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.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.slf4j.Logger; import org.slf4j.LoggerFactory; import java.util.*; import java.util.concurrent.atomic.AtomicInteger; import static org.lwjgl.opengl.GL20.glGetUniformLocation; /** * vivid2D 模型完整渲染系统 * *

该系统提供了完整的 vivid2D 模型加载、渲染和显示功能,支持多种渲染模式和效果:

* * * *

使用示例:

* * * @author tzdwindows * @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 ================== /** * 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; 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 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 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 ================== /** * 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; /** * 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:ShaderSources.ShaderProgram ================== // ================== 内部类:MeshGLResources ================== private static class MeshGLResources { int vao = 0; int vbo = 0; int ebo = 0; 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; } initialized = false; } } // ================== 初始化 / 清理 ================== public static synchronized void initialize() { if (initialized) return; logger.info("Initializing ModelRender..."); // 初始化渲染系统 RenderSystem.beginInitialization(); RenderSystem.initRenderThread(); logGLInfo(); setupGLState(); try { compileDefaultShader(); } catch (RuntimeException ex) { logger.error("Failed to compile default shader: {}", ex.getMessage()); throw ex; } createDefaultTexture(); RenderSystem.viewport(0, 0, viewportWidth, viewportHeight); RenderSystem.finishInitialization(); initialized = true; logger.info("ModelRender initialized successfully"); } private static void logGLInfo() { 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(ShaderSources.ShaderProgram sp, Model2D model) { List lights = model.getLights(); int idx = 0; // 只上传已启用的光源,最多 MAX_LIGHTS(8) for (int i = 0; i < lights.size() && idx < 8; i++) { com.chuangzhou.vivid2D.render.model.util.LightSource l = lights.get(i); if (!l.isEnabled()) continue; // 基础属性 setUniformVec2Internal(sp, "uLightsPos[" + idx + "]", l.isAmbient() ? new org.joml.Vector2f(0f, 0f) : l.getPosition()); setUniformVec3Internal(sp, "uLightsColor[" + idx + "]", l.getColor()); setUniformFloatInternal(sp, "uLightsIntensity[" + idx + "]", l.getIntensity()); setUniformIntInternal(sp, "uLightsIsAmbient[" + idx + "]", l.isAmbient() ? 1 : 0); // 辉光相关(如果没有被设置也安全地上传默认值) setUniformIntInternal(sp, "uLightsIsGlow[" + idx + "]", l.isGlow() ? 1 : 0); setUniformVec2Internal(sp, "uLightsGlowDir[" + idx + "]", l.getGlowDirection() != null ? l.getGlowDirection() : new org.joml.Vector2f(0f, 0f)); setUniformFloatInternal(sp, "uLightsGlowIntensity[" + idx + "]", l.getGlowIntensity()); setUniformFloatInternal(sp, "uLightsGlowRadius[" + idx + "]", l.getGlowRadius()); setUniformFloatInternal(sp, "uLightsGlowAmount[" + idx + "]", l.getGlowAmount()); idx++; } // 上传实际有效光源数量 setUniformIntInternal(sp, "uLightCount", idx); // 禁用剩余槽位(确保 shader 中不会读取到垃圾值) for (int i = idx; i < 8; i++) { setUniformFloatInternal(sp, "uLightsIntensity[" + i + "]", 0f); setUniformIntInternal(sp, "uLightsIsAmbient[" + i + "]", 0); setUniformVec3Internal(sp, "uLightsColor[" + i + "]", new org.joml.Vector3f(0f, 0f, 0f)); setUniformVec2Internal(sp, "uLightsPos[" + i + "]", new org.joml.Vector2f(0f, 0f)); // 关闭辉光槽 setUniformIntInternal(sp, "uLightsIsGlow[" + i + "]", 0); setUniformVec2Internal(sp, "uLightsGlowDir[" + i + "]", new org.joml.Vector2f(0f, 0f)); setUniformFloatInternal(sp, "uLightsGlowIntensity[" + i + "]", 0f); setUniformFloatInternal(sp, "uLightsGlowRadius[" + i + "]", 0f); setUniformFloatInternal(sp, "uLightsGlowAmount[" + i + "]", 0f); } } private static void setupGLState() { RenderSystem.clearColor(CLEAR_COLOR.x, CLEAR_COLOR.y, CLEAR_COLOR.z, CLEAR_COLOR.w); if (enableBlending) { RenderSystem.enableBlend(); RenderSystem.