refactor(render):重构渲染系统架构
- 将 BufferBuilder 移至 systems.buffer 包并增强功能- 添加 BuiltBuffer 和 RenderState 内部类支持状态管理- 新增 BufferUploader 类处理缓冲区上传和状态应用 - 引入 RenderSystem 统一封装 OpenGL 调用 - Mesh2D 和 ModelRender 更新使用新的渲染系统接口- ModelGLPanel 适配新包结构并使用 RenderSystem 初始化 - 移除旧版 LightSource 构造函数- 整体提升渲染代码的模块化和可维护性 重要更新 - 重写渲染器 - 移除辉光,采用旧版着色器渲染,任何有关辉光的将在下一个版本彻底删除
This commit is contained in:
@@ -2,20 +2,20 @@ 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.buffer.BufferBuilder;
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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.model.util.LightSource;
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import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
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import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem;
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import com.chuangzhou.vivid2D.render.systems.RenderSystem;
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import com.chuangzhou.vivid2D.render.systems.ShaderSources;
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import org.joml.Matrix3f;
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import org.joml.Vector2f;
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import org.joml.Vector4f;
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import org.lwjgl.opengl.*;
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import org.lwjgl.system.MemoryUtil;
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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.nio.FloatBuffer;
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import java.util.*;
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import java.util.concurrent.atomic.AtomicInteger;
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@@ -45,82 +45,152 @@ import static org.lwjgl.opengl.GL20.glGetUniformLocation;
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* </ul>
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*
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* @author tzdwindows
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* @version 1.0
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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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// ================== 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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* @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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* @see #setViewport(int, int)
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*/
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private 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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* @see #setViewport(int, int)
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*/
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private 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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* @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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* @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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* @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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// 着色器与资源
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private static final Map<String, ShaderProgram> shaderMap = new HashMap<>();
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private static ShaderProgram defaultProgram = null;
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private static final int SHADER_MAX_LIGHTS = 8;
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// ================== 着色器与资源管理 ==================
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/**
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* 着色器程序缓存映射,按名称存储已编译的着色器程序
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* 键:着色器名称(如 "default")
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* 值:对应的着色器程序对象
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* @see ShaderSources.ShaderProgram
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*/
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private static final Map<String, ShaderSources.ShaderProgram> shaderMap = new HashMap<>();
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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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* @see #compileDefaultShader()
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*/
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private static ShaderSources.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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* @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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// 默认白色纹理
