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.Model2D;
import com.chuangzhou.vivid2D.render.model.ModelPart; 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.LightSource;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D; import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem; 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.Matrix3f;
import org.joml.Vector2f; import org.joml.Vector2f;
import org.joml.Vector4f; import org.joml.Vector4f;
import org.lwjgl.opengl.*; import org.lwjgl.opengl.*;
import org.lwjgl.system.MemoryUtil;
import org.slf4j.Logger; import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.*; import java.util.*;
import java.util.concurrent.atomic.AtomicInteger; import java.util.concurrent.atomic.AtomicInteger;
@@ -45,82 +45,152 @@ import static org.lwjgl.opengl.GL20.glGetUniformLocation;
* </ul> * </ul>
* *
* @author tzdwindows * @author tzdwindows
* @version 1.0 * @version 1.2
* @since 2025-10-13 * @since 2025-10-13
*/ */
public final class ModelRender { 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); 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 */ } 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; 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; 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; 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); 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; 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; private static final boolean enableBlending = true;
// 着色器与资源 private static final int SHADER_MAX_LIGHTS = 8;
private static final Map<String, ShaderProgram> shaderMap = new HashMap<>();
private static ShaderProgram defaultProgram = null;
// ================== 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<>(); 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); 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; private static int defaultTextureId = 0;
// ================== 碰撞箱渲染配置 ================== // ================== 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 * 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
public static float colliderLineWidth = 2.0f; * 调试时非常有用,可以直观看到碰撞边界
// 碰撞箱颜色(默认白色) * 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); 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; 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; public static boolean renderLightPositions = true;
// ================== 内部类ShaderProgram ================== // ================== 内部类:ShaderSources.ShaderProgram ==================
private static class ShaderProgram {
final int programId;
final Map<String, Integer> uniformCache = new HashMap<>();
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 ================== // ================== 内部类MeshGLResources ==================
private static class MeshGLResources { private static class MeshGLResources {
int vao = 0; int vao = 0;
int vbo = 0; int vbo = 0;
int ebo = 0; int ebo = 0;
int vertexCount = 0;
boolean initialized = false; boolean initialized = false;
void dispose() { 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 ================== // ================== 初始化 / 清理 ==================
public static synchronized void initialize() { public static synchronized void initialize() {
if (initialized) return; if (initialized) return;
logger.info("Initializing ModelRender..."); logger.info("Initializing ModelRender...");
// 需要在外部创建 OpenGL 上下文并调用 GL.createCapabilities() // 初始化渲染系统
logGLInfo(); RenderSystem.beginInitialization();
RenderSystem.initRenderThread();
// 初始 GL 状态 logGLInfo();
setupGLState(); setupGLState();
// 创建默认 shader
try { try {
compileDefaultShader(); compileDefaultShader();
} catch (RuntimeException ex) { } catch (RuntimeException ex) {
@@ -311,24 +221,24 @@ public final class ModelRender {
throw ex; throw ex;
} }
// 创建默认纹理
createDefaultTexture(); createDefaultTexture();
RenderSystem.viewport(0, 0, viewportWidth, viewportHeight);
// 初始化视口 RenderSystem.finishInitialization();
GL11.glViewport(0, 0, viewportWidth, viewportHeight);
initialized = true; initialized = true;
logger.info("ModelRender initialized successfully"); logger.info("ModelRender initialized successfully");
} }
private static void logGLInfo() { private static void logGLInfo() {
logger.info("OpenGL Vendor: {}", GL11.glGetString(GL11.GL_VENDOR)); logger.info("OpenGL Vendor: {}", RenderSystem.getVendor());
logger.info("OpenGL Renderer: {}", GL11.glGetString(GL11.GL_RENDERER)); logger.info("OpenGL Renderer: {}", RenderSystem.getRenderer());
logger.info("OpenGL Version: {}", GL11.glGetString(GL11.GL_VERSION)); logger.info("OpenGL Version: {}", RenderSystem.getOpenGLVersion());
logger.info("GLSL Version: {}", GL20.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION)); 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(); List<com.chuangzhou.vivid2D.render.model.util.LightSource> lights = model.getLights();
int idx = 0; int idx = 0;
@@ -372,33 +282,34 @@ public final class ModelRender {
} }
} }
private static void setupGLState() { 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) { if (enableBlending) {
GL11.glEnable(GL11.GL_BLEND); RenderSystem.enableBlend();
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderSystem.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
} else { } else {
GL11.glDisable(GL11.GL_BLEND); RenderSystem.disableBlend();
} }
if (enableDepthTest) { if (enableDepthTest) {
GL11.glEnable(GL11.GL_DEPTH_TEST); RenderSystem.enableDepthTest();
GL11.glDepthFunc(GL11.GL_LEQUAL); RenderSystem.depthFunc(GL11.GL_LEQUAL);
RenderSystem.depthMask(true);
RenderSystem.clearDepth(1.0);
} else { } else {
GL11.glDisable(GL11.GL_DEPTH_TEST); RenderSystem.disableDepthTest();
} }
GL11.glDisable(GL11.GL_CULL_FACE); RenderSystem.checkGLError("setupGLState");
checkGLError("setupGLState");
} }
private static void compileDefaultShader() { private static void compileDefaultShader() {
int vs = compileShader(GL20.GL_VERTEX_SHADER, VERTEX_SHADER_SRC); int vs = compileShader(GL20.GL_VERTEX_SHADER, ShaderSources.VERTEX_SHADER_SRC);
int fs = compileShader(GL20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_SRC); int fs = compileShader(GL20.GL_FRAGMENT_SHADER, ShaderSources.FRAGMENT_SHADER_SRC);
int prog = linkProgram(vs, fs); int prog = linkProgram(vs, fs);
ShaderProgram sp = new ShaderProgram(prog); ShaderSources.ShaderProgram sp = new ShaderSources.ShaderProgram(prog);
shaderMap.put("default", sp); shaderMap.put("default", sp);
defaultProgram = sp; defaultProgram = sp;
@@ -413,50 +324,19 @@ public final class ModelRender {
} }
private static int compileShader(int type, String src) { private static int compileShader(int type, String src) {
int shader = GL20.glCreateShader(type); RenderSystem.assertOnRenderThread();
GL20.glShaderSource(shader, src); return RenderSystem.compileShader(type, 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;
} }
private static int linkProgram(int vs, int fs) { private static int linkProgram(int vs, int fs) {
int prog = GL20.glCreateProgram(); RenderSystem.assertOnRenderThread();
GL20.glAttachShader(prog, vs); return RenderSystem.linkProgram(vs, fs);
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;
} }
private static void createDefaultTexture() { private static void createDefaultTexture() {
// 使用 GL11.glGenTextures() 获取单个 id更直观避免 IntBuffer 问题) RenderSystem.assertOnRenderThread();
defaultTextureId = GL11.glGenTextures(); defaultTextureId = RenderSystem.createDefaultTexture();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, defaultTextureId); RenderSystem.checkGLError("createDefaultTexture");
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");
} }
public static synchronized void cleanup() { public static synchronized void cleanup() {
@@ -469,13 +349,13 @@ public final class ModelRender {
meshResources.clear(); meshResources.clear();
// shaders // shaders
for (ShaderProgram sp : shaderMap.values()) sp.delete(); for (ShaderSources.ShaderProgram sp : shaderMap.values()) sp.delete();
shaderMap.clear(); shaderMap.clear();
defaultProgram = null; defaultProgram = null;
// textures // textures
if (defaultTextureId != 0) { if (defaultTextureId != 0) {
GL11.glDeleteTextures(defaultTextureId); RenderSystem.deleteTextures(defaultTextureId);
defaultTextureId = 0; defaultTextureId = 0;
} }
@@ -488,6 +368,12 @@ public final class ModelRender {
if (!initialized) throw new IllegalStateException("ModelRender not initialized"); if (!initialized) throw new IllegalStateException("ModelRender not initialized");
if (model == null) return; 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 // 物理系统更新
PhysicsSystem physics = model.getPhysics(); PhysicsSystem physics = model.getPhysics();
if (physics != null && physics.isEnabled()) { if (physics != null && physics.isEnabled()) {
@@ -496,18 +382,34 @@ public final class ModelRender {
model.update(deltaTime); 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(); defaultProgram.use();
RenderSystem.checkGLError("after_use_program");
// 设置投影与视图 // 设置投影与视图
Matrix3f proj = buildOrthoProjection(viewportWidth, viewportHeight); Matrix3f proj = buildOrthoProjection(viewportWidth, viewportHeight);
