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:
tzdwindows 7
2025-10-17 01:48:07 +08:00
parent 1bc2634afb
commit 27744d4b5c
16 changed files with 2372 additions and 653 deletions

View File

@@ -2,20 +2,20 @@ package com.chuangzhou.vivid2D.render;
import com.chuangzhou.vivid2D.render.model.Model2D;
import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.model.buffer.BufferBuilder;
import com.chuangzhou.vivid2D.render.systems.buffer.BufferBuilder;
import com.chuangzhou.vivid2D.render.systems.buffer.Tesselator;
import com.chuangzhou.vivid2D.render.model.util.LightSource;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import com.chuangzhou.vivid2D.render.systems.ShaderSources;
import org.joml.Matrix3f;
import org.joml.Vector2f;
import org.joml.Vector4f;
import org.lwjgl.opengl.*;
import org.lwjgl.system.MemoryUtil;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.*;
import java.util.concurrent.atomic.AtomicInteger;
@@ -45,82 +45,152 @@ import static org.lwjgl.opengl.GL20.glGetUniformLocation;
* </ul>
*
* @author tzdwindows
* @version 1.0
* @version 1.2
* @since 2025-10-13
*/
public final class ModelRender {
/**
* 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
*/
private static final Logger logger = LoggerFactory.getLogger(ModelRender.class);
/**
* 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
*/
private ModelRender() { /* no instances */ }
// ================== 全局状态 ==================
// ================== 全局状态 ==================
/**
* 渲染系统初始化状态标志,确保系统只初始化一次
* @see #initialize()
* @see #isInitialized()
*/
private static boolean initialized = false;
/**
* 视口宽度(像素),定义渲染区域的大小
* 默认值800像素
* @see #setViewport(int, int)
*/
private static int viewportWidth = 800;
/**
* 视口高度(像素),定义渲染区域的大小
* 默认值600像素
* @see #setViewport(int, int)
*/
private static int viewportHeight = 600;
/**
* 清除颜色RGBA用于在每帧开始时清空颜色缓冲区
* 默认值:黑色不透明 (0.0f, 0.0f, 0.0f, 1.0f)
* @see RenderSystem#clearColor(float, float, float, float)
*/
private static final Vector4f CLEAR_COLOR = new Vector4f(0.0f, 0.0f, 0.0f, 1.0f);
/**
* 深度测试启用标志,控制是否进行深度缓冲测试
* 在2D渲染中通常禁用以提高性能
* 默认值false禁用
* @see RenderSystem#enableDepthTest()
* @see RenderSystem#disableDepthTest()
*/
private static final boolean enableDepthTest = false;
/**
* 混合功能启用标志,控制透明度和颜色混合
* 默认值true启用
* @see RenderSystem#enableBlend()
* @see RenderSystem#disableBlend()
*/
private static final boolean enableBlending = true;
// 着色器与资源
private static final Map<String, ShaderProgram> shaderMap = new HashMap<>();
private static ShaderProgram defaultProgram = null;
private static final int SHADER_MAX_LIGHTS = 8;
// ================== 着色器与资源管理 ==================
/**
* 着色器程序缓存映射,按名称存储已编译的着色器程序
* 键:着色器名称(如 "default"
* 值:对应的着色器程序对象
* @see ShaderSources.ShaderProgram
*/
private static final Map<String, ShaderSources.ShaderProgram> shaderMap = new HashMap<>();
/**
* 默认着色器程序,用于大多数模型的渲染
* 包含基础的光照、纹理和变换功能
* @see #compileDefaultShader()
*/
private static ShaderSources.ShaderProgram defaultProgram = null;
/**
* 网格GPU资源缓存管理已上传到GPU的网格数据
* 键Mesh2D对象
* 值对应的OpenGL资源VAO、VBO、EBO
* @see MeshGLResources
*/
private static final Map<Mesh2D, MeshGLResources> meshResources = new HashMap<>();
/**
* 纹理单元分配器,用于管理多个纹理的绑定
* 确保不同的纹理绑定到正确的纹理单元
* 默认从0开始递增分配
*/
private static final AtomicInteger textureUnitAllocator = new AtomicInteger(0);
// 默认白色纹理
/**
* 默认白色纹理ID当模型没有指定纹理时使用
* 这是一个1x1的纯白色纹理确保模型有基本的颜色显示
* @see #createDefaultTexture()
*/