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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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* @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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// 是否在渲染时绘制碰撞箱(线框)
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public static boolean renderColliders = false;
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// 碰撞箱线宽
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public static float colliderLineWidth = 2.0f;
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// 碰撞箱颜色(默认白色)
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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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// 圆形碰撞体绘制细分(越高越圆)
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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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// 是否在渲染时绘制碰撞箱
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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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// ================== 内部类:ShaderProgram ==================
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private static class ShaderProgram {
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final int programId;
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final Map<String, Integer> uniformCache = new HashMap<>();
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// ================== 内部类:ShaderSources.ShaderProgram ==================
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ShaderProgram(int programId) {
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this.programId = programId;
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}
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void use() {
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GL20.glUseProgram(programId);
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}
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void stop() {
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GL20.glUseProgram(0);
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}
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int getUniformLocation(String name) {
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return uniformCache.computeIfAbsent(name, k -> {
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int loc = glGetUniformLocation(programId, k);
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if (loc == -1) {
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// debug 时可以打开
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logger.warn("Warning: uniform not found: {}", k);
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}
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return loc;
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});
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}
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void delete() {
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if (GL20.glIsProgram(programId)) GL20.glDeleteProgram(programId);
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}
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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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int vertexCount = 0;
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boolean initialized = false;
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void dispose() {
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@@ -131,179 +201,19 @@ public final class ModelRender {
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}
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}
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// ================== 着色器源 ==================
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private static final String VERTEX_SHADER_SRC =
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"""
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#version 330 core
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layout(location = 0) in vec2 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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out vec2 vTexCoord;
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out vec2 vWorldPos;
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uniform mat3 uModelMatrix;
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uniform mat3 uViewMatrix;
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uniform mat3 uProjectionMatrix;
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void main() {
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vec3 p = uProjectionMatrix * uViewMatrix * uModelMatrix * vec3(aPosition, 1.0);