setUniformMatrix3(defaultProgram, "uProjectionMatrix", proj); setUniformMatrix3(defaultProgram, "uProjectionMatrix", proj);
setUniformMatrix3(defaultProgram, "uViewMatrix", new Matrix3f().identity()); setUniformMatrix3(defaultProgram, "uViewMatrix", new Matrix3f().identity());
RenderSystem.checkGLError("after_set_matrices");
// 添加光源数据上传 // 添加光源数据上传
uploadLightsToShader(defaultProgram, model); 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); renderLightPositions(model);
RenderSystem.checkGLError("after_render_light_positions");
// 递归渲染所有根部件 // 递归渲染所有根部件
Matrix3f identity = new Matrix3f().identity(); Matrix3f identity = new Matrix3f().identity();
@@ -515,36 +417,81 @@ public final class ModelRender {
if (p.getParent() != null) continue; if (p.getParent() != null) continue;
renderPartRecursive(p, identity); renderPartRecursive(p, identity);
} }
RenderSystem.checkGLError("after_render_parts");
if (renderColliders && physics != null) { if (renderColliders && physics != null) {
renderPhysicsColliders(physics); renderPhysicsColliders(physics);
RenderSystem.checkGLError("after_render_colliders");
} }
defaultProgram.stop(); defaultProgram.stop();
checkGLError("render"); RenderSystem.checkGLError("render_end");
} }
private static void renderLightPositions(Model2D model) { private static void renderLightPositions(Model2D model) {
if (!renderLightPositions) return; if (!renderLightPositions) return;
// 设置灯泡颜色为光源的颜色
GL11.glPointSize(10.0f);
setUniformIntInternal(defaultProgram, "uDebugMode", 1);
for (LightSource light : model.getLights()) { for (LightSource light : model.getLights()) {
if (!light.isEnabled()) continue; if (!light.isEnabled()) continue;
// 绘制光源位置 // 使用光源的颜色来绘制灯泡
BufferBuilder bb = Vector4f lightColor = new Vector4f(light.getColor().x, light.getColor().y, light.getColor().z, 1.0f);
new BufferBuilder(1 * 4); setUniformVec4Internal(defaultProgram, "uColor", lightColor);
bb.begin(GL11.GL_POINTS, 1);
bb.vertex(light.getPosition().x, light.getPosition().y, 0.5f, 0.5f); // 绘制灯泡形状
bb.end(); 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));
} }
setUniformIntInternal(defaultProgram, "uDebugMode", 0); /**
GL11.glPointSize(1.0f); * 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); setUniformIntInternal(defaultProgram, "uTexture", 0);
} else { } else {
// 使用默认白色纹理 // 使用默认白色纹理
GL11.glBindTexture(GL11.GL_TEXTURE_2D, defaultTextureId); RenderSystem.bindTexture(defaultTextureId);
setUniformIntInternal(defaultProgram, "uTexture", 0); 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 // 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); mesh.draw(defaultProgram.programId, matToUse);
checkGLError("renderMesh"); RenderSystem.checkGLError("renderMesh");
} }
// ================== 渲染碰撞箱相关实现 ================== // ================== 渲染碰撞箱相关实现 ==================
private static void renderPhysicsColliders(PhysicsSystem physics) { private static void renderPhysicsColliders(PhysicsSystem physics) {
// 设置渲染状态 if (physics == null) {
GL11.glLineWidth(colliderLineWidth); 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); setUniformIntInternal(defaultProgram, "uTexture", 0);
setUniformVec4Internal(defaultProgram, "uColor", colliderColor); setUniformVec4Internal(defaultProgram, "uColor", colliderColor);
setUniformFloatInternal(defaultProgram, "uOpacity", 1.0f); setUniformFloatInternal(defaultProgram, "uOpacity", 1.0f);
setUniformIntInternal(defaultProgram, "uBlendMode", 0); setUniformIntInternal(defaultProgram, "uBlendMode", 0);
setUniformIntInternal(defaultProgram, "uDebugMode", 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 // 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()); setUniformMatrix3(defaultProgram, "uModelMatrix", new Matrix3f().identity());
RenderSystem.checkGLError("after_set_model_matrix");
for (PhysicsSystem.PhysicsCollider collider : physics.getColliders()) { List<PhysicsSystem.PhysicsCollider> colliders = physics.getColliders();
if (!collider.isEnabled()) continue; 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) { if (collider instanceof PhysicsSystem.CircleCollider) {
PhysicsSystem.CircleCollider c = (PhysicsSystem.CircleCollider) collider; PhysicsSystem.CircleCollider c = (PhysicsSystem.CircleCollider) collider;
if (c.getCenter() != null && c.getRadius() > 0) {
drawCircleColliderWire(c.getCenter(), c.getRadius()); drawCircleColliderWire(c.getCenter(), c.getRadius());
enabledColliders++;
} else {
logger.warn("Invalid CircleCollider: center={}, radius={}", c.getCenter(), c.getRadius());
}
} else if (collider instanceof PhysicsSystem.RectangleCollider) { } else if (collider instanceof PhysicsSystem.RectangleCollider) {
PhysicsSystem.RectangleCollider r = (PhysicsSystem.RectangleCollider) collider; PhysicsSystem.RectangleCollider r = (PhysicsSystem.RectangleCollider) collider;
if (r.getCenter() != null && r.getWidth() > 0 && r.getHeight() > 0) {
drawRectangleColliderWire(r.getCenter(), r.getWidth(), r.getHeight()); drawRectangleColliderWire(r.getCenter(), r.getWidth(), r.getHeight());
enabledColliders++;
} else { } else {
// 未知类型:尝试调用 collidesWith 以获取位置(跳过) logger.warn("Invalid RectangleCollider: center={}, width={}, height={}",
r.getCenter(), r.getWidth(), r.getHeight());
} }
} else {
logger.warn("Unknown collider type: {}", collider.getClass().getSimpleName());
} }
RenderSystem.checkGLError("after_render_collider_" + enabledColliders);
}
logger.debug("Rendered {} enabled colliders", enabledColliders);
// 恢复默认线宽 // 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) { private static void drawCircleColliderWire(Vector2f center, float radius) {
int segments = Math.max(8, CIRCLE_SEGMENTS); 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++) { for (int i = 0; i < segments; i++) {
double ang = 2.0 * Math.PI * i / segments; double ang = 2.0 * Math.PI * i / segments;
float x = center.x + radius * (float) Math.cos(ang); float x = center.x + radius * (float) Math.cos(ang);
float y = center.y + radius * (float) Math.sin(ang); float y = center.y + radius * (float) Math.sin(ang);
// 给常量 texcoord builder.vertex(x, y, 0.5f, 0.5f);
bb.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) { private static void drawRectangleColliderWire(Vector2f center, float width, float height) {
float halfW = width / 2.0f; float halfW = width / 2.0f;
float halfH = height / 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();
}
/** Tesselator tesselator = Tesselator.getInstance();
* 从 float[] (x,y,u,v interleaved) 绘制 GL_LINE_LOOP BufferBuilder builder = tesselator.getBuilder();
*/
private static void drawLineLoopFromFloatArray(float[] interleavedXYUV, int vertexCount) {
// 创建 VAO/VBO
int vao = GL30.glGenVertexArrays();
int vbo = GL15.glGenBuffers();
GL30.glBindVertexArray(vao); builder.begin(RenderSystem.DRAW_LINE_LOOP, 4);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); builder.vertex(center.x - halfW, center.y - halfH, 0.5f, 0.5f);
builder.vertex(center.x + halfW, center.y - halfH, 0.5f, 0.5f);
// 上传数据 builder.vertex(center.x + halfW, center.y + halfH, 0.5f, 0.5f);
FloatBuffer fb = MemoryUtil.memAllocFloat(interleavedXYUV.length); builder.vertex(center.x - halfW, center.y + halfH, 0.5f, 0.5f);
fb.put(interleavedXYUV).flip(); tesselator.end();
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");
} }
// ================== uniform 设置辅助(内部使用,确保 program 已绑定) ================== // ================== 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); 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); int loc = sp.getUniformLocation(name);
if (loc != -1) { if (loc != -1) RenderSystem.uniform3f(loc, vec);
GL20.glUniform3f(loc, vec.x, vec.y, vec.z);
}
} }
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); int loc = sp.getUniformLocation(name);
if (loc != -1) { if (loc != -1) RenderSystem.uniform2f(loc, vec);
GL20.glUniform2f(loc, vec.x, vec.y);
}
} }
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); 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); 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); int loc = sp.getUniformLocation(name);
if (loc == -1) return; if (loc == -1) return;
FloatBuffer fb = MemoryUtil.memAllocFloat(9); RenderSystem.uniformMatrix3(loc, m);
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();
} }
// ================== 部件属性 ================== // ================== 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()); setUniformFloatInternal(sp, "uOpacity", part.getOpacity());
int blend = 0; int blend = 0;
ModelPart.BlendMode bm = part.getBlendMode(); ModelPart.BlendMode bm = part.getBlendMode();
@@ -804,28 +723,7 @@ public final class ModelRender {
public static void setViewport(int width, int height) { public static void setViewport(int width, int height) {
viewportWidth = Math.max(1, width); viewportWidth = Math.max(1, width);
viewportHeight = Math.max(1, height); viewportHeight = Math.max(1, height);
GL11.glViewport(0, 0, viewportWidth, viewportHeight); RenderSystem.viewport(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) + ")";
}
} }
// ================== 辅助:外部获取状态 ================== // ================== 辅助:外部获取状态 ==================

