refactor(animation):优化动画系统字段不可变性与getter方法格式- 将AnimationClip中的creationTime字段设为final

- 将AnimationLayer中的parameterOverrides字段设为final
- 将AnimationParameter中的id、defaultValue、minValue、maxValue字段设为final
- 将LightSource中的position、color、intensity字段设为final
- 统一所有getter方法的代码格式,增加换行与大括号
- 优化Mesh2D中部分条件判断逻辑与字段final声明- 调整部分JavaDoc注释格式与空行位置提升可读性
This commit is contained in:
tzdwindows 7
2025-10-25 17:11:51 +08:00
parent 1f5752257e
commit a9c2d202d3
50 changed files with 1342 additions and 703 deletions

View File

@@ -2,25 +2,30 @@ package com.chuangzhou.vivid2D.render;
import com.chuangzhou.vivid2D.render.model.Model2D;
import com.chuangzhou.vivid2D.render.model.ModelPart;
import com.chuangzhou.vivid2D.render.systems.Camera;
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.Camera;
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
import com.chuangzhou.vivid2D.render.systems.buffer.BufferBuilder;
import com.chuangzhou.vivid2D.render.systems.buffer.Tesselator;
import com.chuangzhou.vivid2D.render.systems.sources.CompleteShader;
import com.chuangzhou.vivid2D.render.systems.sources.ShaderProgram;
import com.chuangzhou.vivid2D.render.systems.sources.ShaderManagement;
import com.chuangzhou.vivid2D.render.systems.sources.ShaderProgram;
import org.joml.Matrix3f;
import org.joml.Vector2f;
import org.joml.Vector4f;
import org.lwjgl.opengl.*;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.nio.ByteBuffer;
import java.util.*;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.concurrent.atomic.AtomicInteger;
/**
@@ -65,6 +70,7 @@ public final class ModelRender {
/**
* 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()
*/
@@ -73,6 +79,7 @@ public final class ModelRender {
/**
* 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)
*/
static int viewportWidth = 800;
@@ -80,6 +87,7 @@ public final class ModelRender {
/**
* 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)
*/
static int viewportHeight = 600;
@@ -87,6 +95,7 @@ public final class ModelRender {
/**
* 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);
@@ -95,6 +104,7 @@ public final class ModelRender {
* 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()
*/
@@ -103,6 +113,7 @@ public final class ModelRender {
/**
* 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()
*/
@@ -119,6 +130,7 @@ public final class ModelRender {
/**
* 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 ShaderProgram defaultProgram = null;
@@ -127,6 +139,7 @@ public final class ModelRender {
* 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<>();
@@ -141,6 +154,7 @@ public final class ModelRender {
/**
* 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;
@@ -189,7 +203,7 @@ public final class ModelRender {
*/
private static final Camera camera = new Camera();
// ================== 字体管理 ==================
// ================== 字体管理 ==================
private static TextRenderer defaultTextRenderer = null;
private static final int FONT_BITMAP_WIDTH = 512;
private static final int FONT_BITMAP_HEIGHT = 512;
@@ -290,9 +304,18 @@ public final class ModelRender {
boolean initialized = false;
void dispose() {
if (ebo != 0) { GL15.glDeleteBuffers(ebo); ebo = 0; }
if (vbo != 0) { GL15.glDeleteBuffers(vbo); vbo = 0; }
if (vao != 0) { GL30.glDeleteVertexArrays(vao); vao = 0; }
if (ebo != 0) {
GL15.glDeleteBuffers(ebo);
ebo = 0;
}
if (vbo != 0) {
GL15.glDeleteBuffers(vbo);
vbo = 0;
}