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gl_Position = vec4(p.xy, 0.0, 1.0);
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vTexCoord = aTexCoord;
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vWorldPos = (uModelMatrix * vec3(aPosition, 1.0)).xy;
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}
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""";
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private static final String FRAGMENT_SHADER_SRC =
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"""
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#version 330 core
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in vec2 vTexCoord;
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in vec2 vWorldPos;
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out vec4 FragColor;
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uniform sampler2D uTexture;
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uniform vec4 uColor;
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uniform float uOpacity;
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uniform int uBlendMode;
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uniform int uDebugMode;
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#define MAX_LIGHTS 8
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uniform vec2 uLightsPos[MAX_LIGHTS];
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uniform vec3 uLightsColor[MAX_LIGHTS];
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uniform float uLightsIntensity[MAX_LIGHTS];
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uniform int uLightsIsAmbient[MAX_LIGHTS];
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uniform int uLightCount;
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// 辉光相关
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uniform int uLightsIsGlow[MAX_LIGHTS];
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uniform vec2 uLightsGlowDir[MAX_LIGHTS];
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uniform float uLightsGlowIntensity[MAX_LIGHTS];
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uniform float uLightsGlowRadius[MAX_LIGHTS];
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uniform float uLightsGlowAmount[MAX_LIGHTS];
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// 常用衰减系数(可在 shader 内微调)
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const float ATT_CONST = 1.0;
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const float ATT_LINEAR = 0.09;
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const float ATT_QUAD = 0.032;
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// 简单 Reinhard tone mapping,避免过曝
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vec3 toneMap(vec3 color) {
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return color / (color + vec3(1.0));
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}
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void main() {
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// 先采样纹理
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vec4 tex = texture(uTexture, vTexCoord);
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float alpha = tex.a * uOpacity;
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if (alpha <= 0.001) discard;
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// 基础颜色(纹理 * 部件颜色)
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vec3 baseColor = tex.rgb * uColor.rgb;
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// 如果没有光源,仅返回基础颜色(节约性能)
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if (uLightCount == 0) {
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vec3 outCol = clamp(baseColor, 0.0, 1.0);
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if (uBlendMode == 1) outCol = tex.rgb + uColor.rgb;
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else if (uBlendMode == 2) outCol = tex.rgb * uColor.rgb;
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else if (uBlendMode == 3) outCol = 1.0 - (1.0 - tex.rgb) * (1.0 - uColor.rgb);
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FragColor = vec4(outCol, alpha);
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return;
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}
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// 环境光基线
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vec3 ambientBase = vec3(0.06);
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vec3 lighting = vec3(0.0);
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vec3 glowAccum = vec3(0.0);
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vec3 specularAccum = vec3(0.0);
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// 累积显式标记为环境光的光源
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for (int i = 0; i < uLightCount; ++i) {
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if (uLightsIsAmbient[i] == 1) {