View File

@@ -1,10 +1,11 @@
package com.chuangzhou.vivid2D.render; package com.chuangzhou.vivid2D.render.awt;
import com.chuangzhou.vivid2D.render.ModelRender;
import com.chuangzhou.vivid2D.render.model.Model2D; import com.chuangzhou.vivid2D.render.model.Model2D;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.lwjgl.glfw.*; import org.lwjgl.glfw.*;
import org.lwjgl.opengl.GL; import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.system.MemoryUtil; import org.lwjgl.system.MemoryUtil;
import org.slf4j.Logger; import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
@@ -127,19 +128,24 @@ public class ModelGLPanel extends JPanel {
GLFW.glfwMakeContextCurrent(windowId); GLFW.glfwMakeContextCurrent(windowId);
GL.createCapabilities(); GL.createCapabilities();
GL11.glPixelStorei(GL11.GL_PACK_ALIGNMENT, 1); // 使用 RenderSystem 初始化 OpenGL 状态
RenderSystem.beginInitialization();
RenderSystem.initRenderThread();
RenderSystem.pixelStore(RenderSystem.GL_PACK_ALIGNMENT, 1);
// 初始化 OpenGL 状态 // 初始化 OpenGL 状态
GL11.glEnable(GL11.GL_DEPTH_TEST); RenderSystem.enableDepthTest();
// 检查是否支持多重采样 // 检查是否支持多重采样
if (GL.getCapabilities().OpenGL13) { if (RenderSystem.isExtensionSupported("GL_ARB_multisample")) {
GL11.glEnable(GL13.GL_MULTISAMPLE); RenderSystem.enable(RenderSystem.GL_MULTISAMPLE);
logger.info("多重采样已启用"); logger.info("多重采样已启用");
} else { } else {
logger.info("不支持多重采样,跳过启用"); logger.info("不支持多重采样,跳过启用");
} }
GL11.glViewport(0, 0, width, height); RenderSystem.viewport(0, 0, width, height);
// 按当前宽高分配像素读取缓冲 // 按当前宽高分配像素读取缓冲
int pixelCount = Math.max(1, width * height); int pixelCount = Math.max(1, width * height);
@@ -150,6 +156,8 @@ public class ModelGLPanel extends JPanel {
ModelRender.initialize(); ModelRender.initialize();
RenderSystem.finishInitialization();
// 在正确的上下文中加载模型可能会耗时 // 在正确的上下文中加载模型可能会耗时
loadModelInContext(); loadModelInContext();
@@ -257,9 +265,9 @@ public class ModelGLPanel extends JPanel {
Model2D currentModel = modelRef.get(); Model2D currentModel = modelRef.get();
if (currentModel != null) { if (currentModel != null) {
try { try {
// 清除缓冲区 // 使用 RenderSystem 清除缓冲区
GL11.glClearColor(0.18f, 0.18f, 0.25f, 1f); RenderSystem.setClearColor(0.18f, 0.18f, 0.25f, 1f);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); RenderSystem.clear(RenderSystem.GL_COLOR_BUFFER_BIT | RenderSystem.GL_DEPTH_BUFFER_BIT);
// 渲染模型 // 渲染模型
ModelRender.render(1.0f / 60f, currentModel); ModelRender.render(1.0f / 60f, currentModel);
@@ -302,8 +310,8 @@ public class ModelGLPanel extends JPanel {
* 渲染默认背景 * 渲染默认背景
*/ */
private void renderDefaultBackground() { private void renderDefaultBackground() {
GL11.glClearColor(0.1f, 0.1f, 0.15f, 1f); RenderSystem.setClearColor(0.1f, 0.1f, 0.15f, 1f);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); RenderSystem.clear(RenderSystem.GL_COLOR_BUFFER_BIT | RenderSystem.GL_DEPTH_BUFFER_BIT);
readPixelsToImage(); readPixelsToImage();
} }
@@ -328,8 +336,8 @@ public class ModelGLPanel extends JPanel {
} }
pixelBuffer.clear(); pixelBuffer.clear();
// GPU 读取 RGBA 字节到本地缓冲 // GPU 读取 RGBA 字节到本地缓冲 - 使用 RenderSystem
GL11.glReadPixels(0, 0, w, h, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, pixelBuffer); RenderSystem.readPixels(0, 0, w, h, RenderSystem.GL_RGBA, RenderSystem.GL_UNSIGNED_BYTE, pixelBuffer);
// int 批量读取依赖本机字节序然后转换为带 alpha ARGB 并垂直翻转 // int 批量读取依赖本机字节序然后转换为带 alpha ARGB 并垂直翻转
IntBuffer ib = pixelBuffer.asIntBuffer(); IntBuffer ib = pixelBuffer.asIntBuffer();
@@ -539,7 +547,7 @@ public class ModelGLPanel extends JPanel {
GLFW.glfwSetWindowSize(windowId, this.width, this.height); GLFW.glfwSetWindowSize(windowId, this.width, this.height);
// 更新 OpenGL 视口与 ModelRender 的视口 // 更新 OpenGL 视口与 ModelRender 的视口
GL11.glViewport(0, 0, this.width, this.height); RenderSystem.viewport(0, 0, this.width, this.height);
ModelRender.setViewport(this.width, this.height); ModelRender.setViewport(this.width, this.height);
// 重新分配像素读取缓冲区释放旧的 // 重新分配像素读取缓冲区释放旧的