if (vao != 0) {
GL30.glDeleteVertexArrays(vao);
vao = 0;
}
initialized = false;
}
}
@@ -722,12 +745,13 @@ public final class ModelRender {
}
}
// 恢复原始颜色
setUniformVec4Internal(defaultProgram, "uColor", new Vector4f(1,1,1,1));
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 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) {
@@ -868,16 +892,14 @@ public final class ModelRender {
RenderSystem.checkGLError("before_render_collider_" + enabledColliders);
if (collider instanceof PhysicsSystem.CircleCollider) {
PhysicsSystem.CircleCollider c = (PhysicsSystem.CircleCollider) collider;
if (collider instanceof PhysicsSystem.CircleCollider c) {
if (c.getCenter() != null && c.getRadius() > 0) {
drawCircleColliderWire(c.getCenter(), c.getRadius());
enabledColliders++;
} else {
logger.warn("Invalid CircleCollider: center={}, radius={}", c.getCenter(), c.getRadius());
}
} else if (collider instanceof PhysicsSystem.RectangleCollider) {
PhysicsSystem.RectangleCollider r = (PhysicsSystem.RectangleCollider) collider;
} else if (collider instanceof PhysicsSystem.RectangleCollider r) {
if (r.getCenter() != null && r.getWidth() > 0 && r.getHeight() > 0) {
drawRectangleColliderWire(r.getCenter(), r.getWidth(), r.getHeight());
enabledColliders++;
@@ -977,17 +999,25 @@ public final class ModelRender {
ModelPart.BlendMode bm = part.getBlendMode();
if (bm != null) {
switch (bm) {
case ADDITIVE: blend = 1; break;
case MULTIPLY: blend = 2; break;
case SCREEN: blend = 3; break;
case NORMAL: default: blend = 0;
case ADDITIVE:
blend = 1;
break;
case MULTIPLY:
blend = 2;
break;
case SCREEN:
blend = 3;
break;
case NORMAL:
default:
blend = 0;
}
} else {
blend = 0;
}
setUniformIntInternal(sp, "uBlendMode", blend);
// 这里保留为白色,若需要部件 tint 请替换为 part 的 color 属性
setUniformVec4Internal(sp, "uColor", new Vector4f(1,1,1,1));
setUniformVec4Internal(sp, "uColor", new Vector4f(1, 1, 1, 1));
}
public static TextRenderer getTextRenderer() {
@@ -1009,9 +1039,10 @@ public final class ModelRender {
/**
* 渲染文字
* @param text 文字内容
* @param x 世界坐标 X
* @param y 世界坐标 Y ,反转的
*
* @param text 文字内容
* @param x 世界坐标 X
* @param y 世界坐标 Y ,反转的
* @param color RGBA 颜色
*/
public static void renderText(String text, float x, float y, Vector4f color) {
@@ -1025,6 +1056,7 @@ public final class ModelRender {
/**
* 获取默认摄像机与当前摄像机之间的偏移量
*
* @return Vector2f 偏移向量 (dx, dy)
*/
public static Vector2f getCameraOffset() {
@@ -1033,15 +1065,16 @@ public final class ModelRender {
float zoom = camera.getZoom();
Vector2f pos = camera.getPosition();
float tx = -1.0f - (2.0f * zoom * pos.x / width);
float ty = 1.0f + (2.0f * zoom * pos.y / height);
float ty = 1.0f + (2.0f * zoom * pos.y / height);
float tx0 = -1.0f;
float ty0 = 1.0f;
float ty0 = 1.0f;
float offsetX = tx - tx0;
float offsetY = ty - ty0;
offsetX = -offsetX * width / 2.0f / zoom;
offsetY = offsetY * height / 2.0f / zoom;
return new Vector2f(offsetX, offsetY);
}
public static void setViewport(int width, int height) {
viewportWidth = Math.max(1, width);
viewportHeight = Math.max(1, height);
@@ -1049,7 +1082,12 @@ public final class ModelRender {
}
// ================== 辅助:外部获取状态 ==================
public static boolean isInitialized() { return initialized; }
public static int getLoadedMeshCount() { return meshResources.size(); }
public static boolean isInitialized() {
return initialized;
}
public static int getLoadedMeshCount() {
return meshResources.size();
}
}