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lighting += uLightsColor[i] * uLightsIntensity[i];
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}
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}
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lighting += ambientBase;
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// 对每个非环境光源计算物理式衰减 + 漫反射 + 简单高光 + 辉光(若启用)
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for (int i = 0; i < uLightCount; ++i) {
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if (uLightsIsAmbient[i] == 1) continue;
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vec2 toLight2 = uLightsPos[i] - vWorldPos;
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float dist = length(toLight2);
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// 物理风格衰减
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float attenuation = ATT_CONST / (ATT_CONST + ATT_LINEAR * dist + ATT_QUAD * dist * dist);
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float radiance = uLightsIntensity[i] * attenuation;
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// 漫反射(在二维中基于距离模拟衰减的明暗)
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// 使用更平滑的距离曲线:max(0, 1 - (dist / (radiusApprox)))
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float radiusApprox = max(1.0, 1000.0 * attenuation); // 通过衰减估算影响半径
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float diffuseFactor = clamp(1.0 - (dist / (radiusApprox + 0.0001)), 0.0, 1.0);
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vec3 diff = uLightsColor[i] * radiance * diffuseFactor;
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lighting += diff;
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// 简单高光(在 2D 中模拟亮点)
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vec3 viewDir = vec3(0.0, 0.0, 1.0);
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vec3 lightDir3 = normalize(vec3(toLight2, 0.0));
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vec3 normal = vec3(0.0, 0.0, 1.0);
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vec3 reflectDir = reflect(-lightDir3, normal);
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float specFactor = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
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float specIntensity = 0.25;
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specularAccum += uLightsColor[i] * radiance * specFactor * specIntensity;
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// 若启用了辉光(glow),使用高斯风格衰减,并支持方向性辉光
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if (uLightsIsGlow[i] == 1) {
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float glowRadius = max(0.0001, uLightsGlowRadius[i]);
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float gdist = dist;
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// 高斯分布:exp(-(d^2) / (2 * sigma^2))
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float sigma = glowRadius * 0.5; // sigma = radius * 0.5(经验值)
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float gauss = exp(- (gdist * gdist) / (2.0 * sigma * sigma));
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// 方向性因子:如果给出方向,使用方向与片元向量点积来增强朝向一侧的辉光
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float dirFactor = 1.0;
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vec2 glowDir = uLightsGlowDir[i];
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if (length(glowDir) > 0.0001) {
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vec2 ndir = normalize(glowDir);
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vec2 toFrag = normalize(vWorldPos - uLightsPos[i]);
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dirFactor = max(dot(ndir, toFrag), 0.0); // 只在方向半球贡献
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}
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float gIntensity = uLightsGlowIntensity[i];
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float gAmount = uLightsGlowAmount[i];
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vec3 glow = uLightsColor[i] * gauss * gIntensity * gAmount * dirFactor;
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glowAccum += glow;
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}
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}
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// 合并直接光照与高光后进行简单的色调映射(避免过曝)
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vec3 totalLighting = lighting + specularAccum;
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// 防止数值过大,进行 Reinhard tone mapping
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vec3 litMapped = toneMap(totalLighting);
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vec3 finalColor = baseColor * litMapped;
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// 将辉光作为屏幕加色(加法混合),然后再做一次 tone map 以稳定输出
