- 引入 deformationVertex 参数控制带 VertexTag.DEFORMATION 标签的顶点- 移除对 secondaryVertex 的旧支持及相关冗余代码 - 简化插值计算逻辑并提高角度单位转换容差 - 优化顶点目标计算方法并重命名为 DeformationVertexTarget - 清理无用的反射回退和安全读取机制- 移除 liquify 工具相关的顶点渲染快捷键控制 - 删除已废弃的 LiquifyTargetPartRander 类文件 -优化导入语句并更新相关类引用路径
1393 lines
50 KiB
Java
1393 lines
50 KiB
Java
package com.chuangzhou.vivid2D.render;
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import com.chuangzhou.vivid2D.render.model.Model2D;
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import com.chuangzhou.vivid2D.render.model.ModelPart;
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import com.chuangzhou.vivid2D.render.model.util.LightSource;
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import com.chuangzhou.vivid2D.render.model.Mesh2D;
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import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem;
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import com.chuangzhou.vivid2D.render.systems.Camera;
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import com.chuangzhou.vivid2D.render.systems.RenderSystem;
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import com.chuangzhou.vivid2D.render.systems.buffer.BufferBuilder;
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import com.chuangzhou.vivid2D.render.systems.buffer.Tesselator;
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import com.chuangzhou.vivid2D.render.systems.sources.CompleteShader;
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import com.chuangzhou.vivid2D.render.systems.sources.ShaderManagement;
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import com.chuangzhou.vivid2D.render.systems.sources.ShaderProgram;
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import org.joml.Matrix3f;
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import org.joml.Vector2f;
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import org.joml.Vector3f;
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import org.joml.Vector4f;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import java.nio.ByteBuffer;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.concurrent.atomic.AtomicInteger;
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/**
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* vivid2D 模型完整渲染系统
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*
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* <p>该系统提供了完整的 vivid2D 模型加载、渲染和显示功能,支持多种渲染模式和效果:</p>
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*
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* <ul>
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* <li>基础模型渲染</li>
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* <li>光照效果渲染</li>
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* <li>纹理贴图渲染</li>
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* <li>模型加载与解析</li>
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* </ul>
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*
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* <h3>使用示例:</h3>
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* <ul>
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* <li>{@link com.chuangzhou.vivid2D.test.ModelLoadTest} - 模型加载测试</li>
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* <li>{@link com.chuangzhou.vivid2D.test.ModelRenderLightingTest} - 光照渲染测试</li>
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* <li>{@link com.chuangzhou.vivid2D.test.ModelRenderTest} - 基础渲染测试</li>
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* <li>{@link com.chuangzhou.vivid2D.test.ModelRenderTest2} - 进阶渲染测试</li>
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* <li>{@link com.chuangzhou.vivid2D.test.ModelRenderTextureTest} - 纹理渲染测试</li>
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* <li>{@link com.chuangzhou.vivid2D.test.ModelTest} - 基础模型测试</li>
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* <li>{@link com.chuangzhou.vivid2D.test.ModelTest2} - 进阶模型测试</li>
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* </ul>
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*
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* @author tzdwindows
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* @version 1.2
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* @since 2025-10-13
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*/
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public final class ModelRender {
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/**
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* 渲染系统日志记录器,用于记录渲染过程中的调试信息、错误和性能数据
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*/
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private static final Logger logger = LoggerFactory.getLogger(ModelRender.class);
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/**
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* 私有构造函数,防止外部实例化 - 这是一个工具类,只包含静态方法
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*/
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private ModelRender() { /* no instances */ }
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// ================== 全局状态 ==================
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/**
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* 渲染系统初始化状态标志,确保系统只初始化一次
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*
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* @see #initialize()
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* @see #isInitialized()
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*/
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private static boolean initialized = false;
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/**
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* 视口宽度(像素),定义渲染区域的大小
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* 默认值:800像素
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*
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* @see #setViewport(int, int)
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*/
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static int viewportWidth = 800;
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/**
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* 视口高度(像素),定义渲染区域的大小
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* 默认值:600像素
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*
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* @see #setViewport(int, int)
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*/
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static int viewportHeight = 600;
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/**
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* 清除颜色(RGBA),用于在每帧开始时清空颜色缓冲区
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* 默认值:黑色不透明 (0.0f, 0.0f, 0.0f, 1.0f)
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*
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* @see RenderSystem#clearColor(float, float, float, float)
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*/
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private static final Vector4f CLEAR_COLOR = new Vector4f(0.0f, 0.0f, 0.0f, 1.0f);
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/**
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* 深度测试启用标志,控制是否进行深度缓冲测试
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* 在2D渲染中通常禁用以提高性能