private static int defaultTextureId = 0;
// ================== 碰撞箱渲染配置 ==================
// 是否在渲染时绘制碰撞箱(线框)
public static boolean renderColliders = false;
// 碰撞箱线宽
public static float colliderLineWidth = 2.0f;
// 碰撞箱颜色(默认白色)
// ================== 碰撞箱渲染配置 ==================
/**
* 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
* 调试时非常有用,可以直观看到碰撞边界
* 默认值true启用
*/
public static boolean renderColliders = true;
/**
* 碰撞箱线框宽度,控制碰撞体轮廓线的粗细
* 单位:像素
* 默认值1.0f
*/
public static float colliderLineWidth = 1.0f;
/**
* 碰撞箱颜色RGBA定义碰撞体轮廓的显示颜色
* 默认值:白色不透明 (1.0f, 1.0f, 1.0f, 1.0f)
*/
public static Vector4f colliderColor = new Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
// 圆形碰撞体绘制细分(越高越圆)
/**
* 圆形碰撞体细分数量,控制圆形碰撞体的平滑度
* 值越高圆形越平滑,但渲染开销也越大
* 默认值32在性能和视觉效果间取得平衡
*/
private static final int CIRCLE_SEGMENTS = 32;
// 是否在渲染时绘制碰撞箱
/**
* 光源位置渲染开关,控制是否在场景中显示光源的位置
* 用点状标记显示每个启用的光源位置
* 默认值true启用
*/
public static boolean renderLightPositions = true;
// ================== 内部类ShaderProgram ==================
private static class ShaderProgram {
final int programId;
final Map<String, Integer> uniformCache = new HashMap<>();
// ================== 内部类:ShaderSources.ShaderProgram ==================
ShaderProgram(int programId) {
this.programId = programId;
}
void use() {
GL20.glUseProgram(programId);
}
void stop() {
GL20.glUseProgram(0);
}
int getUniformLocation(String name) {
return uniformCache.computeIfAbsent(name, k -> {
int loc = glGetUniformLocation(programId, k);
if (loc == -1) {
// debug 时可以打开
logger.warn("Warning: uniform not found: {}", k);
}
return loc;
});
}
void delete() {
if (GL20.glIsProgram(programId)) GL20.glDeleteProgram(programId);
}
}
// ================== 内部类MeshGLResources ==================
private static class MeshGLResources {
int vao = 0;
int vbo = 0;
int ebo = 0;
int vertexCount = 0;
boolean initialized = false;
void dispose() {
@@ -131,179 +201,19 @@ public final class ModelRender {
}
}
// ================== 着色器源 ==================
private static final String VERTEX_SHADER_SRC =
"""
#version 330 core
layout(location = 0) in vec2 aPosition;
layout(location = 1) in vec2 aTexCoord;
out vec2 vTexCoord;
out vec2 vWorldPos;
uniform mat3 uModelMatrix;
uniform mat3 uViewMatrix;
uniform mat3 uProjectionMatrix;
void main() {
vec3 p = uProjectionMatrix * uViewMatrix * uModelMatrix * vec3(aPosition, 1.0);
gl_Position = vec4(p.xy, 0.0, 1.0);
vTexCoord = aTexCoord;
vWorldPos = (uModelMatrix * vec3(aPosition, 1.0)).xy;
}
""";
private static final String FRAGMENT_SHADER_SRC =
"""
#version 330 core
in vec2 vTexCoord;
in vec2 vWorldPos;
out vec4 FragColor;
uniform sampler2D uTexture;
uniform vec4 uColor;
uniform float uOpacity;
uniform int uBlendMode;
uniform int uDebugMode;
#define MAX_LIGHTS 8
uniform vec2 uLightsPos[MAX_LIGHTS];
uniform vec3 uLightsColor[MAX_LIGHTS];
uniform float uLightsIntensity[MAX_LIGHTS];
uniform int uLightsIsAmbient[MAX_LIGHTS];
uniform int uLightCount;
// 辉光相关
uniform int uLightsIsGlow[MAX_LIGHTS];
uniform vec2 uLightsGlowDir[MAX_LIGHTS];
uniform float uLightsGlowIntensity[MAX_LIGHTS];
uniform float uLightsGlowRadius[MAX_LIGHTS];
uniform float uLightsGlowAmount[MAX_LIGHTS];
// 常用衰减系数(可在 shader 内微调)
const float ATT_CONST = 1.0;
const float ATT_LINEAR = 0.09;
const float ATT_QUAD = 0.032;
// 简单 Reinhard tone mapping避免过曝
vec3 toneMap(vec3 color) {
return color / (color + vec3(1.0));
}
void main() {
// 先采样纹理
vec4 tex = texture(uTexture, vTexCoord);