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finalColor += glowAccum;
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finalColor = toneMap(finalColor);
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// 支持简单的 blend 模式(保留已有行为)
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if (uBlendMode == 1) finalColor = tex.rgb + uColor.rgb;
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else if (uBlendMode == 2) finalColor = tex.rgb * uColor.rgb;
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else if (uBlendMode == 3) finalColor = 1.0 - (1.0 - tex.rgb) * (1.0 - uColor.rgb);
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finalColor = clamp(finalColor, 0.0, 1.0);
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FragColor = vec4(finalColor, alpha);
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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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// 需要在外部创建 OpenGL 上下文并调用 GL.createCapabilities()
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||||
logGLInfo();
|
||||
// 初始化渲染系统
|
||||
RenderSystem.beginInitialization();
|
||||
RenderSystem.initRenderThread();
|
||||
|
||||
// 初始 GL 状态
|
||||
logGLInfo();
|
||||
setupGLState();
|
||||
|
||||
// 创建默认 shader
|
||||
try {
|
||||
compileDefaultShader();
|
||||
} catch (RuntimeException ex) {
|
||||
@@ -311,24 +221,24 @@ public final class ModelRender {
|
||||
throw ex;
|
||||
}
|
||||
|
||||
// 创建默认纹理
|
||||
createDefaultTexture();
|
||||
|
||||
// 初始化视口
|
||||
GL11.glViewport(0, 0, viewportWidth, viewportHeight);
|
||||
RenderSystem.viewport(0, 0, viewportWidth, viewportHeight);
|
||||
RenderSystem.finishInitialization();
|
||||
|
||||
initialized = true;
|
||||
logger.info("ModelRender initialized successfully");
|
||||
}
|
||||
|
||||
private static void logGLInfo() {
|
||||
logger.info("OpenGL Vendor: {}", GL11.glGetString(GL11.GL_VENDOR));
|
||||
logger.info("OpenGL Renderer: {}", GL11.glGetString(GL11.GL_RENDERER));
|
||||
logger.info("OpenGL Version: {}", GL11.glGetString(GL11.GL_VERSION));
|
||||
logger.info("GLSL Version: {}", GL20.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION));
|
||||
logger.info("OpenGL Vendor: {}", RenderSystem.getVendor());
|
||||
logger.info("OpenGL Renderer: {}", RenderSystem.getRenderer());
|
||||
logger.info("OpenGL Version: {}", RenderSystem.getOpenGLVersion());
|
||||
logger.info("GLSL Version: {}", RenderSystem.getGLSLVersion());
|
||||
RenderSystem.logDetailedGLInfo();
|
||||
}
|
||||
|
||||
private static void uploadLightsToShader(ShaderProgram sp, Model2D model) {
|
||||
|
||||
private static void uploadLightsToShader(ShaderSources.ShaderProgram sp, Model2D model) {
|
||||
List<com.chuangzhou.vivid2D.render.model.util.LightSource> lights = model.getLights();
|
||||
int idx = 0;
|
||||
|
||||
@@ -372,33 +282,34 @@ public final class ModelRender {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static void setupGLState() {
|
||||
GL11.glClearColor(CLEAR_COLOR.x, CLEAR_COLOR.y, CLEAR_COLOR.z, CLEAR_COLOR.w);
|
||||
RenderSystem.clearColor(CLEAR_COLOR.x, CLEAR_COLOR.y, CLEAR_COLOR.z, CLEAR_COLOR.w);
|
||||
|
||||
if (enableBlending) {
|
||||
GL11.glEnable(GL11.GL_BLEND);
|
||||
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
RenderSystem.enableBlend();
|
||||
RenderSystem.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
} else {
|
||||
GL11.glDisable(GL11.GL_BLEND);
|
||||
RenderSystem.disableBlend();
|
||||
}
|
||||
|
||||
if (enableDepthTest) {
|
||||
GL11.glEnable(GL11.GL_DEPTH_TEST);
|
||||
GL11.glDepthFunc(GL11.GL_LEQUAL);
|
||||
RenderSystem.enableDepthTest();
|
||||
RenderSystem.depthFunc(GL11.GL_LEQUAL);
|
||||
RenderSystem.depthMask(true);
|
||||
RenderSystem.clearDepth(1.0);
|
||||
} else {
|
||||
GL11.glDisable(GL11.GL_DEPTH_TEST);
|
||||
RenderSystem.disableDepthTest();
|
||||
}
|
||||
|
||||
GL11.glDisable(GL11.GL_CULL_FACE);
|
||||
|
||||
checkGLError("setupGLState");
|
||||
RenderSystem.checkGLError("setupGLState");
|
||||
}
|
||||
|
||||
private static void compileDefaultShader() {
|
||||
int vs = compileShader(GL20.GL_VERTEX_SHADER, VERTEX_SHADER_SRC);
|
||||
int fs = compileShader(GL20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_SRC);
|
||||
int vs = compileShader(GL20.GL_VERTEX_SHADER, ShaderSources.VERTEX_SHADER_SRC);
|
||||
int fs = compileShader(GL20.GL_FRAGMENT_SHADER, ShaderSources.FRAGMENT_SHADER_SRC);
|
||||
int prog = linkProgram(vs, fs);
|
||||
ShaderProgram sp = new ShaderProgram(prog);
|
||||
ShaderSources.ShaderProgram sp = new ShaderSources.ShaderProgram(prog);
|
||||
shaderMap.put("default", sp);
|
||||
defaultProgram = sp;
|
||||
|
||||
@@ -413,50 +324,19 @@ public final class ModelRender {
|
||||
}
|
||||
|
||||
private static int compileShader(int type, String src) {
|
||||
int shader = GL20.glCreateShader(type);
|
||||