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* 默认值:false(禁用)
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*
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* @see RenderSystem#enableDepthTest()
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* @see RenderSystem#disableDepthTest()
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*/
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private static final boolean enableDepthTest = false;
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/**
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* 混合功能启用标志,控制透明度和颜色混合
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* 默认值:true(启用)
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*
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* @see RenderSystem#enableBlend()
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* @see RenderSystem#disableBlend()
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*/
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private static final boolean enableBlending = true;
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/**
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* 最大光源数量,用于限制同时启用的光源数量
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* 默认值:80
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*/
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private static final int MAX_LIGHTS = 80;
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// ================== 着色器与资源管理 ==================
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/**
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* 默认着色器程序,用于大多数模型的渲染
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* 包含基础的光照、纹理和变换功能
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*
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* @see #compileDefaultShader()
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*/
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private static ShaderProgram defaultProgram = null;
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/**
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* 网格GPU资源缓存,管理已上传到GPU的网格数据
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* 键:Mesh2D对象
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* 值:对应的OpenGL资源(VAO、VBO、EBO)
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*
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* @see MeshGLResources
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*/
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private static final Map<Mesh2D, MeshGLResources> meshResources = new HashMap<>();
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/**
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* 纹理单元分配器,用于管理多个纹理的绑定
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* 确保不同的纹理绑定到正确的纹理单元
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* 默认从0开始递增分配
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*/
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private static final AtomicInteger textureUnitAllocator = new AtomicInteger(0);
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/**
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* 默认白色纹理ID,当模型没有指定纹理时使用
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* 这是一个1x1的纯白色纹理,确保模型有基本的颜色显示
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*
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* @see #createDefaultTexture()
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*/
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private static int defaultTextureId = 0;
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// ================== 碰撞箱渲染配置 ==================
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/**
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* 碰撞箱渲染开关,控制是否在场景中显示物理碰撞体的轮廓
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* 调试时非常有用,可以直观看到碰撞边界
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* 默认值:true(启用)
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*/
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public static boolean renderColliders = true;
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/**
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* 碰撞箱线框宽度,控制碰撞体轮廓线的粗细
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* 单位:像素
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* 默认值:1.0f
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*/
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public static float colliderLineWidth = 1.0f;
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/**
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* 碰撞箱颜色(RGBA),定义碰撞体轮廓的显示颜色
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* 默认值:白色不透明 (1.0f, 1.0f, 1.0f, 1.0f)
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*/
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public static Vector4f colliderColor = new Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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/**
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* 圆形碰撞体细分数量,控制圆形碰撞体的平滑度
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* 值越高圆形越平滑,但渲染开销也越大
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* 默认值:32(在性能和视觉效果间取得平衡)
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*/
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private static final int CIRCLE_SEGMENTS = 32;
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/**
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* 光源位置渲染开关,控制是否在场景中显示光源的位置
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* 用点状标记显示每个启用的光源位置
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* 默认值:true(启用)
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*/
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public static boolean renderLightPositions = true;
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// ================== 摄像机状态 ==================
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/**
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* 默认摄像机,用于控制场景的视图和缩放
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* 默认位置:(0, 0)
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*/
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private static final Camera camera = new Camera();
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// ================== 字体管理 ==================
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private static TextRenderer defaultTextRenderer = null;
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private static final int FONT_BITMAP_WIDTH = 512;
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private static final int FONT_BITMAP_HEIGHT = 512;
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private static final int FONT_FIRST_CHAR = 32;
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private static final int FONT_CHAR_COUNT = 96;
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// ================== 摄像机API方法 ==================
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/**
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* 获取全局摄像机实例
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*/
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public static Camera getCamera() {
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return camera;
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}