float alpha = tex.a * uOpacity;
if (alpha <= 0.001) discard;
// 基础颜色(纹理 * 部件颜色)
vec3 baseColor = tex.rgb * uColor.rgb;
// 如果没有光源,仅返回基础颜色(节约性能)
if (uLightCount == 0) {
vec3 outCol = clamp(baseColor, 0.0, 1.0);
if (uBlendMode == 1) outCol = tex.rgb + uColor.rgb;
else if (uBlendMode == 2) outCol = tex.rgb * uColor.rgb;
else if (uBlendMode == 3) outCol = 1.0 - (1.0 - tex.rgb) * (1.0 - uColor.rgb);
FragColor = vec4(outCol, alpha);
return;
}
// 环境光基线
vec3 ambientBase = vec3(0.06);
vec3 lighting = vec3(0.0);
vec3 glowAccum = vec3(0.0);
vec3 specularAccum = vec3(0.0);
// 累积显式标记为环境光的光源
for (int i = 0; i < uLightCount; ++i) {
if (uLightsIsAmbient[i] == 1) {
lighting += uLightsColor[i] * uLightsIntensity[i];
}
}
lighting += ambientBase;
// 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)
for (int i = 0; i < uLightCount; ++i) {
if (uLightsIsAmbient[i] == 1) continue;
vec2 toLight2 = uLightsPos[i] - vWorldPos;
float dist = length(toLight2);
// 物理风格衰减
float attenuation = ATT_CONST / (ATT_CONST + ATT_LINEAR * dist + ATT_QUAD * dist * dist);
float radiance = uLightsIntensity[i] * attenuation;
// 漫反射(在二维中基于距离模拟衰减的明暗)
// 使用更平滑的距离曲线max(0, 1 - (dist / (radiusApprox)))
float radiusApprox = max(1.0, 1000.0 * attenuation); // 通过衰减估算影响半径
float diffuseFactor = clamp(1.0 - (dist / (radiusApprox + 0.0001)), 0.0, 1.0);
vec3 diff = uLightsColor[i] * radiance * diffuseFactor;
lighting += diff;
// 简单高光(在 2D 中模拟亮点)
vec3 viewDir = vec3(0.0, 0.0, 1.0);
vec3 lightDir3 = normalize(vec3(toLight2, 0.0));
vec3 normal = vec3(0.0, 0.0, 1.0);
vec3 reflectDir = reflect(-lightDir3, normal);
float specFactor = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
float specIntensity = 0.25;
specularAccum += uLightsColor[i] * radiance * specFactor * specIntensity;
// 若启用了辉光glow使用高斯风格衰减并支持方向性辉光
if (uLightsIsGlow[i] == 1) {
float glowRadius = max(0.0001, uLightsGlowRadius[i]);
float gdist = dist;
// 高斯分布exp(-(d^2) / (2 * sigma^2))
float sigma = glowRadius * 0.5; // sigma = radius * 0.5(经验值)
float gauss = exp(- (gdist * gdist) / (2.0 * sigma * sigma));
// 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
float dirFactor = 1.0;
vec2 glowDir = uLightsGlowDir[i];
if (length(glowDir) > 0.0001) {
vec2 ndir = normalize(glowDir);
vec2 toFrag = normalize(vWorldPos - uLightsPos[i]);
dirFactor = max(dot(ndir, toFrag), 0.0); // 只在方向半球贡献
}
float gIntensity = uLightsGlowIntensity[i];
float gAmount = uLightsGlowAmount[i];
vec3 glow = uLightsColor[i] * gauss * gIntensity * gAmount * dirFactor;
glowAccum += glow;
}
}
// 合并直接光照与高光后进行简单的色调映射(避免过曝)
vec3 totalLighting = lighting + specularAccum;
// 防止数值过大,进行 Reinhard tone mapping
vec3 litMapped = toneMap(totalLighting);
vec3 finalColor = baseColor * litMapped;
// 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
finalColor += glowAccum;
finalColor = toneMap(finalColor);
// 支持简单的 blend 模式(保留已有行为)
if (uBlendMode == 1) finalColor = tex.rgb + uColor.rgb;
else if (uBlendMode == 2) finalColor = tex.rgb * uColor.rgb;
else if (uBlendMode == 3) finalColor = 1.0 - (1.0 - tex.rgb) * (1.0 - uColor.rgb);
finalColor = clamp(finalColor, 0.0, 1.0);
FragColor = vec4(finalColor, alpha);
}
""";
// ================== 初始化 / 清理 ==================
public static synchronized void initialize() {
if (initialized) return;
logger.info("Initializing ModelRender...");
// 需要在外部创建 OpenGL 上下文并调用 GL.createCapabilities()
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 ==================