GL20.glShaderSource(shader, src);
|
||||
GL20.glCompileShader(shader);
|
||||
int status = GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS);
|
||||
if (status == GL11.GL_FALSE) {
|
||||
String log = GL20.glGetShaderInfoLog(shader);
|
||||
GL20.glDeleteShader(shader);
|
||||
throw new RuntimeException("Shader compilation failed: " + log);
|
||||
}
|
||||
return shader;
|
||||
RenderSystem.assertOnRenderThread();
|
||||
return RenderSystem.compileShader(type, src);
|
||||
}
|
||||
|
||||
private static int linkProgram(int vs, int fs) {
|
||||
int prog = GL20.glCreateProgram();
|
||||
GL20.glAttachShader(prog, vs);
|
||||
GL20.glAttachShader(prog, fs);
|
||||
GL20.glLinkProgram(prog);
|
||||
int status = GL20.glGetProgrami(prog, GL20.GL_LINK_STATUS);
|
||||
if (status == GL11.GL_FALSE) {
|
||||
String log = GL20.glGetProgramInfoLog(prog);
|
||||
GL20.glDeleteProgram(prog);
|
||||
throw new RuntimeException("Program link failed: " + log);
|
||||
}
|
||||
// shaders can be deleted after linking
|
||||
GL20.glDetachShader(prog, vs);
|
||||
GL20.glDetachShader(prog, fs);
|
||||
GL20.glDeleteShader(vs);
|
||||
GL20.glDeleteShader(fs);
|
||||
return prog;
|
||||
RenderSystem.assertOnRenderThread();
|
||||
return RenderSystem.linkProgram(vs, fs);
|
||||
}
|
||||
|
||||
private static void createDefaultTexture() {
|
||||
// 使用 GL11.glGenTextures() 获取单个 id(更直观,避免 IntBuffer 问题)
|
||||
defaultTextureId = GL11.glGenTextures();
|
||||
GL11.glBindTexture(GL11.GL_TEXTURE_2D, defaultTextureId);
|
||||
ByteBuffer white = MemoryUtil.memAlloc(4);
|
||||
white.put((byte)255).put((byte)255).put((byte)255).put((byte)255).flip();
|
||||
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, 1, 1, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, white);
|
||||
MemoryUtil.memFree(white);
|
||||
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
|
||||
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
|
||||
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
|
||||
|
||||
checkGLError("createDefaultTexture");
|
||||
RenderSystem.assertOnRenderThread();
|
||||
defaultTextureId = RenderSystem.createDefaultTexture();
|
||||
RenderSystem.checkGLError("createDefaultTexture");
|
||||
}
|
||||
|
||||
public static synchronized void cleanup() {
|
||||
@@ -469,13 +349,13 @@ public final class ModelRender {
|
||||
meshResources.clear();
|
||||
|
||||
// shaders
|
||||
for (ShaderProgram sp : shaderMap.values()) sp.delete();
|
||||
for (ShaderSources.ShaderProgram sp : shaderMap.values()) sp.delete();
|
||||
shaderMap.clear();
|
||||
defaultProgram = null;
|
||||
|
||||
// textures
|
||||
if (defaultTextureId != 0) {
|
||||
GL11.glDeleteTextures(defaultTextureId);
|
||||
RenderSystem.deleteTextures(defaultTextureId);
|
||||
defaultTextureId = 0;
|
||||
}
|
||||
|
||||
@@ -488,6 +368,12 @@ public final class ModelRender {
|
||||
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()) {
|
||||
@@ -496,18 +382,34 @@ public final class ModelRender {
|
||||
|
||||
model.update(deltaTime);
|
||||
|
||||
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | (enableDepthTest ? GL11.GL_DEPTH_BUFFER_BIT : 0));
|
||||
// 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;
|
||||
}
|
||||
|
||||
defaultProgram.use();
|
||||
RenderSystem.checkGLError("after_use_program");
|
||||
|
||||
// 设置投影与视图
|
||||
Matrix3f proj = buildOrthoProjection(viewportWidth, viewportHeight);
|
||||
setUniformMatrix3(defaultProgram, "uProjectionMatrix", proj);
|
||||
setUniformMatrix3(defaultProgram, "uViewMatrix", new Matrix3f().identity());
|
||||
RenderSystem.checkGLError("after_set_matrices");
|
||||
|
||||
// 添加光源数据上传
|
||||
uploadLightsToShader(defaultProgram, model);
|
||||
RenderSystem.checkGLError("after_upload_lights");
|
||||
|
||||
// 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
|
||||
Matrix3f identity = new Matrix3f().identity();
|
||||
@@ -515,36 +417,81 @@ public final class ModelRender {
|
||||
if (p.getParent() != null) continue;
|
||||
renderPartRecursive(p, identity);
|
||||
}
|
||||
RenderSystem.checkGLError("after_render_parts");
|
||||
|
||||
if (renderColliders && physics != null) {
|
||||
renderPhysicsColliders(physics);
|
||||
RenderSystem.checkGLError("after_render_colliders");
|
||||
}
|
||||
|
||||
|
||||
|
||||
defaultProgram.stop();
|
||||
checkGLError("render");
|
||||
RenderSystem.checkGLError("render_end");
|
||||
}
|
||||
|
||||
private static void renderLightPositions(Model2D model) {
|
||||
if (!renderLightPositions) return;
|
||||
|
||||
GL11.glPointSize(10.0f);
|
||||
setUniformIntInternal(defaultProgram, "uDebugMode", 1);
|
||||
|
||||
// 设置灯泡颜色为光源的颜色
|
||||
for (LightSource light : model.getLights()) {
|
||||
if (!light.isEnabled()) continue;
|
||||
|
||||
// 绘制光源位置
|
||||
BufferBuilder bb =
|
||||
new BufferBuilder(1 * 4);
|
||||
bb.begin(GL11.GL_POINTS, 1);
|
||||
bb.vertex(light.getPosition().x, light.getPosition().y, 0.5f, 0.5f);