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/**
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* 设置摄像机位置
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*/
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public static void setCameraPosition(float x, float y) {
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camera.setPosition(x, y);
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}
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/**
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* 设置摄像机缩放
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*/
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public static void setCameraZoom(float zoom) {
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camera.setZoom(zoom);
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}
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/**
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* 设置摄像机Z轴位置
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*/
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public static void setCameraZPosition(float z) {
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camera.setZPosition(z);
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}
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/**
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* 移动摄像机
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*/
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public static void moveCamera(float dx, float dy) {
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camera.move(dx, dy);
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}
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/**
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* 缩放摄像机
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*/
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public static void zoomCamera(float factor) {
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camera.zoom(factor);
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}
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/**
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* 重置摄像机
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*/
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public static void resetCamera() {
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camera.reset();
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}
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/**
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* 启用/禁用摄像机
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*/
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public static void setCameraEnabled(boolean enabled) {
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camera.setEnabled(enabled);
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}
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/**
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* 构建考虑摄像机变换的投影矩阵
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*/
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private static Matrix3f buildCameraProjection(int width, int height) {
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Matrix3f m = new Matrix3f();
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if (camera.isEnabled()) {
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// 考虑摄像机缩放和平移
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float zoom = camera.getZoom();
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Vector2f pos = camera.getPosition();
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m.set(
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2.0f * zoom / width, 0.0f, -1.0f - (2.0f * zoom * pos.x / width),
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0.0f, -2.0f * zoom / height, 1.0f + (2.0f * zoom * pos.y / height),
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0.0f, 0.0f, 1.0f
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);
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} else {
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// 原始投影矩阵
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m.set(
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2.0f / width, 0.0f, -1.0f,
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0.0f, -2.0f / height, 1.0f,
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0.0f, 0.0f, 1.0f
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);
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}
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return m;
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}
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// ================== 内部类:MeshGLResources ==================
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private static class MeshGLResources {
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int vao = 0;
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int vbo = 0;
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int ebo = 0;
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boolean initialized = false;
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void dispose() {
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if (ebo != 0) {
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GL15.glDeleteBuffers(ebo);
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ebo = 0;
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}
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if (vbo != 0) {
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GL15.glDeleteBuffers(vbo);
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vbo = 0;
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}
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if (vao != 0) {
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GL30.glDeleteVertexArrays(vao);
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vao = 0;
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}
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initialized = false;
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}
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}
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// ================== 初始化 / 清理 ==================
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public static synchronized void initialize() {
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if (initialized) return;
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logger.info("Initializing ModelRender...");
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// 初始化渲染系统
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RenderSystem.beginInitialization();
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RenderSystem.initRenderThread();
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logGLInfo();
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setupGLState();
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try {
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compileDefaultShader();
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// 初始化所有非默认着色器的基础信息
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initNonDefaultShaders();
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} catch (RuntimeException ex) {
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logger.error("Failed to compile default shader: {}", ex.getMessage());