View File

@@ -1,119 +0,0 @@
package com.chuangzhou.vivid2D.render.model.buffer;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.lwjgl.system.MemoryUtil;
import java.nio.FloatBuffer;
/**
* 简化版 BufferBuilder用于按顶点流构建并一次性绘制几何体。
* 每个顶点格式: float x, float y, float u, float v 共4个 float
*
* 用法:
* BufferBuilder bb = new BufferBuilder();
* bb.begin(GL11.GL_LINE_LOOP, 16);
* bb.vertex(x,y,u,v);
* ...
* bb.end(); // 立即绘制并 cleanup
*
* 设计原则:简单、可靠、方便把临时多顶点数据提交到 GPU。
* @author tzdwindows 7
*/
public class BufferBuilder {
private static final int COMPONENTS_PER_VERTEX = 4; // x,y,u,v
private float[] array;
private int size; // float 数量
private int vertexCount;
private int mode; // GL mode
public BufferBuilder() {
this(256); // 默认容量256 floats -> 64 顶点
}
public BufferBuilder(int initialFloatCapacity) {
this.array = new float[Math.max(16, initialFloatCapacity)];
this.size = 0;
this.vertexCount = 0;
this.mode = GL11.GL_TRIANGLES;
}
private void ensureCapacity(int additionalFloats) {
int need = size + additionalFloats;
if (need > array.length) {
int newCap = array.length;
while (newCap < need) newCap <<= 1;
float[] na = new float[newCap];
System.arraycopy(array, 0, na, 0, size);
array = na;
}
}
/**
* 开始构建,传入要绘制的 GL 模式(例如 GL11.GL_LINE_LOOP
* estimatedVertexCount 可传 0 表示不估计
*/
public void begin(int glMode, int estimatedVertexCount) {
this.mode = glMode;
this.size = 0;
this.vertexCount = 0;
if (estimatedVertexCount > 0) {
ensureCapacity(estimatedVertexCount * COMPONENTS_PER_VERTEX);
}
}
/**
* 添加顶点x,y,u,v
*/
public void vertex(float x, float y, float u, float v) {
ensureCapacity(COMPONENTS_PER_VERTEX);
array[size++] = x;
array[size++] = y;
array[size++] = u;
array[size++] = v;
vertexCount++;
}
/**
* 立即上传并绘制,然后释放临时 GPU 资源(方便、线程不复杂)。
* 如果你想缓存 VAO/VBO 以便反复绘制,可以扩展本类。
*/
public void end() {
if (vertexCount == 0) return;
// upload buffer
FloatBuffer fb = MemoryUtil.memAllocFloat(size);
fb.put(array, 0, size).flip();
int vao = GL30.glGenVertexArrays();
int vbo = GL15.glGenBuffers();
GL30.glBindVertexArray(vao);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, fb, GL15.GL_DYNAMIC_DRAW);
// layout: attrib 0 -> vec2 position (x,y)
GL20.glEnableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, COMPONENTS_PER_VERTEX * Float.BYTES, 0);
// layout: attrib 1 -> vec2 texcoord (u,v)
GL20.glEnableVertexAttribArray(1);
GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, COMPONENTS_PER_VERTEX * Float.BYTES, 2 * Float.BYTES);
// draw
GL11.glDrawArrays(mode, 0, vertexCount);
// cleanup
GL20.glDisableVertexAttribArray(0);
GL20.glDisableVertexAttribArray(1);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL30.glBindVertexArray(0);
GL15.glDeleteBuffers(vbo);
GL30.glDeleteVertexArrays(vao);
MemoryUtil.memFree(fb);
}
}

View File

@@ -38,17 +38,17 @@ public class LightSource {
} }
// 带辉光参数 // 带辉光参数
public LightSource(Vector2f pos, Color color, float intensity, //public LightSource(Vector2f pos, Color color, float intensity,
boolean isGlow, Vector2f glowDirection, float glowIntensity, float glowRadius, float glowAmount) { // boolean isGlow, Vector2f glowDirection, float glowIntensity, float glowRadius, float glowAmount) {
this.position = pos; // this.position = pos;
this.color = colorToVector3f(color); // this.color = colorToVector3f(color);
this.intensity = intensity; // this.intensity = intensity;
this.isGlow = isGlow; // this.isGlow = isGlow;
this.glowDirection = glowDirection != null ? glowDirection : new Vector2f(0f, 0f); // this.glowDirection = glowDirection != null ? glowDirection : new Vector2f(0f, 0f);
this.glowIntensity = glowIntensity; // this.glowIntensity = glowIntensity;
this.glowRadius = glowRadius; // this.glowRadius = glowRadius;
this.glowAmount = glowAmount; // this.glowAmount = glowAmount;
} //}
public static Vector3f colorToVector3f(Color color) { public static Vector3f colorToVector3f(Color color) {
if (color == null) return new Vector3f(1, 1, 1); if (color == null) return new Vector3f(1, 1, 1);