|
||||
bb.end();
|
||||
}
|
||||
// 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);
|
||||
|
||||
setUniformIntInternal(defaultProgram, "uDebugMode", 0);
|
||||
GL11.glPointSize(1.0f);
|
||||
// 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();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -587,7 +534,7 @@ public final class ModelRender {
|
||||
setUniformIntInternal(defaultProgram, "uTexture", 0);
|
||||
} else {
|
||||
// 使用默认白色纹理
|
||||
GL11.glBindTexture(GL11.GL_TEXTURE_2D, defaultTextureId);
|
||||
RenderSystem.bindTexture(defaultTextureId);
|
||||
setUniformIntInternal(defaultProgram, "uTexture", 0);
|
||||
}
|
||||
|
||||
@@ -597,43 +544,78 @@ public final class ModelRender {
|
||||
// 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);
|
||||
|
||||
checkGLError("renderMesh");
|
||||
RenderSystem.checkGLError("renderMesh");
|
||||
}
|
||||
|
||||
// ================== 渲染碰撞箱相关实现 ==================
|
||||
|
||||
private static void renderPhysicsColliders(PhysicsSystem physics) {
|
||||
// 设置渲染状态
|
||||
GL11.glLineWidth(colliderLineWidth);
|
||||
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");
|
||||
|
||||
// 绑定默认纹理(shader 依赖 uTexture)并设置颜色/opacity
|
||||
GL13.glActiveTexture(GL13.GL_TEXTURE0);
|
||||
GL11.glBindTexture(GL11.GL_TEXTURE_2D, defaultTextureId);
|
||||
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");
|
||||
|
||||
for (PhysicsSystem.PhysicsCollider collider : physics.getColliders()) {
|
||||
if (!collider.isEnabled()) continue;
|
||||
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) {
|
||||
PhysicsSystem.CircleCollider c = (PhysicsSystem.CircleCollider) collider;
|
||||
drawCircleColliderWire(c.getCenter(), c.getRadius());
|
||||
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) {
|
||||
PhysicsSystem.RectangleCollider r = (PhysicsSystem.RectangleCollider) collider;
|
||||
drawRectangleColliderWire(r.getCenter(), r.getWidth(), r.getHeight());
|
||||
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 {
|
||||
// 未知类型:尝试调用 collidesWith 以获取位置(跳过)
|
||||
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
|
||||
GL11.glLineWidth(1.0f);
|
||||
RenderSystem.lineWidth(1.0f);
|
||||
RenderSystem.checkGLError("after_reset_line_width");
|
||||
}
|
||||
|
||||
|
||||
@@ -643,16 +625,18 @@ public final class ModelRender {
|
||||
*/
|
||||
private static void drawCircleColliderWire(Vector2f center, float radius) {
|
||||
int segments = Math.max(8, CIRCLE_SEGMENTS);
|
||||
BufferBuilder bb = new BufferBuilder(segments * 4);
|
||||
bb.begin(GL11.GL_LINE_LOOP, 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);
|
||||
// 给常量 texcoord
|
||||
bb.vertex(x, y, 0.5f, 0.5f);
|
||||
builder.vertex(x, y, 0.5f, 0.5f);
|
||||
}
|
||||
bb.end();
|
||||
tesselator.end();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -661,117 +645,52 @@ public final class ModelRender {
|
||||
private static void drawRectangleColliderWire(Vector2f center, float width, float height) {
|
||||
float halfW = width / 2.0f;
|
||||
float halfH = height / 2.0f;
|
||||
BufferBuilder bb = new BufferBuilder(4 * 4);
|
||||
bb.begin(GL11.GL_LINE_LOOP, 4);
|
||||
bb.vertex(center.x - halfW, center.y - halfH, 0.5f, 0.5f);
|
||||
bb.vertex(center.x + halfW, center.y - halfH, 0.5f, 0.5f);
|
||||
bb.vertex(center.x + halfW, center.y + halfH, 0.5f, 0.5f);
|
||||
bb.vertex(center.x - halfW, center.y + halfH, 0.5f, 0.5f);
|
||||
bb.end();
|
||||
}
|
||||
|
||||
/**
|
||||
* 从 float[] (x,y,u,v interleaved) 绘制 GL_LINE_LOOP
|
||||
*/
|
||||
private static void drawLineLoopFromFloatArray(float[] interleavedXYUV, int vertexCount) {
|
||||
// 创建 VAO/VBO
|
||||
int vao = GL30.glGenVertexArrays();
|
||||
int vbo = GL15.glGenBuffers();
|
||||
Tesselator tesselator = Tesselator.getInstance();
|
||||
BufferBuilder builder = tesselator.getBuilder();
|
||||
|
||||
GL30.glBindVertexArray(vao);
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
|
||||
|
||||
// 上传数据
|
||||
FloatBuffer fb = MemoryUtil.memAllocFloat(interleavedXYUV.length);
|
||||
fb.put(interleavedXYUV).flip();
|
||||
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, fb, GL15.GL_DYNAMIC_DRAW);
|
||||
MemoryUtil.memFree(fb);
|
||||
|
||||
// attrib 0 -> aPosition (vec2)
|
||||
GL20.glEnableVertexAttribArray(0);
|
||||
GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 4 * Float.BYTES, 0);
|
||||
|
||||
// attrib 1 -> aTexCoord (vec2) (提供常量 texcoord)
|
||||
GL20.glEnableVertexAttribArray(1);
|
||||
GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, 4 * Float.BYTES, 2 * Float.BYTES);
|
||||
|
||||
// 绘制线环
|
||||
GL11.glDrawArrays(GL11.GL_LINE_LOOP, 0, vertexCount);
|
||||
|
||||
// 清理
|
||||
GL20.glDisableVertexAttribArray(0);
|
||||
GL20.glDisableVertexAttribArray(1);
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
GL30.glBindVertexArray(0);
|
||||
|
||||
GL15.glDeleteBuffers(vbo);