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throw ex;
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}
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createDefaultTexture();
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RenderSystem.viewport(0, 0, viewportWidth, viewportHeight);
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RenderSystem.finishInitialization();
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try {
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// 初始化默认字体(可替换为你自己的 TTF 数据)
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ByteBuffer fontData = null;
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try {
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fontData = RenderSystem.loadFont("FZYTK.TTF");
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} catch (Exception e) {
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logger.warn("Failed to load Arial.ttf, trying fallback fonts", e);
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// 尝试其他字体
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try {
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fontData = RenderSystem.loadFont("arial.ttf");
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} catch (Exception e2) {
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try {
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fontData = RenderSystem.loadFont("times.ttf");
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} catch (Exception e3) {
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logger.error("All font loading attempts failed");
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}
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}
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}
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if (fontData != null && fontData.capacity() > 0) {
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defaultTextRenderer = new TextRenderer(FONT_BITMAP_WIDTH, FONT_BITMAP_HEIGHT, FONT_FIRST_CHAR, FONT_CHAR_COUNT);
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RenderSystem.checkGLError("TextRenderer constructor");
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defaultTextRenderer.initialize(fontData, 20.0f);
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RenderSystem.checkGLError("defaultTextRenderer initialization");
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if (!defaultTextRenderer.isInitialized()) {
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logger.error("TextRenderer failed to initialize properly");
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}
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} else {
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logger.error("No valid font data available for text rendering");
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}
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} catch (Exception e) {
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logger.warn("Failed to initialize default text renderer", e);
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}
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initialized = true;
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logger.info("ModelRender initialized successfully");
|
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}
|
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|
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/**
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* 初始化所有非默认着色器的基础信息(顶点坐标等)
|
||
*/
|
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private static void initNonDefaultShaders() {
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List<CompleteShader> shaderList = ShaderManagement.getShaderList();
|
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if (shaderList == null || shaderList.isEmpty()) {
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logger.info("No shaders found to initialize");
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return;
|
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}
|
||
|
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int nonDefaultCount = 0;
|
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for (CompleteShader shader : shaderList) {
|
||
// 跳过默认着色器,只初始化非默认的
|
||
if (shader.isDefaultShader()) {
|
||
continue;
|
||
}
|
||
|
||
try {
|
||
// 获取着色器程序
|
||
ShaderProgram program = ShaderManagement.getShaderProgram(shader.getShaderName());
|
||
if (program == null) {
|
||
logger.warn("Shader program not found for: {}", shader.getShaderName());
|
||
continue;
|
||
}
|
||
|
||
// 设置着色器的基础uniforms(主要是顶点坐标相关的)
|
||
initShaderBasicUniforms(program, shader);
|
||
nonDefaultCount++;
|
||
|
||
logger.debug("Initialized non-default shader: {}", shader.getShaderName());
|
||
|
||
} catch (Exception e) {
|
||
logger.error("Failed to initialize non-default shader: {}", shader.getShaderName(), e);
|
||
}
|
||
}
|
||
|
||
logger.info("Initialized {} non-default shaders", nonDefaultCount);
|
||
}
|
||
|
||
/**
|
||
* 初始化着色器的基础uniforms(顶点坐标相关)
|
||
*/
|
||
private static void initShaderBasicUniforms(ShaderProgram program, CompleteShader shader) {
|
||
program.use();
|
||
|
||
try {
|
||
// 设置基础的变换矩阵为单位矩阵
|
||
setUniformMatrix3(program, "uModelMatrix", new Matrix3f().identity());
|
||
setUniformMatrix3(program, "uViewMatrix", new Matrix3f().identity());
|
||
|
||
// 设置投影矩阵(使用当前视口尺寸)
|
||
Matrix3f projection = buildOrthoProjection(viewportWidth, viewportHeight);
|
||
setUniformMatrix3(program, "uProjectionMatrix", projection);
|
||
|
||
// 设置基础颜色为白色
|
||
setUniformVec4Internal(program, "uColor", new Vector4f(1.0f, 1.0f, 1.0f, 1.0f));
|
||
|
||
// 设置基础不透明度
|
||
setUniformFloatInternal(program, "uOpacity", 1.0f);
|
||
|
||
// 设置纹理单元(如果有纹理的话)
|
||
setUniformIntInternal(program, "uTexture", 0);
|
||
|
||
RenderSystem.checkGLError("initShaderBasicUniforms_" + shader.getShaderName());
|
||
|
||
} finally {
|
||
program.stop();
|
||
}
|
||
}
|
||
|
||
private static void logGLInfo() {
|
||
RenderSystem.logDetailedGLInfo();
|
||
}
|
||
|
||
private static void uploadLightsToShader(ShaderProgram sp, Model2D model) {
|
||
List<com.chuangzhou.vivid2D.render.model.util.LightSource> lights = model.getLights();
|
||
int idx = 0;
|
||
|
||
for (int i = 0; i < lights.size() && idx < MAX_LIGHTS; i++) {
|
||
com.chuangzhou.vivid2D.render.model.util.LightSource l = lights.get(i);
|
||
if (!l.isEnabled()) continue;
|
||
|
||
// 基础属性
|
||
setUniformVec2Internal(sp, "uLightsPos[" + idx + "]", l.isAmbient() ? new org.joml.Vector2f(0f, 0f) : l.getPosition());
|
||
setUniformVec3Internal(sp, "uLightsColor[" + idx + "]", l.getColor());
|
||
setUniformFloatInternal(sp, "uLightsIntensity[" + idx + "]", l.getIntensity());
|
||
setUniformIntInternal(sp, "uLightsIsAmbient[" + idx + "]", l.isAmbient() ? 1 : 0);
|
||
|
||
// 辉光相关(如果没有被设置也安全地上传默认值)
|
||
setUniformIntInternal(sp, "uLightsIsGlow[" + idx + "]", l.isGlow() ? 1 : 0);
|
||
setUniformVec2Internal(sp, "uLightsGlowDir[" + idx + "]", l.getGlowDirection() != null ? l.getGlowDirection() : new org.joml.Vector2f(0f, 0f));
|
||
setUniformFloatInternal(sp, "uLightsGlowIntensity[" + idx + "]", l.getGlowIntensity());
|
||
setUniformFloatInternal(sp, "uLightsGlowRadius[" + idx + "]", l.getGlowRadius());
|
||
setUniformFloatInternal(sp, "uLightsGlowAmount[" + idx + "]", l.getGlowAmount());
|
||
|
||
idx++;
|
||
}