View File

@@ -1,5 +1,6 @@
package com.chuangzhou.vivid2D.render.model.util; package com.chuangzhou.vivid2D.render.model.util;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.joml.Vector2f; import org.joml.Vector2f;
import java.nio.FloatBuffer; import java.nio.FloatBuffer;
@@ -411,6 +412,9 @@ public class Mesh2D {
*/ */
public void uploadToGPU() { public void uploadToGPU() {
if (uploaded) return; if (uploaded) return;
RenderSystem.assertOnRenderThread();
// 组织 interleaved buffer (x,y,u,v) // 组织 interleaved buffer (x,y,u,v)
int vertexCount = getVertexCount(); int vertexCount = getVertexCount();
int floatCount = vertexCount * 4; // x,y,u,v int floatCount = vertexCount * 4; // x,y,u,v
@@ -421,29 +425,32 @@ public class Mesh2D {
try { try {
getIndexBuffer(ib); getIndexBuffer(ib);
vaoId = GL30.glGenVertexArrays(); // 使用 RenderSystem 生成 VAO
GL30.glBindVertexArray(vaoId); vaoId = RenderSystem.glGenVertexArrays();
RenderSystem.glBindVertexArray(() -> vaoId);
vboId = GL15.glGenBuffers(); // 使用 RenderSystem 生成和绑定 VBO
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); vboId = RenderSystem.glGenBuffers();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, interleaved, GL15.GL_STATIC_DRAW); RenderSystem.glBindBuffer(RenderSystem.GL_ARRAY_BUFFER, () -> vboId);
RenderSystem.glBufferData(RenderSystem.GL_ARRAY_BUFFER, interleaved, RenderSystem.GL_STATIC_DRAW);
eboId = GL15.glGenBuffers(); // 使用 RenderSystem 生成和绑定 EBO
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, eboId); eboId = RenderSystem.glGenBuffers();
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, ib, GL15.GL_STATIC_DRAW); RenderSystem.glBindBuffer(RenderSystem.GL_ELEMENT_ARRAY_BUFFER, () -> eboId);
RenderSystem.glBufferData(RenderSystem.GL_ELEMENT_ARRAY_BUFFER, ib, RenderSystem.GL_STATIC_DRAW);
int stride = 4 * Float.BYTES; // x,y,u,v int stride = 4 * Float.BYTES; // x,y,u,v
// position attrib (location 0) -> vec2 // position attrib (location 0) -> vec2
GL20.glEnableVertexAttribArray(0); RenderSystem.enableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, stride, 0); RenderSystem.vertexAttribPointer(0, 2, RenderSystem.GL_FLOAT, false, stride, 0);
// uv attrib (location 1) -> vec2 // uv attrib (location 1) -> vec2
GL20.glEnableVertexAttribArray(1); RenderSystem.enableVertexAttribArray(1);
GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, stride, 2 * Float.BYTES); RenderSystem.vertexAttribPointer(1, 2, RenderSystem.GL_FLOAT, false, stride, 2 * Float.BYTES);
// unbind VAO (keep EBO bound to VAO on unbind) // unbind VAO (keep EBO bound to VAO on unbind)
GL30.glBindVertexArray(0); RenderSystem.glBindVertexArray(() -> 0);
indexCount = indices.length; indexCount = indices.length;
uploaded = true; uploaded = true;
@@ -454,7 +461,7 @@ public class Mesh2D {
} finally { } finally {
MemoryUtil.memFree(interleaved); MemoryUtil.memFree(interleaved);
// unbind array buffer // unbind array buffer
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); RenderSystem.glBindBuffer(RenderSystem.GL_ARRAY_BUFFER, () -> 0);
} }
} }
@@ -473,46 +480,33 @@ public class Mesh2D {
texture.bind(); texture.bind();
} }
// 绑定 VAO // 绑定 VAO - 使用 RenderSystem
GL30.glBindVertexArray(vaoId); RenderSystem.glBindVertexArray(() -> vaoId);
// 关键修改:使用传入的着色器程序 // 使用着色器程序 - 使用 RenderSystem
GL20.glUseProgram(shaderProgram); RenderSystem.useProgram(shaderProgram);
// 将 modelMatrix 上传到 shader 的 uniform "uModelMatrix"与ModelRender中的命名一致 // 将 modelMatrix 上传到 shader 的 uniform
int loc = GL20.glGetUniformLocation(shaderProgram, "uModelMatrix"); int loc = RenderSystem.getUniformLocation(shaderProgram, "uModelMatrix");
if (loc == -1) { if (loc == -1) {
// 如果找不到 uModelMatrix尝试 uModel loc = RenderSystem.getUniformLocation(shaderProgram, "uModel");
loc = GL20.glGetUniformLocation(shaderProgram, "uModel");
} }
if (loc != -1) { if (loc != -1) {
java.nio.FloatBuffer fb = org.lwjgl.system.MemoryUtil.memAllocFloat(9); RenderSystem.uniformMatrix3(loc, modelMatrix);
try {
modelMatrix.get(fb);
fb.flip();
GL20.glUniformMatrix3fv(loc, false, fb);
// 调试信息
//System.out.println("Mesh2D: 应用模型矩阵到着色器 - " + name);
//System.out.printf(" [%.2f, %.2f, %.2f]\n", modelMatrix.m00(), modelMatrix.m01(), modelMatrix.m02());
//System.out.printf(" [%.2f, %.2f, %.2f]\n", modelMatrix.m10(), modelMatrix.m11(), modelMatrix.m12());
//System.out.printf(" [%.2f, %.2f, %.2f]\n", modelMatrix.m20(), modelMatrix.m21(), modelMatrix.m22());
} finally {
org.lwjgl.system.MemoryUtil.memFree(fb);
}
} else { } else {
//logger.warn("警告: 着色器中未找到 uModelMatrix 或 uModel uniform"); //logger.warn("警告: 着色器中未找到 uModelMatrix 或 uModel uniform");
} }
// 绘制 // 绘制 - 使用 RenderSystem
GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0); RenderSystem.drawElements(RenderSystem.DRAW_TRIANGLES, indexCount,
RenderSystem.GL_UNSIGNED_INT, 0);
// 解绑 // 解绑 VAO
GL30.glBindVertexArray(0); RenderSystem.glBindVertexArray(() -> 0);
if (texture != null) { if (texture != null) {
texture.unbind(); texture.unbind(); // 需要检查 texture.unbind() 是否也需要封装
} }
} }