|
||||
GL30.glDeleteVertexArrays(vao);
|
||||
|
||||
checkGLError("drawLineLoopFromFloatArray");
|
||||
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) {
|
||||
private static void setUniformIntInternal(ShaderSources.ShaderProgram sp, String name, int value) {
|
||||
int loc = sp.getUniformLocation(name);
|
||||
if (loc != -1) GL20.glUniform1i(loc, value);
|
||||
if (loc != -1) RenderSystem.uniform1i(loc, value);
|
||||
}
|
||||
|
||||
private static void setUniformVec3Internal(ShaderProgram sp, String name, org.joml.Vector3f vec) {
|
||||
private static void setUniformVec3Internal(ShaderSources.ShaderProgram sp, String name, org.joml.Vector3f vec) {
|
||||
int loc = sp.getUniformLocation(name);
|
||||
if (loc != -1) {
|
||||
GL20.glUniform3f(loc, vec.x, vec.y, vec.z);
|
||||
}
|
||||
if (loc != -1) RenderSystem.uniform3f(loc, vec);
|
||||
}
|
||||
|
||||
private static void setUniformVec2Internal(ShaderProgram sp, String name, org.joml.Vector2f vec) {
|
||||
private static void setUniformVec2Internal(ShaderSources.ShaderProgram sp, String name, org.joml.Vector2f vec) {
|
||||
int loc = sp.getUniformLocation(name);
|
||||
if (loc != -1) {
|
||||
GL20.glUniform2f(loc, vec.x, vec.y);
|
||||
}
|
||||
if (loc != -1) RenderSystem.uniform2f(loc, vec);
|
||||
}
|
||||
|
||||
private static void setUniformFloatInternal(ShaderProgram sp, String name, float value) {
|
||||
private static void setUniformFloatInternal(ShaderSources.ShaderProgram sp, String name, float value) {
|
||||
int loc = sp.getUniformLocation(name);
|
||||
if (loc != -1) GL20.glUniform1f(loc, value);
|
||||
if (loc != -1) RenderSystem.uniform1f(loc, value);
|
||||
}
|
||||
|
||||
private static void setUniformVec4Internal(ShaderProgram sp, String name, Vector4f vec) {
|
||||
private static void setUniformVec4Internal(ShaderSources.ShaderProgram sp, String name, org.joml.Vector4f vec) {
|
||||
int loc = sp.getUniformLocation(name);
|
||||
if (loc != -1) GL20.glUniform4f(loc, vec.x, vec.y, vec.z, vec.w);
|
||||
if (loc != -1) RenderSystem.uniform4f(loc, vec);
|
||||
}
|
||||
|
||||
private static void setUniformMatrix3(ShaderProgram sp, String name, Matrix3f m) {
|
||||
private static void setUniformMatrix3(ShaderSources.ShaderProgram sp, String name, org.joml.Matrix3f m) {
|
||||
int loc = sp.getUniformLocation(name);
|
||||
if (loc == -1) return;
|
||||
FloatBuffer fb = MemoryUtil.memAllocFloat(9);
|
||||
try {
|
||||
m.get(fb);
|
||||
GL20.glUniformMatrix3fv(loc, false, fb);
|
||||
} finally {
|
||||
MemoryUtil.memFree(fb);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 外部可用的统一设置(会自动切换到默认程序)
|
||||
private static void setUniformInt(String name, int value) {
|
||||
defaultProgram.use();
|
||||
setUniformIntInternal(defaultProgram, name, value);
|
||||
defaultProgram.stop();
|
||||
}
|
||||
private static void setUniformFloat(String name, float value) {
|
||||
defaultProgram.use();
|
||||
setUniformFloatInternal(defaultProgram, name, value);
|
||||
defaultProgram.stop();
|
||||
}
|
||||
private static void setUniformVec4(String name, Vector4f v) {
|
||||
defaultProgram.use();
|
||||
setUniformVec4Internal(defaultProgram, name, v);
|
||||
defaultProgram.stop();
|
||||
RenderSystem.uniformMatrix3(loc, m);
|
||||
}
|
||||
|
||||
// ================== 部件属性 ==================
|
||||
private static void setPartUniforms(ShaderProgram sp, ModelPart part) {
|
||||
private static void setPartUniforms(ShaderSources.ShaderProgram sp, ModelPart part) {
|
||||
setUniformFloatInternal(sp, "uOpacity", part.getOpacity());
|
||||
int blend = 0;
|
||||
ModelPart.BlendMode bm = part.getBlendMode();
|
||||
@@ -804,28 +723,7 @@ public final class ModelRender {
|
||||
public static void setViewport(int width, int height) {
|
||||
viewportWidth = Math.max(1, width);
|
||||
viewportHeight = Math.max(1, height);
|
||||
GL11.glViewport(0, 0, viewportWidth, viewportHeight);
|
||||
}
|
||||
|
||||
public static void setClearColor(float r, float g, float b, float a) {
|
||||
GL11.glClearColor(r,g,b,a);
|
||||
}
|
||||
|
||||
private static void checkGLError(String op) {
|
||||
int e = GL11.glGetError();
|
||||
if (e != GL11.GL_NO_ERROR) {
|
||||
//logger.error("OpenGL error during {}: {}", op, getGLErrorString(e));
|
||||
}
|
||||
}
|
||||
|
||||
private static String getGLErrorString(int err) {
|
||||
switch (err) {
|
||||
case GL11.GL_INVALID_ENUM: return "GL_INVALID_ENUM";
|
||||
case GL11.GL_INVALID_VALUE: return "GL_INVALID_VALUE";
|
||||
case GL11.GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
|
||||
case GL11.GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
|
||||
default: return "Unknown(0x" + Integer.toHexString(err) + ")";
|
||||
}
|
||||
RenderSystem.viewport(0, 0, viewportWidth, viewportHeight);
|
||||
}
|
||||
|
||||
// ================== 辅助:外部获取状态 ==================
|
||||
|
||||
Reference in New Issue
Block a user