|
||
|
||
// 上传实际有效光源数量
|
||
setUniformIntInternal(sp, "uLightCount", idx);
|
||
|
||
// 禁用剩余槽位(确保 shader 中不会读取到垃圾值)
|
||
for (int i = idx; i < MAX_LIGHTS; i++) {
|
||
setUniformFloatInternal(sp, "uLightsIntensity[" + i + "]", 0f);
|
||
setUniformIntInternal(sp, "uLightsIsAmbient[" + i + "]", 0);
|
||
setUniformVec3Internal(sp, "uLightsColor[" + i + "]", new org.joml.Vector3f(0f, 0f, 0f));
|
||
setUniformVec2Internal(sp, "uLightsPos[" + i + "]", new org.joml.Vector2f(0f, 0f));
|
||
|
||
// 关闭辉光槽
|
||
setUniformIntInternal(sp, "uLightsIsGlow[" + i + "]", 0);
|
||
setUniformVec2Internal(sp, "uLightsGlowDir[" + i + "]", new org.joml.Vector2f(0f, 0f));
|
||
setUniformFloatInternal(sp, "uLightsGlowIntensity[" + i + "]", 0f);
|
||
setUniformFloatInternal(sp, "uLightsGlowRadius[" + i + "]", 0f);
|
||
setUniformFloatInternal(sp, "uLightsGlowAmount[" + i + "]", 0f);
|
||
}
|
||
}
|
||
|
||
|
||
private static void setupGLState() {
|
||
RenderSystem.checkGLError("setupGLState_start");
|
||
|
||
RenderSystem.clearColor(CLEAR_COLOR.x, CLEAR_COLOR.y, CLEAR_COLOR.z, CLEAR_COLOR.w);
|
||
RenderSystem.checkGLError("after_clearColor");
|
||
|
||
if (enableBlending) {
|
||
RenderSystem.enableBlend();
|
||
RenderSystem.checkGLError("after_enableBlend");
|
||
|
||
RenderSystem.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||
RenderSystem.checkGLError("after_blendFunc");
|
||
} else {
|
||
RenderSystem.disableBlend();
|
||
RenderSystem.checkGLError("after_disableBlend");
|
||
}
|
||
|
||
if (enableDepthTest) {
|
||
RenderSystem.enableDepthTest();
|
||
RenderSystem.checkGLError("after_enableDepthTest");
|
||
|
||
RenderSystem.depthFunc(GL11.GL_LEQUAL);
|
||
RenderSystem.checkGLError("after_depthFunc");
|
||
|
||
RenderSystem.depthMask(true);
|
||
RenderSystem.checkGLError("after_depthMask");
|
||
|
||
RenderSystem.clearDepth(1.0);
|
||
RenderSystem.checkGLError("after_clearDepth");
|
||
} else {
|
||
RenderSystem.disableDepthTest();
|
||
RenderSystem.checkGLError("after_disableDepthTest");
|
||
}
|
||
|
||
RenderSystem.checkGLError("after_disableCullFace");
|
||
}
|
||
|
||
private static void compileDefaultShader() {
|
||
ShaderManagement.compileAllShaders();
|
||
defaultProgram = ShaderManagement.getDefaultProgram();
|
||
if (defaultProgram == null) {
|
||
throw new RuntimeException("Failed to compile default shader: no default shader found");
|
||
}
|
||
}
|
||
|
||
private static void createDefaultTexture() {
|
||
RenderSystem.assertOnRenderThread();
|
||
defaultTextureId = RenderSystem.createDefaultTexture();
|
||
RenderSystem.checkGLError("createDefaultTexture");
|
||
}
|
||
|
||
public static synchronized void cleanup() {
|
||
if (!initialized) return;
|
||
|
||
logger.info("Cleaning up ModelRender...");
|
||
|
||
// mesh resources
|
||
for (MeshGLResources r : meshResources.values()) r.dispose();
|
||
meshResources.clear();
|
||
|
||
// 使用新的着色器管理系统清理着色器
|
||
ShaderManagement.cleanup();
|
||
defaultProgram = null;
|
||
|
||
// textures
|
||
if (defaultTextureId != 0) {
|
||
RenderSystem.deleteTextures(defaultTextureId);
|
||
defaultTextureId = 0;
|
||
}
|
||
|
||
initialized = false;
|
||
logger.info("ModelRender cleaned up");
|
||
}
|
||
|
||
// ================== 渲染流程 (已修改) ==================
|
||
public static void render(float deltaTime, Model2D model) {
|
||
if (!initialized) throw new IllegalStateException("ModelRender not initialized");
|
||
if (model == null) return;
|
||
|
||
// 确保在渲染线程
|
||
RenderSystem.assertOnRenderThread();
|
||
|
||
// 添加前置错误检查
|
||
RenderSystem.checkGLError("render_start");
|
||
|
||
// 物理系统更新
|
||
PhysicsSystem physics = model.getPhysics();
|
||
if (physics != null && physics.isEnabled()) {
|
||
physics.update(deltaTime, model);
|
||
}
|
||
|
||
model.update(deltaTime);
|
||
|
||
// 检查清除操作前的状态
|
||
RenderSystem.checkGLError("before_clear");
|
||
RenderSystem.clear(GL11.GL_COLOR_BUFFER_BIT | (enableDepthTest ? GL11.GL_DEPTH_BUFFER_BIT : 0));
|
||
RenderSystem.checkGLError("after_clear");
|
||
|
||
// 检查着色器程序
|
||
if (defaultProgram == null || defaultProgram.programId == 0) {
|
||
logger.error("Default shader program is not initialized");
|
||
return;
|
||
}
|
||
|
||
// 设置投影与视图矩阵(使用摄像机变换)
|
||
Matrix3f proj = buildCameraProjection(viewportWidth, viewportHeight);
|
||
Matrix3f view = new Matrix3f().identity();
|
||
|
||
// 1. 首先设置默认着色器
|
||
defaultProgram.use();
|
||
RenderSystem.checkGLError("after_use_default_program");
|
||
|
||
// 设置默认着色器的投影与视图
|
||
setUniformMatrix3(defaultProgram, "uProjectionMatrix", proj);
|
||
setUniformMatrix3(defaultProgram, "uViewMatrix", view);
|
||
RenderSystem.checkGLError("after_set_default_matrices");
|
||
|
||
// 设置摄像机Z轴位置(如果着色器支持)
|
||
setUniformFloatInternal(defaultProgram, "uCameraZ", camera.getZPosition());
|
||
RenderSystem.checkGLError("after_set_camera_z");
|
||
|
||
// 添加光源数据上传到默认着色器
|
||
uploadLightsToShader(defaultProgram, model);
|
||
RenderSystem.checkGLError("after_upload_lights");
|
||
|
||
// 2. 设置非默认着色器的顶点坐标相关uniform
|
||
setupNonDefaultShaders(proj, view);
|
||
RenderSystem.checkGLError("after_setup_non_default_shaders");
|
||
|
||
// 在渲染光源位置前检查
|
||
RenderSystem.checkGLError("before_render_light_positions");
|
||
renderLightPositions(model);
|
||
RenderSystem.checkGLError("after_render_light_positions");
|
||
|
||
// 递归渲染所有根部件(使用默认着色器)
|
||
Matrix3f identity = new Matrix3f().identity();
|
||
for (ModelPart p : model.getParts()) {
|
||
if (p.getParent() != null) continue;
|
||
renderPartRecursive(p, identity);
|
||
}
|
||
RenderSystem.checkGLError("after_render_parts");
|
||
|
||
if (renderColliders && physics != null) {
|
||
renderPhysicsColliders(physics);
|
||
RenderSystem.checkGLError("after_render_colliders");
|
||
}
|
||
|
||
//if (defaultTextRenderer != null) {
|
||
// String camInfo = String.format("Camera X: %.2f Y: %.2f Zoom: %.2f",
|
||
// camera.getPosition().x,
|
||
// camera.getPosition().y,
|
||
// camera.getZoom());
|
||
// float x = 10.0f;
|
||
// float y = viewportHeight - 30.0f;
|
||
// Vector4f color = new Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
// renderText(camInfo, x, y, color);
|
||
// RenderSystem.checkGLError("renderText");
|
||
//}
|
||
|
||
RenderSystem.checkGLError("render_end");
|
||
}
|
||
|
||
// ================== 缩略图渲染方法 ==================
|
||
|
||
/**
|
||
* 渲染模型缩略图(图层式渲染,不受摄像机控制)
|
||
*
|
||
* <p>该方法提供类似PS图层预览的缩略图渲染功能:</p>
|
||
* <ul>
|
||
* <li>固定位置和大小,不受摄像机影响</li>
|
||
* <li>自动缩放确保模型完全可见</li>
|
||
* <li>禁用复杂效果以提高性能</li>
|
||
* <li>独立的渲染状态管理</li>
|
||
* </ul>
|
||
*
|
||
* @param model 要渲染的模型
|
||
* @param x 缩略图左上角X坐标(屏幕坐标)
|
||
* @param y 缩略图左上角Y坐标(屏幕坐标)
|
||
* @param width 缩略图宽度
|
||
* @param height 缩略图高度
|
||
*/
|
||
public static void renderThumbnail(Model2D model, float x, float y, float width, float height) {
|
||
if (!initialized) throw new IllegalStateException("ModelRender not initialized");
|
||
if (model == null) return;
|
||
|
||
RenderSystem.assertOnRenderThread();
|
||
RenderSystem.checkGLError("renderThumbnail_start");
|
||
|
||
// 保存原始状态以便恢复
|
||
boolean originalRenderColliders = renderColliders;
|
||
boolean originalRenderLightPositions = renderLightPositions;
|
||
int originalViewportWidth = viewportWidth;
|
||
int originalViewportHeight = viewportHeight;
|
||
|
||
try {
|
||
// 设置缩略图专用状态
|
||
renderColliders = false;
|
||
renderLightPositions = false;
|
||
|
||
// 设置缩略图视口(屏幕坐标)
|
||
RenderSystem.viewport((int)x, (int)y, (int)width, (int)height);