View File

@@ -1,5 +1,6 @@
package com.chuangzhou.vivid2D.render.model.util; package com.chuangzhou.vivid2D.render.model.util;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.lwjgl.opengl.GL; import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12; import org.lwjgl.opengl.GL12;
@@ -127,9 +128,6 @@ public class Texture {
public int getGLWrap() { return glWrap; } public int getGLWrap() { return glWrap; }
} }
// ==================== 构造器 ====================
// ==================== STB 图像加载 ==================== // ==================== STB 图像加载 ====================
static { static {
@@ -463,25 +461,9 @@ public class Texture {
throw new IllegalArgumentException("Invalid texture unit: " + textureUnit); throw new IllegalArgumentException("Invalid texture unit: " + textureUnit);
} }
// 如果支持 GL13保存当前活动纹理单元并激活目标单元绑定纹理后保持可以恢复 RenderSystem.activeTexture(GL13.GL_TEXTURE0 + textureUnit);
boolean hasGL13 = GL.getCapabilities().OpenGL13; RenderSystem.bindTexture(textureId);
if (hasGL13) { RenderSystem.checkGLError("Texture.bind");
try {
// 保存之前的活动纹理单元(返回值是 GL_TEXTUREi 的枚举值)
previousActiveTexture = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + textureUnit);
} catch (Exception e) {
// 如果查询/激活失败,重置标志,不影响后续绑定(仍尝试绑定)
previousActiveTexture = -1;
System.err.println("Warning: failed to change active texture unit: " + e.getMessage());
}
} else {
previousActiveTexture = -1;
}
// 绑定纹理到当前(已激活的)纹理单元
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId);
checkGLError("glBindTexture");
} }
/** /**
@@ -495,20 +477,17 @@ public class Texture {
* 解绑纹理 * 解绑纹理
*/ */
public void unbind() { public void unbind() {
// 解绑当前纹理目标 RenderSystem.bindTexture(0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); if (previousActiveTexture != -1) {
// 如果之前保存了活动纹理单元并且支持 GL13尝试恢复它
try { try {
if (previousActiveTexture != -1 && GL.getCapabilities().OpenGL13) { RenderSystem.activeTexture(previousActiveTexture);
GL13.glActiveTexture(previousActiveTexture);
}
} catch (Exception e) { } catch (Exception e) {
System.err.println("Warning: failed to restore previous active texture unit: " + e.getMessage()); System.err.println("Warning: failed to restore previous active texture unit: " + e.getMessage());
} finally { } finally {
previousActiveTexture = -1; previousActiveTexture = -1;
} }
} }
}
// ==================== 资源管理 ==================== // ==================== 资源管理 ====================
@@ -519,11 +498,7 @@ public class Texture {
public void dispose() { public void dispose() {
if (!disposed) { if (!disposed) {
try { try {
IntBuffer textures = MemoryUtil.memAllocInt(1); RenderSystem.deleteTextures(textureId);
textures.put(textureId);
textures.flip();
GL11.glDeleteTextures(textures);
MemoryUtil.memFree(textures);
} catch (Exception e) { } catch (Exception e) {
System.err.println("Error disposing texture: " + e.getMessage()); System.err.println("Error disposing texture: " + e.getMessage());
} }
@@ -680,10 +655,10 @@ public class Texture {
ByteBuffer pixelData = MemoryUtil.memAlloc(dataSize); ByteBuffer pixelData = MemoryUtil.memAlloc(dataSize);
// 从GPU读取纹理数据 // 从GPU读取纹理数据
GL11.glGetTexImage(GL11.GL_TEXTURE_2D, 0, format.getGLFormat(), type.getGLType(), pixelData); RenderSystem.getTexImage(GL11.GL_TEXTURE_2D, 0, format.getGLFormat(), type.getGLType(), pixelData);
// 检查OpenGL错误 // 检查OpenGL错误
checkGLError("glGetTexImage"); RenderSystem.checkGLError("Texture.extractTextureData");
pixelData.flip(); pixelData.flip();
return pixelData; return pixelData;

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,168 @@
package com.chuangzhou.vivid2D.render.systems;
import org.lwjgl.opengl.GL20;
import java.util.HashMap;
import java.util.Map;
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
/**
* 着色器源代码
*
* @author tzdwindows 7
* @version 1.0
* @since 2025-10-16
*/
public class ShaderSources {
public 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() {
// 使用 3x3 矩阵链计算屏幕位置(假设矩阵是二维仿射)
vec3 p = uProjectionMatrix * uViewMatrix * uModelMatrix * vec3(aPosition, 1.0);
gl_Position = vec4(p.xy, 0.0, 1.0);
vTexCoord = aTexCoord;
// 输出 world-space 位置供 fragment shader 使用(仅 xy
vWorldPos = (uModelMatrix * vec3(aPosition, 1.0)).xy;
}
""";
public 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;
// 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;
void main() {
// 先采样纹理
vec4 tex = texture(uTexture, vTexCoord);
float alpha = tex.a * uOpacity;
if (alpha <= 0.001) discard;
// 如果没有光源,跳过光照计算(性能更好并且保持原始贴图色)
if (uLightCount == 0) {
vec3 base = tex.rgb * uColor.rgb;
// 简单的色调映射(防止数值过大)
base = clamp(base, 0.0, 1.0);
FragColor = vec4(base, alpha);
return;
}
// 基础颜色(纹理 * 部件颜色)
vec3 baseColor = tex.rgb * uColor.rgb;
// 全局环境光基线(可以适度提高以避免全黑)
vec3 ambient = vec3(0.06); // 小环境光补偿
vec3 lighting = vec3(0.0);
vec3 specularAccum = vec3(0.0);
// 累积环境光(来自被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];
}
}
// 加上基线环境光
lighting += ambient;
// 对每个非环境光计算基于距离的衰减与简单高光
for (int i = 0; i < uLightCount; ++i) {
if (uLightsIsAmbient[i] == 1) continue;
vec2 toLight = uLightsPos[i] - vWorldPos;
float dist = length(toLight);
// 标准物理式衰减
float attenuation = ATT_CONST / (ATT_CONST + ATT_LINEAR * dist + ATT_QUAD * dist * dist);
// 强度受光源强度和衰减影响
float radiance = uLightsIntensity[i] * attenuation;
// 漫反射在纯2D情景下法线与视线近似固定Z向
// 所以漫反射对所有片元是恒定的。我们用一个基于距离的柔和因子来模拟明暗变化。
float diffuseFactor = clamp(1.0 - (dist * 0.0015), 0.0, 1.0); // 通过调节常数控制半径感觉
vec3 diff = uLightsColor[i] * radiance * diffuseFactor;
lighting += diff;
// 简单高光(基于视向与反射的大致模拟,产生亮点)
vec3 lightDir3 = normalize(vec3(toLight, 0.0));
vec3 viewDir = vec3(0.0, 0.0, 1.0);
vec3 normal = vec3(0.0, 0.0, 1.0);
vec3 reflectDir = reflect(-lightDir3, normal);
float specFactor = pow(max(dot(viewDir, reflectDir), 0.0), 16.0); // 16 为高光粗糙度,可调
float specIntensity = 0.2; // 高光强度系数
specularAccum += uLightsColor[i] * radiance * specFactor * specIntensity;
}
// 限制光照的最大值以避免过曝(可根据场景调整)
vec3 totalLighting = min(lighting + specularAccum, vec3(2.0));
// 将光照应用到基础颜色
vec3 finalColor = baseColor * totalLighting;
// 支持简单混合模式(保留原有行为)
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);
}
""";
public static class ShaderProgram {
public final int programId;
public final Map<String, Integer> uniformCache = new HashMap<>();
public ShaderProgram(int programId) {
this.programId = programId;
}
public void use() {
GL20.glUseProgram(programId);
}
public void stop() {
GL20.glUseProgram(0);
}
public int getUniformLocation(String name) {
return uniformCache.computeIfAbsent(name, k -> {
return glGetUniformLocation(programId, k);
});
}
public void delete() {
if (GL20.glIsProgram(programId)) GL20.glDeleteProgram(programId);
}
}
}

