feat(model): 添加液化笔划数据的序列化与反序列化支持

- 在 ModelData.PartData 中新增 liquifyStrokes 字段用于保存液化笔划- 实现通过反射读取 ModelPart 的液化笔划数据(兼容旧版本)- 支持多种数据结构形式的液化点读取(Vector2f、自定义类、Map)
- 反序列化时自动重放液化笔划到 ModelPart- 添加 LiquifyStrokeData 和 LiquifyPointData 用于序列化存储
- 提供深度拷贝支持以确保 liquifyStrokes 数据完整复制
- 增加 ModelLoadTest 测试类用于验证模型加载与结构检查
This commit is contained in:
tzdwindows 7
2025-10-12 08:01:25 +08:00
parent 16af846e48
commit 22c3661d6e
6 changed files with 1436 additions and 56 deletions

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@@ -0,0 +1,348 @@
package com.chuangzhou.vivid2D.test;
import com.chuangzhou.vivid2D.render.ModelRender;
import com.chuangzhou.vivid2D.render.model.Model2D;
import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
import com.chuangzhou.vivid2D.render.model.util.Texture;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.opengl.GL;
import org.lwjgl.system.MemoryUtil;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
/**
* Texture Render Test Class - Debug Version
* @author tzdwindows 7
*/
public class ModelRenderTextureTest {
private long window;
private Model2D model;
// Window dimensions
private static final int WINDOW_WIDTH = 800;
private static final int WINDOW_HEIGHT = 600;
// Debug flags
private int frameCount = 0;
private double lastFpsTime = 0;
private boolean enableWireframe = false;
public static void main(String[] args) {
new ModelRenderTextureTest().run();
}
public void run() {
try {
init();
loop();
} catch (Exception e) {
e.printStackTrace();
} finally {
cleanup();
}
}
private void init() {
// Initialize GLFW
if (!glfwInit()) {
throw new IllegalStateException("Unable to initialize GLFW");
}
// Configure GLFW
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create window
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "ModelRender Texture Test - DEBUG", MemoryUtil.NULL, MemoryUtil.NULL);
if (window == MemoryUtil.NULL) {
throw new RuntimeException("Failed to create the GLFW window");
}
// Center window
GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos(
window,
(vidMode.width() - WINDOW_WIDTH) / 2,
(vidMode.height() - WINDOW_HEIGHT) / 2
);
// Set callbacks
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
glfwSetWindowShouldClose(window, true);
}
if (key == GLFW_KEY_SPACE && action == GLFW_RELEASE) {
enableWireframe = !enableWireframe;
System.out.println("Wireframe mode: " + (enableWireframe ? "ON" : "OFF"));
}
if (key == GLFW_KEY_R && action == GLFW_RELEASE) {
recreateModel();
}
});
// Create OpenGL context
glfwMakeContextCurrent(window);
GL.createCapabilities();
// Show window
glfwShowWindow(window);
// Initialize ModelRender
ModelRender.initialize();
// Create test model
createTestModel();
System.out.println("=== DEBUG INFO ===");
System.out.println("Press SPACE to toggle wireframe mode");
System.out.println("Press R to recreate model");
System.out.println("Press ESC to exit");
System.out.println("==================");
}
private void createTestModel() {
if (model != null) {
// Clean up previous model if exists
System.out.println("Cleaning up previous model...");
}
model = new Model2D("TextureTestModel");
try {
// Load Trump image texture
String texturePath = "G:\\鬼畜素材\\川普\\图片\\7(DJ0MH9}`)GJYHHADQDHYN.png";
System.out.println("Loading texture: " + texturePath);
Texture texture = Texture.createFromFile("trump_texture", texturePath);
model.addTexture(texture);
System.out.println("Texture loaded: " + texture.getWidth() + "x" + texture.getHeight());
System.out.println("Texture ID: " + texture.getTextureId());
System.out.println("Texture format: " + texture.getFormat());
// 使用与工作示例相同的方式创建网格
// 根据纹理尺寸创建合适大小的四边形
float width = texture.getWidth() / 2.0f; // 缩小以适应屏幕
float height = texture.getHeight() / 2.0f;
// 使用 Mesh2D.createQuad 方法创建网格(如果可用)
Mesh2D mesh;
try {
// 尝试使用 createQuad 方法
mesh = Mesh2D.createQuad("trump_mesh", width, height);
System.out.println("Using Mesh2D.createQuad method");
} catch (Exception e) {
// 回退到手动创建顶点
System.out.println("Using manual vertex creation");
float[] vertices = {
-width/2, -height/2, // bottom left
width/2, -height/2, // bottom right
width/2, height/2, // top right
-width/2, height/2 // top left
};
float[] uvs = {
0.0f, 1.0f, // bottom left
1.0f, 1.0f, // bottom right
1.0f, 0.0f, // top right
0.0f, 0.0f // top left
};
int[] indices = {