|
||
|
||
// 清除缩略图区域
|
||
RenderSystem.clear(GL11.GL_COLOR_BUFFER_BIT | (enableDepthTest ? GL11.GL_DEPTH_BUFFER_BIT : 0));
|
||
RenderSystem.checkGLError("thumbnail_after_clear");
|
||
|
||
// 简化版的模型更新(跳过物理系统)
|
||
model.update(0.016f); // 使用固定时间步长
|
||
|
||
// 计算模型边界和缩放比例
|
||
ThumbnailBounds bounds = calculateThumbnailBounds(model, width, height);
|
||
|
||
// 设置缩略图专用的正交投影(固定位置,不受摄像机影响)
|
||
Matrix3f proj = buildThumbnailProjection(width, height);
|
||
Matrix3f view = new Matrix3f().identity();
|
||
|
||
// 使用默认着色器
|
||
defaultProgram.use();
|
||
RenderSystem.checkGLError("thumbnail_after_use_program");
|
||
|
||
// 设置基础变换矩阵
|
||
setUniformMatrix3(defaultProgram, "uProjectionMatrix", proj);
|
||
setUniformMatrix3(defaultProgram, "uViewMatrix", view);
|
||
setUniformFloatInternal(defaultProgram, "uCameraZ", 0f); // 固定Z位置
|
||
RenderSystem.checkGLError("thumbnail_after_set_matrices");
|
||
|
||
// 简化光源:只使用环境光
|
||
setupThumbnailLighting(defaultProgram, model);
|
||
RenderSystem.checkGLError("thumbnail_after_setup_lighting");
|
||
|
||
// 应用缩放和平移确保模型完全可见
|
||
Matrix3f thumbnailTransform = new Matrix3f(
|
||
bounds.scale, 0, bounds.offsetX,
|
||
0, bounds.scale, bounds.offsetY,
|
||
0, 0, 1
|
||
);
|
||
|
||
// 递归渲染所有根部件(应用缩略图专用变换)
|
||
for (ModelPart p : model.getParts()) {
|
||
if (p.getParent() != null) continue;
|
||
renderPartForThumbnail(p, thumbnailTransform);
|
||
}
|
||
RenderSystem.checkGLError("thumbnail_after_render_parts");
|
||
|
||
} finally {
|
||
// 恢复原始状态
|
||
renderColliders = originalRenderColliders;
|
||
renderLightPositions = originalRenderLightPositions;
|
||
RenderSystem.viewport(0, 0, originalViewportWidth, originalViewportHeight);
|
||
}
|
||
|
||
RenderSystem.checkGLError("renderThumbnail_end");
|
||
}
|
||
|
||
/**
|
||
* 缩略图边界计算结果
|
||
*/
|
||
private static class ThumbnailBounds {
|
||
public float minX, maxX, minY, maxY;
|
||
public float scale;
|
||
public float offsetX, offsetY;
|
||
}
|
||
|
||
/**
|
||
* 计算模型的边界和合适的缩放比例
|
||
*/
|
||
private static ThumbnailBounds calculateThumbnailBounds(Model2D model, float thumbWidth, float thumbHeight) {
|
||
ThumbnailBounds bounds = new ThumbnailBounds();
|
||
|
||
// 初始化为极值
|
||
bounds.minX = Float.MAX_VALUE;
|
||
bounds.maxX = Float.MIN_VALUE;
|
||
bounds.minY = Float.MAX_VALUE;
|
||
bounds.maxY = Float.MIN_VALUE;
|
||
|
||
// 计算模型的世界坐标边界(递归遍历所有部件)
|
||
calculateModelBounds(model, bounds, new Matrix3f().identity());
|
||
|
||
// 如果模型没有有效边界,使用默认值
|
||
if (bounds.minX > bounds.maxX) {
|
||
bounds.minX = -50f;
|
||
bounds.maxX = 50f;
|
||
bounds.minY = -50f;
|
||
bounds.maxY = 50f;
|
||
}
|
||
|
||
// 计算模型宽度和高度
|
||
float modelWidth = bounds.maxX - bounds.minX;
|
||
float modelHeight = bounds.maxY - bounds.minY;
|
||
|
||
// 计算中心点
|
||
float centerX = (bounds.minX + bounds.maxX) * 0.5f;
|
||
float centerY = (bounds.minY + bounds.maxY) * 0.5f;
|
||
|
||
// 计算缩放比例(考虑边距)
|
||
float margin = 0.1f; // 10%边距
|
||
float scaleX = (thumbWidth * (1 - margin)) / modelWidth;
|
||
float scaleY = (thumbHeight * (1 - margin)) / modelHeight;
|
||
bounds.scale = Math.min(scaleX, scaleY);
|
||
|
||
// 计算偏移量(将模型中心对齐到缩略图中心)
|
||
bounds.offsetX = -centerX;
|
||
bounds.offsetY = -centerY;
|
||
|
||
return bounds;
|
||
}
|
||
|
||
/**
|
||
* 递归计算模型的边界
|
||
*/
|
||
private static void calculateModelBounds(Model2D model, ThumbnailBounds bounds, Matrix3f parentTransform) {
|
||
for (ModelPart part : model.getParts()) {
|
||
if (part.getParent() != null) continue; // 只处理根部件
|
||
|
||
// 计算部件的世界变换
|
||
part.updateWorldTransform(parentTransform, false);
|
||
Matrix3f worldTransform = part.getWorldTransform();
|
||
|
||
// 计算部件的边界
|
||
calculatePartBounds(part, bounds, worldTransform);
|
||
|
||
// 递归处理子部件
|
||
for (ModelPart child : part.getChildren()) {
|
||
calculateModelBoundsForPart(child, bounds, worldTransform);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 递归计算部件及其子部件的边界
|
||
*/
|
||
private static void calculateModelBoundsForPart(ModelPart part, ThumbnailBounds bounds, Matrix3f parentTransform) {
|
||
part.updateWorldTransform(parentTransform, false);
|
||
Matrix3f worldTransform = part.getWorldTransform();
|
||
|
||
calculatePartBounds(part, bounds, worldTransform);
|
||
|
||
for (ModelPart child : part.getChildren()) {
|
||
calculateModelBoundsForPart(child, bounds, worldTransform);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 计算单个部件的边界
|
||
*/
|
||
private static void calculatePartBounds(ModelPart part, ThumbnailBounds bounds, Matrix3f worldTransform) {
|
||
for (Mesh2D mesh : part.getMeshes()) {
|
||
if (!mesh.isVisible()) continue;
|
||
|
||
// 获取网格的顶点数据
|
||
float[] vertices = mesh.getVertices(); // 假设有这个方法获取原始顶点
|
||
if (vertices == null) continue;
|
||
|
||
// 变换顶点并更新边界
|
||
for (int i = 0; i < vertices.length; i += 3) { // 假设顶点格式:x, y, z
|
||
float x = vertices[i];
|
||
float y = vertices[i + 1];
|
||
|
||
// 应用世界变换
|
||
Vector3f transformed = new Vector3f(x, y, 1.0f);
|
||
worldTransform.transform(transformed);
|
||
|
||
// 更新边界
|
||
bounds.minX = Math.min(bounds.minX, transformed.x);
|
||
bounds.maxX = Math.max(bounds.maxX, transformed.x);
|
||
bounds.minY = Math.min(bounds.minY, transformed.y);
|
||
bounds.maxY = Math.max(bounds.maxY, transformed.y);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 构建缩略图专用的正交投影矩阵
|
||
*/
|
||
private static Matrix3f buildThumbnailProjection(float width, float height) {
|
||
Matrix3f m = new Matrix3f();
|
||
// 标准正交投影,不受摄像机影响
|
||
m.set(
|
||
2.0f / width, 0.0f, -1.0f,
|
||
0.0f, -2.0f / height, 1.0f,
|
||
0.0f, 0.0f, 1.0f
|
||
);
|
||
return m;
|
||
}
|
||
|
||
/**
|
||
* 缩略图专用的部件渲染
|
||
*/
|
||
public static void renderPartForThumbnail(ModelPart part, Matrix3f parentTransform) {
|
||
part.updateWorldTransform(parentTransform, false);
|
||
Matrix3f world = part.getWorldTransform();
|
||
|
||
setPartUniforms(defaultProgram, part);
|
||
setUniformMatrix3(defaultProgram, "uModelMatrix", world);
|
||
|
||
for (Mesh2D mesh : part.getMeshes()) {
|
||
renderMeshForThumbnail(mesh, world);
|
||
}
|
||
|
||
for (ModelPart child : part.getChildren()) {
|
||
renderPartForThumbnail(child, world);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 缩略图专用的网格渲染
|
||
*/
|
||
private static void renderMeshForThumbnail(Mesh2D mesh, Matrix3f modelMatrix) {
|
||
if (!mesh.isVisible()) return;
|
||
|
||
Matrix3f matToUse = mesh.isBakedToWorld() ? new Matrix3f().identity() : new Matrix3f(modelMatrix);
|
||
|
||
if (mesh.getTexture() != null) {
|
||
mesh.getTexture().bind(0);
|
||
setUniformIntInternal(defaultProgram, "uTexture", 0);
|
||
} else {
|
||
RenderSystem.bindTexture(defaultTextureId);
|
||
setUniformIntInternal(defaultProgram, "uTexture", 0);
|
||
}
|
||
|
||
setUniformMatrix3(defaultProgram, "uModelMatrix", matToUse);
|
||
mesh.draw(defaultProgram.programId, matToUse);
|
||
|
||
RenderSystem.checkGLError("renderMeshForThumbnail");
|
||
}
|
||
|
||
/**
|
||
* 设置缩略图专用的简化光照
|
||
*/
|
||
private static void setupThumbnailLighting(ShaderProgram sp, Model2D model) {
|
||
List<LightSource> lights = model.getLights();
|
||
int ambientLightCount = 0;
|
||
|
||
// 查找环境光
|
||
for (int i = 0; i < lights.size() && ambientLightCount < 1; i++) {
|
||
LightSource light = lights.get(i);
|
||
if (light.isEnabled() && light.isAmbient()) {
|
||
setUniformVec2Internal(sp, "uLightsPos[0]", new Vector2f(0f, 0f));
|
||
setUniformVec3Internal(sp, "uLightsColor[0]", light.getColor());
|
||