View File

@@ -0,0 +1,268 @@
package com.chuangzhou.vivid2D.render.systems.buffer;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.joml.Vector4f;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20;
import org.lwjgl.system.MemoryUtil;
import java.nio.FloatBuffer;
/**
* 简化版 BufferBuilder用于按顶点流构建并一次性绘制几何体。
* 每个顶点格式: float x, float y, float u, float v 共4个 float
*
* 用法:
* BufferBuilder bb = new BufferBuilder();
* bb.begin(GL11.GL_LINE_LOOP, 16);
* bb.vertex(x,y,u,v);
* ...
* bb.end(); // 立即绘制并 cleanup
*
* 设计原则:简单、可靠、方便把临时多顶点数据提交到 GPU。
*
*
* @version 1.2
* @since 2025-10-16
* @author tzdwindows
*/
public class BufferBuilder {
private static final org.slf4j.Logger logger = org.slf4j.LoggerFactory.getLogger(BufferBuilder.class);
private static final int COMPONENTS_PER_VERTEX = 4; // x,y,u,v
private float[] array;
private int size; // float 数量
private int vertexCount;
private int mode; // GL mode
private RenderState renderState = new RenderState();
private boolean stateSaved = false;
// 内置状态,用于构建完成的缓冲区
public static class BuiltBuffer {
private final int vao;
private final int vbo;
private final int vertexCount;
private final int mode;
private final RenderState renderState;
public BuiltBuffer(int vao, int vbo, int vertexCount, int mode, RenderState renderState) {
this.vao = vao;
this.vbo = vbo;
this.vertexCount = vertexCount;
this.mode = mode;
this.renderState = renderState;
}
public RenderState renderState() { return renderState; }
public int vao() { return vao; }
public int vbo() { return vbo; }
public int vertexCount() { return vertexCount; }
public int mode() { return mode; }
}
/**
* 渲染状态容器类
*/
public static class RenderState {
public int textureId = 0;
public int textureUnit = 0;
public int shaderProgram = 0;
public Vector4f color = new Vector4f(1, 1, 1, 1);
public float opacity = 1.0f;
public int blendMode = 0;
public boolean depthTest = false;
public boolean blending = true;
// 保存当前状态
public void saveCurrentState() {
this.textureId = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
this.shaderProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
}
// 应用保存的状态
public void applyState() {
if (textureId != 0) {
RenderSystem.bindTexture(textureId);
}
if (shaderProgram != 0) {
RenderSystem.useProgram(shaderProgram);
}
}
// 复制状态
public RenderState copy() {
RenderState copy = new RenderState();
copy.textureId = this.textureId;
copy.textureUnit = this.textureUnit;
copy.shaderProgram = this.shaderProgram;
copy.color = new Vector4f(this.color);
copy.opacity = this.opacity;
copy.blendMode = this.blendMode;
copy.depthTest = this.depthTest;
copy.blending = this.blending;
return copy;
}
}
public BufferBuilder() {
this(256); // 默认容量256 floats -> 64 顶点
}
public BufferBuilder(int initialFloatCapacity) {
this.array = new float[Math.max(16, initialFloatCapacity)];
this.size = 0;
this.vertexCount = 0;
this.mode = RenderSystem.DRAW_TRIANGLES;
}
private void ensureCapacity(int additionalFloats) {
int need = size + additionalFloats;
if (need > array.length) {
int newCap = array.length;
while (newCap < need) newCap <<= 1;
float[] na = new float[newCap];
System.arraycopy(array, 0, na, 0, size);
array = na;
}
}
/**
* 开始构建,传入要绘制的 GL 模式(例如 GL11.GL_LINE_LOOP
* estimatedVertexCount 可传 0 表示不估计
*/
public void begin(int glMode, int estimatedVertexCount) {
this.mode = glMode;
this.size = 0;
this.vertexCount = 0;
// 保存当前渲染状态
if (!stateSaved) {
renderState.saveCurrentState();
stateSaved = true;
}
if (estimatedVertexCount > 0) {
ensureCapacity(estimatedVertexCount * COMPONENTS_PER_VERTEX);
}
}
/**
* 设置纹理状态
*/
public void setTexture(int textureId, int textureUnit) {
this.renderState.textureId = textureId;
this.renderState.textureUnit = textureUnit;
}
/**
* 设置着色器程序
*/
public void setShader(int programId) {
this.renderState.shaderProgram = programId;
}
/**
* 设置颜色
*/
public void setColor(Vector4f color) {
this.renderState.color = new Vector4f(color);
}
/**
* 设置透明度
*/
public void setOpacity(float opacity) {
this.renderState.opacity = opacity;
}
/**
* 添加顶点x,y,u,v
*/
public void vertex(float x, float y, float u, float v) {
ensureCapacity(COMPONENTS_PER_VERTEX);
array[size++] = x;
array[size++] = y;
array[size++] = u;
array[size++] = v;
vertexCount++;
}
/**
* 结束构建并返回 BuiltBuffer不立即绘制
*/
public BuiltBuffer end() {
if (vertexCount == 0) return null;
RenderSystem.assertOnRenderThread();
// 上传缓冲区数据
FloatBuffer fb = MemoryUtil.memAllocFloat(size);
fb.put(array, 0, size).flip();
// 创建 GPU 资源
int vao = RenderSystem.glGenVertexArrays();
int vbo = RenderSystem.glGenBuffers();
RenderSystem.glBindVertexArray(() -> vao);
RenderSystem.glBindBuffer(RenderSystem.GL_ARRAY_BUFFER, () -> vbo);
RenderSystem.glBufferData(RenderSystem.GL_ARRAY_BUFFER, fb, RenderSystem.GL_DYNAMIC_DRAW);
// 设置顶点属性
RenderSystem.enableVertexAttribArray(0);
RenderSystem.vertexAttribPointer(0, 2, RenderSystem.GL_FLOAT, false,
COMPONENTS_PER_VERTEX * Float.BYTES, 0);
RenderSystem.enableVertexAttribArray(1);
RenderSystem.vertexAttribPointer(1, 2, RenderSystem.GL_FLOAT, false,
COMPONENTS_PER_VERTEX * Float.BYTES, 2 * Float.BYTES);
MemoryUtil.memFree(fb);
RenderSystem.glBindBuffer(RenderSystem.GL_ARRAY_BUFFER, () -> 0);
RenderSystem.glBindVertexArray(() -> 0);
// 创建状态副本
RenderState stateCopy = renderState.copy();
// 重置状态保存标志
stateSaved = false;
return new BuiltBuffer(vao, vbo, vertexCount, mode, stateCopy);
}
/**
* 立即上传并绘制(传统方式,向后兼容)
*/
public void endImmediate() {
BuiltBuffer buffer = end();
if (buffer != null) {
BufferUploader.drawWithShader(buffer);
}
}
/**
* 清理构建器创建的所有 GPU 资源
* 应该在确定不再需要这些资源时调用
*/
public static void dispose(BuiltBuffer buffer) {
if (buffer != null) {
RenderSystem.glDeleteVertexArrays(buffer.vao());
RenderSystem.glDeleteBuffers(buffer.vbo());
}
}
/**
* 清除构建器状态以便重用
*/
public void clear() {
this.size = 0;
this.vertexCount = 0;
}
public int getVertexCount() {
return vertexCount;
}
public boolean isEmpty() {
return vertexCount == 0;
}
}