0, 1, 2, // first triangle
2, 3, 0 // second triangle
};
mesh = model.createMesh("trump_mesh", vertices, uvs, indices);
}
mesh.setTexture(texture);
// Create part and add mesh
ModelPart part = model.createPart("trump_part");
part.addMesh(mesh);
part.setVisible(true);
// 设置部件位置到屏幕中心(使用像素坐标)
part.setPosition(0, 0); // 800x600 窗口的中心
System.out.println("Model created:");
System.out.println(" - Part count: " + model.getParts().size());
System.out.println(" - Mesh count: " + model.getMeshes().size());
System.out.println(" - Mesh dimensions: " + width + "x" + height);
System.out.println(" - Part position: " + part.getPosition());
System.out.println(" - Mesh vertex count: " + mesh.getVertexCount());
// 测试模型保存
model.saveToFile("C:\\Users\\Administrator\\Desktop\\trump_texture.model");
} catch (Exception e) {
System.err.println("Failed to create test model: " + e.getMessage());
e.printStackTrace();
createFallbackModel();
}
}
private void createFallbackModel() {
System.out.println("Creating fallback checkerboard model...");
// 使用与工作示例相同的模式
float width = 200;
float height = 200;
Mesh2D mesh;
try {
mesh = Mesh2D.createQuad("fallback_mesh", width, height);
} catch (Exception e) {
// 手动创建
float[] vertices = {
-width/2, -height/2,
width/2, -height/2,
width/2, height/2,
-width/2, height/2
};
float[] uvs = {
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f
};
int[] indices = {
0, 1, 2,
2, 3, 0
};
mesh = model.createMesh("fallback_mesh", vertices, uvs, indices);
}
// Create checkerboard texture
Texture fallbackTexture = Texture.createCheckerboard(
"fallback_texture",
512, 512, 32,
0xFFFF0000, // red
0xFF0000FF // blue
);
model.addTexture(fallbackTexture);
mesh.setTexture(fallbackTexture);
ModelPart part = model.createPart("fallback_part");
part.addMesh(mesh);
part.setVisible(true);
part.setPosition(400, 300);
System.out.println("Fallback model created with size: " + width + "x" + height);
}
private void recreateModel() {
System.out.println("Recreating model...");
createTestModel();
}
private void loop() {
// Set clear color (light gray for better visibility)
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
double lastTime = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
double currentTime = glfwGetTime();
float deltaTime = (float) (currentTime - lastTime);
lastTime = currentTime;
// Calculate FPS
frameCount++;
if (currentTime - lastFpsTime >= 1.0) {
System.out.printf("FPS: %d, Delta: %.3fms\n", frameCount, deltaTime * 1000);
frameCount = 0;
lastFpsTime = currentTime;
}
// Render
render(deltaTime);
// Swap buffers and poll events
glfwSwapBuffers(window);
glfwPollEvents();
}
}
private void render(float deltaTime) {
// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set wireframe mode if enabled
if (enableWireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Print debug info occasionally
if (frameCount % 120 == 0) {
System.out.println("=== RENDER DEBUG ===");
System.out.println("Model null: " + (model == null));
if (model != null) {
System.out.println("Parts: " + model.getParts().size());
System.out.println("Meshes: " + model.getMeshes().size());
if (!model.getParts().isEmpty()) {
ModelPart part = model.getParts().get(0);
System.out.println("First part visible: " + part.isVisible());
System.out.println("First part position: " + part.getPosition());
System.out.println("First part meshes: " + part.getMeshes().size());
}
}
System.out.println("===================");
}
// Render using ModelRender
try {
ModelRender.render(deltaTime, model);
} catch (Exception e) {
System.err.println("Rendering error: " + e.getMessage());
e.printStackTrace();
}
// Check OpenGL errors
int error = glGetError();
if (error != GL_NO_ERROR) {
System.err.println("OpenGL error: " + getGLErrorString(error));
}
}
private String getGLErrorString(int error) {
switch (error) {
case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
default: return "Unknown Error (0x" + Integer.toHexString(error) + ")";
}
}
private void cleanup() {
System.out.println("Cleaning up resources...");
// Cleanup ModelRender
ModelRender.cleanup();
// Cleanup texture cache
Texture.cleanupAll();
// Destroy window and terminate GLFW
if (window != MemoryUtil.NULL) {
glfwDestroyWindow(window);
}
glfwTerminate();
System.out.println("Cleanup completed");
}
}