setUniformFloatInternal(sp, "uLightsIntensity[0]", light.getIntensity());
|
||
setUniformIntInternal(sp, "uLightsIsAmbient[0]", 1);
|
||
setUniformIntInternal(sp, "uLightsIsGlow[0]", 0);
|
||
ambientLightCount++;
|
||
}
|
||
}
|
||
|
||
// 如果没有环境光,创建一个默认的环境光
|
||
if (ambientLightCount == 0) {
|
||
setUniformVec2Internal(sp, "uLightsPos[0]", new Vector2f(0f, 0f));
|
||
setUniformVec3Internal(sp, "uLightsColor[0]", new Vector3f(0.8f, 0.8f, 0.8f));
|
||
setUniformFloatInternal(sp, "uLightsIntensity[0]", 1.0f);
|
||
setUniformIntInternal(sp, "uLightsIsAmbient[0]", 1);
|
||
setUniformIntInternal(sp, "uLightsIsGlow[0]", 0);
|
||
ambientLightCount = 1;
|
||
}
|
||
|
||
setUniformIntInternal(sp, "uLightCount", ambientLightCount);
|
||
|
||
// 禁用所有其他光源槽位
|
||
for (int i = ambientLightCount; i < MAX_LIGHTS; i++) {
|
||
setUniformFloatInternal(sp, "uLightsIntensity[" + i + "]", 0f);
|
||
setUniformIntInternal(sp, "uLightsIsAmbient[" + i + "]", 0);
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
||
* 设置所有非默认着色器的顶点坐标相关uniform
|
||
*/
|
||
private static void setupNonDefaultShaders(Matrix3f projection, Matrix3f view) {
|
||
List<CompleteShader> shaderList = ShaderManagement.getShaderList();
|
||
if (shaderList == null || shaderList.isEmpty()) {
|
||
return;
|
||
}
|
||
|
||
// 保存当前绑定的着色器程序
|
||
int currentProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
|
||
|
||
try {
|
||
for (CompleteShader shader : shaderList) {
|
||
// 跳过默认着色器
|
||
if (shader.isDefaultShader()) {
|
||
continue;
|
||
}
|
||
|
||
try {
|
||
// 获取着色器程序
|
||
ShaderProgram program = ShaderManagement.getShaderProgram(shader.getShaderName());
|
||
if (program == null || program.programId == 0) {
|
||
continue;
|
||
}
|
||
|
||
program.use();
|
||
|
||
// 只设置顶点坐标相关的uniform
|
||
setUniformMatrix3(program, "uProjectionMatrix", projection);
|
||
setUniformMatrix3(program, "uViewMatrix", view);
|
||
|
||
// 设置基础模型矩阵为单位矩阵
|
||
setUniformMatrix3(program, "uModelMatrix", new Matrix3f().identity());
|
||
|
||
// 设置摄像机Z轴位置
|
||
setUniformFloatInternal(program, "uCameraZ", camera.getZPosition());
|
||
|
||
RenderSystem.checkGLError("setupNonDefaultShaders_" + shader.getShaderName());
|
||
|
||
} catch (Exception e) {
|
||
logger.warn("Failed to setup non-default shader: {}", shader.getShaderName(), e);
|
||
}
|
||
}
|
||
} finally {
|
||
// 恢复之前绑定的着色器程序
|
||
if (currentProgram != 0) {
|
||
GL20.glUseProgram(currentProgram);
|
||
}
|
||
}
|
||
}
|
||
|
||
private static void renderLightPositions(Model2D model) {
|
||
if (!renderLightPositions) return;
|
||
// 设置灯泡颜色为光源的颜色
|
||
for (LightSource light : model.getLights()) {
|
||
if (!light.isEnabled()) continue;
|
||
|
||
// 使用光源的颜色来绘制灯泡
|
||
Vector4f lightColor = new Vector4f(light.getColor().x, light.getColor().y, light.getColor().z, 1.0f);
|
||
setUniformVec4Internal(defaultProgram, "uColor", lightColor);
|
||
|
||
// 绘制灯泡形状
|
||
drawLightBulb(light.getPosition(), light.getIntensity());
|
||
|
||
if (light.isAmbient()) {
|
||
drawCrossMark(light.getPosition(), light.getIntensity());
|
||
}
|
||
}
|
||
// 恢复原始颜色
|
||
setUniformVec4Internal(defaultProgram, "uColor", new Vector4f(1, 1, 1, 1));
|
||
}
|
||
|
||
/**
|
||
* 绘制简洁的灯泡形状
|
||
*
|
||
* @param position 灯泡位置
|
||
* @param intensity 光源强度,用于控制灯泡大小
|
||
*/
|
||
private static void drawLightBulb(Vector2f position, float intensity) {
|
||
Tesselator tesselator = Tesselator.getInstance();
|
||
BufferBuilder builder = tesselator.getBuilder();
|
||
float bulbSize = 3.0f + (intensity / 10.0f);
|
||
int segments = 16;
|
||
builder.begin(RenderSystem.DRAW_TRIANGLE_FAN, segments + 2);
|
||
|
||
builder.vertex(position.x, position.y, 0.5f, 0.5f);
|
||
|
||
for (int i = 0; i <= segments; i++) {
|
||
double angle = 2.0 * Math.PI * i / segments;
|
||
float x = position.x + bulbSize * (float) Math.cos(angle);
|
||
float y = position.y + bulbSize * (float) Math.sin(angle);
|
||
builder.vertex(x, y, 0.5f, 0.5f);
|
||
}
|
||
tesselator.end();
|
||
}
|
||
|
||
/**
|
||
* 绘制十字标记(用于环境光)
|
||
*/
|
||
private static void drawCrossMark(Vector2f position, float size) {
|
||
Tesselator tesselator = Tesselator.getInstance();
|
||
BufferBuilder builder = tesselator.getBuilder();
|
||
|
||
float crossSize = size * 0.8f;
|
||
|
||
// 绘制水平线
|
||
builder.begin(RenderSystem.DRAW_LINES, 2);
|
||
builder.vertex(position.x - crossSize, position.y, 0.5f, 0.5f);
|
||
builder.vertex(position.x + crossSize, position.y, 0.5f, 0.5f);
|
||
tesselator.end();
|
||
|
||
// 绘制垂直线
|
||
builder.begin(RenderSystem.DRAW_LINES, 2);
|
||
builder.vertex(position.x, position.y - crossSize, 0.5f, 0.5f);
|
||
builder.vertex(position.x, position.y + crossSize, 0.5f, 0.5f);
|
||
tesselator.end();
|
||
}
|
||
|
||
/**
|
||
* 关键修改点:在渲染前确保更新 part 的 worldTransform,
|
||
* 然后直接使用 part.getWorldTransform() 作为 uModelMatrix 传入 shader。
|
||
*/
|
||
private static void renderPartRecursive(ModelPart part, Matrix3f parentMat) {
|
||
// 确保 part 的 local/world 矩阵被计算(会更新 transformDirty)
|
||
part.updateWorldTransform(parentMat, false);
|
||
|
||
// 直接使用已经计算好的 worldTransform
|
||
Matrix3f world = part.getWorldTransform();
|
||
|
||
// 先设置部件相关的 uniform(opacity / blendMode / color 等)
|
||
setPartUniforms(defaultProgram, part);
|
||
|
||
// 把 world 矩阵传给 shader(uModelMatrix)
|
||
setUniformMatrix3(defaultProgram, "uModelMatrix", world);
|
||
|
||
// 绘制本节点的所有 mesh(将 world 传入 renderMesh)
|
||
for (Mesh2D mesh : part.getMeshes()) {
|
||
renderMesh(mesh, world);
|
||
}
|
||
|
||
// 递归渲染子节点,继续传入当前 world 作为子节点的 parent
|
||
for (ModelPart child : part.getChildren()) {
|
||
renderPartRecursive(child, world);
|
||
}
|
||
}
|
||
|
||
private static void renderMesh(Mesh2D mesh, Matrix3f modelMatrix) {
|
||
if (!mesh.isVisible()) return;
|
||
|
||
// 如果 mesh 已经被烘焙到世界坐标,则传 identity 矩阵给 shader(防止重复变换)
|
||
Matrix3f matToUse = mesh.isBakedToWorld() ? new Matrix3f().identity() : new Matrix3f(modelMatrix);
|
||
|
||
// 手动应用摄像机偏移
|
||
Vector2f offset = getCameraOffset();
|
||
matToUse.m20(matToUse.m20() - offset.x);
|
||
matToUse.m21(matToUse.m21() - offset.y);
|
||
// 设置纹理相关的uniform
|
||
if (mesh.getTexture() != null) {
|
||
mesh.getTexture().bind(0); // 绑定到纹理单元0
|
||
setUniformIntInternal(defaultProgram, "uTexture", 0);
|
||
} else {
|
||
// 使用默认白色纹理
|
||
RenderSystem.bindTexture(defaultTextureId);
|
||
setUniformIntInternal(defaultProgram, "uTexture", 0);
|
||
}
|
||
|
||
// 将模型矩阵设置为当前 mesh 使用的矩阵(shader 内名为 uModelMatrix)
|
||
setUniformMatrix3(defaultProgram, "uModelMatrix", matToUse);
|
||
|
||
// 调用 Mesh2D 的 draw 方法,传入当前使用的着色器程序和变换矩阵
|
||
mesh.draw(defaultProgram.programId, matToUse);
|
||
|
||
RenderSystem.checkGLError("renderMesh");
|
||
}
|
||
|
||
|
||
// ================== 渲染碰撞箱相关实现 ==================
|
||
|
||
private static void renderPhysicsColliders(PhysicsSystem physics) {
|
||
if (physics == null) {
|
||
logger.warn("renderPhysicsColliders: physics system is null");
|
||
return;
|
||
}
|
||
|
||
// 设置渲染状态
|
||
RenderSystem.checkGLError("before_set_line_width");
|
||
RenderSystem.lineWidth(colliderLineWidth);
|
||
RenderSystem.checkGLError("after_set_line_width");
|
||
|
||
RenderSystem.activeTexture(RenderSystem.GL_TEXTURE0);
|
||
RenderSystem.bindTexture(defaultTextureId);
|
||
RenderSystem.checkGLError("after_bind_texture");
|
||
|
||
setUniformIntInternal(defaultProgram, "uTexture", 0);
|
||
setUniformVec4Internal(defaultProgram, "uColor", colliderColor);
|
||
setUniformFloatInternal(defaultProgram, "uOpacity", 1.0f);
|
||