View File

@@ -0,0 +1,87 @@
package com.chuangzhou.vivid2D.render.systems.buffer;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
/**
* 缓冲区上传器
*
* @version 1.0
* @author tzdwindows
*/
public class BufferUploader {
public static void drawWithShader(BufferBuilder.BuiltBuffer buffer) {
if (buffer == null) return;
RenderSystem.assertOnRenderThread();
// 保存当前状态
BufferBuilder.RenderState currentState = new BufferBuilder.RenderState();
currentState.saveCurrentState();
try {
// 应用缓冲区指定的渲染状态
BufferBuilder.RenderState bufferState = buffer.renderState();
applyRenderState(bufferState);
// 绑定 VAO 和绘制
if (buffer.vao() != 0) {
RenderSystem.glBindVertexArray(() -> buffer.vao());
}
if (buffer.vertexCount() > 0) {
RenderSystem.drawArrays(buffer.mode(), 0, buffer.vertexCount());
}
if (buffer.vao() != 0) {
RenderSystem.glBindVertexArray(() -> 0);
}
} finally {
// 恢复之前的状态
restoreRenderState(currentState);
}
}
/**
* 应用指定的渲染状态
*/
private static void applyRenderState(BufferBuilder.RenderState state) {
// 应用纹理
if (state.textureId != 0) {
RenderSystem.activeTexture(RenderSystem.GL_TEXTURE0 + state.textureUnit);
RenderSystem.bindTexture(state.textureId);
}
// 应用着色器
if (state.shaderProgram != 0) {
RenderSystem.useProgram(state.shaderProgram);
}
// 应用混合模式
if (state.blending) {
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
} else {
RenderSystem.disableBlend();
}
// 应用深度测试
if (state.depthTest) {
RenderSystem.enableDepthTest();
} else {
RenderSystem.disableDepthTest();
}
}
/**
* 恢复之前的渲染状态
*/
private static void restoreRenderState(BufferBuilder.RenderState previousState) {
previousState.applyState();
}
public static void draw(BufferBuilder.BuiltBuffer buffer) {
drawWithShader(buffer);
}
}

View File

@@ -0,0 +1,38 @@
package com.chuangzhou.vivid2D.render.systems.buffer;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
/**
* 管理缓存
*
* @version 1.0
* @author tzdwindows
*/
public class Tesselator {
private static final int DEFAULT_BUFFER_SIZE = 2097152; // 2MB
private static final Tesselator INSTANCE = new Tesselator();
private final BufferBuilder builder;
public static Tesselator getInstance() {
RenderSystem.assertOnRenderThreadOrInit();
return INSTANCE;
}
public Tesselator(int bufferSize) {
this.builder = new BufferBuilder(bufferSize);
}
public Tesselator() {
this(DEFAULT_BUFFER_SIZE);
}
public void end() {
RenderSystem.assertOnRenderThread();
BufferUploader.drawWithShader(this.builder.end());
}
public BufferBuilder getBuilder() {
return this.builder;
}
}

View File

@@ -6,6 +6,7 @@ import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.model.util.LightSource; import com.chuangzhou.vivid2D.render.model.util.LightSource;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D; import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
import com.chuangzhou.vivid2D.render.model.util.Texture; import com.chuangzhou.vivid2D.render.model.util.Texture;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.joml.Vector2f; import org.joml.Vector2f;
import org.joml.Vector3f; import org.joml.Vector3f;
import org.lwjgl.glfw.GLFW; import org.lwjgl.glfw.GLFW;
@@ -136,15 +137,15 @@ public class ModelRenderLightingTest {
body.addChild(rightLeg); body.addChild(rightLeg);
LightSource ambientLight = new LightSource( LightSource ambientLight = new LightSource(
Color.GRAY, Color.lightGray,
0.3f 0.3f
); );
ambientLight.setAmbient(true); ambientLight.setAmbient(true);
model.addLight(ambientLight); model.addLight(ambientLight);
// 添加光源 // 添加光源
model.addLight(new LightSource(new Vector2f(-100, -100), Color.ORANGE, 100f)); model.addLight(new LightSource(new Vector2f(-100, -100), Color.lightGray, 200f));
//model.addLight(new LightSource(new Vector2f(150, 150), new Color(1f, 1f, 1f), 200f)); model.addLight(new LightSource(new Vector2f(150, 150), new Color(1f, 1f, 1f), 200f));
} }
private Texture createSolidTexture(int w, int h, int rgba) { private Texture createSolidTexture(int w, int h, int rgba) {
@@ -221,7 +222,7 @@ public class ModelRenderLightingTest {
} }
private void render() { private void render() {
ModelRender.setClearColor(0.18f,0.18f,0.25f,1.0f); RenderSystem.setClearColor(0.18f,0.18f,0.25f,1.0f);
ModelRender.render(1f/60f, model); ModelRender.render(1f/60f, model);
} }

View File

@@ -6,6 +6,7 @@ import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D; import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem; import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem;
import com.chuangzhou.vivid2D.render.model.util.Texture; import com.chuangzhou.vivid2D.render.model.util.Texture;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.joml.Vector2f; import org.joml.Vector2f;
import org.lwjgl.glfw.GLFW; import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWErrorCallback; import org.lwjgl.glfw.GLFWErrorCallback;
@@ -261,7 +262,7 @@ public class ModelRenderTest {
} }
private void render() { private void render() {
ModelRender.setClearColor(0.18f, 0.18f, 0.25f, 1.0f); RenderSystem.setClearColor(0.18f, 0.18f, 0.25f, 1.0f);
ModelRender.render(1.0f / 60.0f, testModel); ModelRender.render(1.0f / 60.0f, testModel);
// 每 5 秒输出一次统计 // 每 5 秒输出一次统计

View File

@@ -5,6 +5,7 @@ import com.chuangzhou.vivid2D.render.model.Model2D;
import com.chuangzhou.vivid2D.render.model.ModelPart; import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D; import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
import com.chuangzhou.vivid2D.render.model.util.Texture; import com.chuangzhou.vivid2D.render.model.util.Texture;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.joml.Matrix3f; import org.joml.Matrix3f;
import org.joml.Vector2f; import org.joml.Vector2f;
import org.lwjgl.glfw.GLFW; import org.lwjgl.glfw.GLFW;
@@ -214,7 +215,7 @@ public class ModelRenderTest2 {
} }
private void render() { private void render() {
ModelRender.setClearColor(0.2f, 0.2f, 0.3f, 1.0f); RenderSystem.setClearColor(0.2f, 0.2f, 0.3f, 1.0f);
ModelRender.render(1.0f / 60.0f, testModel); ModelRender.render(1.0f / 60.0f, testModel);
} }

View File

@@ -6,6 +6,7 @@ import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D; import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
import com.chuangzhou.vivid2D.render.model.util.Texture; import com.chuangzhou.vivid2D.render.model.util.Texture;
import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem; import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import org.joml.Vector2f; import org.joml.Vector2f;
import org.lwjgl.glfw.GLFW; import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWErrorCallback; import org.lwjgl.glfw.GLFWErrorCallback;
@@ -666,7 +667,7 @@ public class ModelTest2 {
} }
private void render(long last) { private void render(long last) {
ModelRender.setClearColor(0.1f, 0.1f, 0.15f, 1.0f); RenderSystem.setClearColor(0.1f, 0.1f, 0.15f, 1.0f);
ModelRender.render(last, physicsModel); ModelRender.render(last, physicsModel);
} }

View File

@@ -1,6 +1,6 @@
package com.chuangzhou.vivid2D.test; package com.chuangzhou.vivid2D.test;
import com.chuangzhou.vivid2D.render.ModelGLPanel; import com.chuangzhou.vivid2D.render.awt.ModelGLPanel;
import com.chuangzhou.vivid2D.render.model.Model2D; import com.chuangzhou.vivid2D.render.model.Model2D;
import com.chuangzhou.vivid2D.render.model.ModelPart; import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.model.util.Mesh2D; import com.chuangzhou.vivid2D.render.model.util.Mesh2D;