more than half to ensure coverage
|
||
color,
|
||
alpha,
|
||
rt.sortingLayer,
|
||
rt.orderInLayer,
|
||
{
|
||
rotation: midAngle + Math.PI / 2, // Rotate to face outward
|
||
pivotX: 0.5,
|
||
pivotY: 0,
|
||
textureGuid,
|
||
textureId: image.textureId,
|
||
uv: [u0 - 0.1, v0 - 0.1, u0 + 0.1, v0 + 0.1],
|
||
materialId,
|
||
entityId
|
||
}
|
||
);
|
||
}
|
||
}
|
||
}
|