setUniformIntInternal(defaultProgram, "uBlendMode", 0);
|
||
setUniformIntInternal(defaultProgram, "uDebugMode", 0);
|
||
RenderSystem.checkGLError("after_set_uniforms");
|
||
|
||
// 使用单位矩阵作为 model(碰撞体顶点按世界坐标提供)
|
||
setUniformMatrix3(defaultProgram, "uModelMatrix", new Matrix3f().identity());
|
||
RenderSystem.checkGLError("after_set_model_matrix");
|
||
|
||
List<PhysicsSystem.PhysicsCollider> colliders = physics.getColliders();
|
||
if (colliders == null || colliders.isEmpty()) {
|
||
logger.debug("No colliders to render");
|
||
return;
|
||
}
|
||
|
||
int enabledColliders = 0;
|
||
for (PhysicsSystem.PhysicsCollider collider : colliders) {
|
||
if (collider == null || !collider.isEnabled()) continue;
|
||
|
||
RenderSystem.checkGLError("before_render_collider_" + enabledColliders);
|
||
|
||
if (collider instanceof PhysicsSystem.CircleCollider c) {
|
||
if (c.getCenter() != null && c.getRadius() > 0) {
|
||
drawCircleColliderWire(c.getCenter(), c.getRadius());
|
||
enabledColliders++;
|
||
} else {
|
||
logger.warn("Invalid CircleCollider: center={}, radius={}", c.getCenter(), c.getRadius());
|
||
}
|
||
} else if (collider instanceof PhysicsSystem.RectangleCollider r) {
|
||
if (r.getCenter() != null && r.getWidth() > 0 && r.getHeight() > 0) {
|
||
drawRectangleColliderWire(r.getCenter(), r.getWidth(), r.getHeight());
|
||
enabledColliders++;
|
||
} else {
|
||
logger.warn("Invalid RectangleCollider: center={}, width={}, height={}",
|
||
r.getCenter(), r.getWidth(), r.getHeight());
|
||
}
|
||
} else {
|
||
logger.warn("Unknown collider type: {}", collider.getClass().getSimpleName());
|
||
}
|
||
|
||
RenderSystem.checkGLError("after_render_collider_" + enabledColliders);
|
||
}
|
||
|
||
logger.debug("Rendered {} enabled colliders", enabledColliders);
|
||
|
||
// 恢复默认线宽
|
||
RenderSystem.lineWidth(1.0f);
|
||
RenderSystem.checkGLError("after_reset_line_width");
|
||
}
|
||
|
||
|
||
/**
|
||
* 绘制圆形碰撞框(线框)
|
||
* 使用临时 VAO/VBO,每帧创建并删除(简单实现)
|
||
*/
|
||
private static void drawCircleColliderWire(Vector2f center, float radius) {
|
||
int segments = Math.max(8, CIRCLE_SEGMENTS);
|
||
|
||
Tesselator tesselator = Tesselator.getInstance();
|
||
BufferBuilder builder = tesselator.getBuilder();
|
||
|
||
builder.begin(RenderSystem.DRAW_LINE_LOOP, segments);
|
||
for (int i = 0; i < segments; i++) {
|
||
double ang = 2.0 * Math.PI * i / segments;
|
||
float x = center.x + radius * (float) Math.cos(ang);
|
||
float y = center.y + radius * (float) Math.sin(ang);
|
||
builder.vertex(x, y, 0.5f, 0.5f);
|
||
}
|
||
tesselator.end();
|
||
}
|
||
|
||
/**
|
||
* 绘制矩形碰撞框(线框)
|
||
*/
|
||
private static void drawRectangleColliderWire(Vector2f center, float width, float height) {
|
||
float halfW = width / 2.0f;
|
||
float halfH = height / 2.0f;
|
||
|
||
Tesselator tesselator = Tesselator.getInstance();
|
||
BufferBuilder builder = tesselator.getBuilder();
|
||
|
||
builder.begin(RenderSystem.DRAW_LINE_LOOP, 4);
|
||
builder.vertex(center.x - halfW, center.y - halfH, 0.5f, 0.5f);
|
||
builder.vertex(center.x + halfW, center.y - halfH, 0.5f, 0.5f);
|
||
builder.vertex(center.x + halfW, center.y + halfH, 0.5f, 0.5f);
|
||
builder.vertex(center.x - halfW, center.y + halfH, 0.5f, 0.5f);
|
||
tesselator.end();
|
||
}
|
||
|
||
// ================== uniform 设置辅助(内部使用,确保 program 已绑定) ==================
|
||
private static void setUniformIntInternal(ShaderProgram sp, String name, int value) {
|
||
int loc = sp.getUniformLocation(name);
|
||
if (loc != -1) RenderSystem.uniform1i(loc, value);
|
||
}
|
||
|
||
private static void setUniformVec3Internal(ShaderProgram sp, String name, org.joml.Vector3f vec) {
|
||
int loc = sp.getUniformLocation(name);
|
||
if (loc != -1) RenderSystem.uniform3f(loc, vec);
|
||
}
|
||
|
||
private static void setUniformVec2Internal(ShaderProgram sp, String name, org.joml.Vector2f vec) {
|
||
int loc = sp.getUniformLocation(name);
|
||
if (loc != -1) RenderSystem.uniform2f(loc, vec);
|
||
}
|
||
|
||
private static void setUniformFloatInternal(ShaderProgram sp, String name, float value) {
|
||
int loc = sp.getUniformLocation(name);
|
||
if (loc != -1) RenderSystem.uniform1f(loc, value);
|
||
}
|
||
|
||
private static void setUniformVec4Internal(ShaderProgram sp, String name, org.joml.Vector4f vec) {
|
||
int loc = sp.getUniformLocation(name);
|
||
if (loc != -1) RenderSystem.uniform4f(loc, vec);
|
||
}
|
||
|
||
private static void setUniformMatrix3(ShaderProgram sp, String name, org.joml.Matrix3f m) {
|
||
int loc = sp.getUniformLocation(name);
|
||
if (loc == -1) return;
|
||
RenderSystem.uniformMatrix3(loc, m);
|
||
}
|
||
|
||
// ================== 部件属性 ==================
|
||
private static void setPartUniforms(ShaderProgram sp, ModelPart part) {
|
||
setUniformFloatInternal(sp, "uOpacity", part.getOpacity());
|
||
int blend = 0;
|
||
ModelPart.BlendMode bm = part.getBlendMode();
|
||
if (bm != null) {
|
||
switch (bm) {
|
||
case ADDITIVE:
|
||
blend = 1;
|
||
break;
|
||
case MULTIPLY:
|
||
blend = 2;
|
||
break;
|
||
case SCREEN:
|
||
blend = 3;
|
||
break;
|
||
case NORMAL:
|
||
default:
|
||
blend = 0;
|
||
}
|
||
} else {
|
||
blend = 0;
|
||
}
|
||
setUniformIntInternal(sp, "uBlendMode", blend);
|
||
// 这里保留为白色,若需要部件 tint 请替换为 part 的 color 属性
|
||
setUniformVec4Internal(sp, "uColor", new Vector4f(1, 1, 1, 1));
|
||
}
|
||
|
||
public static TextRenderer getTextRenderer() {
|
||
return defaultTextRenderer;
|
||
}
|
||
|
||
// ================== 工具 ==================
|
||
private static Matrix3f buildOrthoProjection(int width, int height) {
|
||
Matrix3f m = new Matrix3f();
|
||
// 这个投影把屏幕像素坐标(x in [0,width], y in [0,height])映射到 NDC [-1,1]x[1,-1]
|
||
m.set(
|
||
2.0f / width, 0.0f, -1.0f,
|
||
0.0f, -2.0f / height, 1.0f,
|
||
0.0f, 0.0f, 1.0f
|
||
);
|
||
return m;
|
||
}
|
||
|
||
|
||
/**
|
||
* 渲染文字
|
||
*
|
||
* @param text 文字内容
|
||
* @param x 世界坐标 X
|
||
* @param y 世界坐标 Y ,反转的
|
||
* @param color RGBA 颜色
|
||
*/
|
||
public static void renderText(String text, float x, float y, Vector4f color) {
|
||
if (!initialized || defaultTextRenderer == null) return;
|
||
RenderSystem.assertOnRenderThread();
|
||
Vector2f offset = getCameraOffset();
|
||
float px = x - offset.x;
|
||
float py = y - offset.y;
|
||
defaultTextRenderer.renderText(text, px, py, color);
|
||
}
|
||
|
||
/**
|
||
* 获取默认摄像机与当前摄像机之间的偏移量
|
||
*
|
||
* @return Vector2f 偏移向量 (dx, dy)
|
||
*/
|
||
public static Vector2f getCameraOffset() {
|
||
float width = viewportWidth;
|
||
float height = viewportHeight;
|
||
float zoom = camera.getZoom();
|
||
Vector2f pos = camera.getPosition();
|
||
float tx = -1.0f - (2.0f * zoom * pos.x / width);
|
||
float ty = 1.0f + (2.0f * zoom * pos.y / height);
|
||
float tx0 = -1.0f;
|
||
float ty0 = 1.0f;
|
||
float offsetX = tx - tx0;
|
||
float offsetY = ty - ty0;
|
||
offsetX = -offsetX * width / 2.0f / zoom;
|
||
offsetY = offsetY * height / 2.0f / zoom;
|
||
return new Vector2f(offsetX, offsetY);
|
||
}
|
||
|
||
public static void setViewport(int width, int height) {
|
||
viewportWidth = Math.max(1, width);
|
||
viewportHeight = Math.max(1, height);
|
||
RenderSystem.viewport(0, 0, viewportWidth, viewportHeight);
|
||
}
|
||
|
||
// ================== 辅助:外部获取状态 ==================
|
||
public static boolean isInitialized() {
|
||
return initialized;
|
||
}
|
||
|
||
public static int getLoadedMeshCount() {
|
||
return meshResources.size();
|
||
}
|
||
|
||
}
|