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); } else { RenderSystem.disableBlend(); } if (enableDepthTest) { RenderSystem.enableDepthTest(); RenderSystem.depthFunc(GL11.GL_LEQUAL); RenderSystem.depthMask(true); RenderSystem.clearDepth(1.0); } else { RenderSystem.disableDepthTest(); } RenderSystem.checkGLError("setupGLState"); } private static void compileDefaultShader() { 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); ShaderSources.ShaderProgram sp = new ShaderSources.ShaderProgram(prog); shaderMap.put("default", sp); defaultProgram = sp; sp.use(); setUniformIntInternal(sp, "uTexture", 0); setUniformFloatInternal(sp, "uOpacity", 1.0f); setUniformVec4Internal(sp, "uColor", new Vector4f(1,1,1,1)); setUniformIntInternal(sp, "uBlendMode", 0); setUniformIntInternal(sp, "uDebugMode", 0); setUniformIntInternal(sp, "uLightCount", 0); // 默认没有光源 sp.stop(); } private static int compileShader(int type, String src) { RenderSystem.assertOnRenderThread(); return RenderSystem.compileShader(type, src); } private static int linkProgram(int vs, int fs) { RenderSystem.assertOnRenderThread(); return RenderSystem.linkProgram(vs, fs); } private static void createDefaultTexture() { RenderSystem.assertOnRenderThread(); defaultTextureId = RenderSystem.createDefaultTexture(); RenderSystem.checkGLError("createDefaultTexture"); } public static synchronized void cleanup() { if (!initialized) return; logger.info("Cleaning up ModelRender..."); // mesh resources for (MeshGLResources r : meshResources.values()) r.dispose(); meshResources.clear(); // shaders for (ShaderSources.ShaderProgram sp : shaderMap.values()) sp.delete(); shaderMap.clear(); defaultProgram = null; // textures if (defaultTextureId != 0) { RenderSystem.deleteTextures(defaultTextureId); defaultTextureId = 0; } initialized = false; logger.info("ModelRender cleaned up"); } // ================== 渲染流程 (已修改) ================== public static void render(float deltaTime, Model2D model) { 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()) { physics.update(deltaTime, model); } model.update(deltaTime); // 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(); for (ModelPart p : model.getParts()) { 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(); RenderSystem.checkGLError("render_end"); } private static void renderLightPositions(Model2D model) { if (!renderLightPositions) return; // 设置灯泡颜色为光源的颜色 for (LightSource light : model.getLights()) { if (!light.isEnabled()) continue; // 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); // 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(); } /** * 关键修改点:在渲染前确保更新 part 的 worldTransform, * 然后直接使用 part.getWorldTransform() 作为 uModelMatrix 传入 shader。 */ private static void renderPartRecursive(ModelPart part, Matrix3f parentMat) { // 确保 part 的 local/world 矩阵被计算(会更新 transformDirty) part.updateWorldTransform(parentMat, false); // 直接使用已经计算好的 worldTransform Matrix3f world = part.getWorldTransform(); // 先设置部件相关的 uniform(opacity / blendMode / color 等) setPartUniforms(defaultProgram, part); // 把 world 矩阵传给 shader(uModelMatrix) setUniformMatrix3(defaultProgram, "uModelMatrix", world); // 绘制本节点的所有 mesh(将 world 传入 renderMesh) for (Mesh2D mesh : part.getMeshes()) { renderMesh(mesh, world); } // 递归渲染子节点,继续传入当前 world 作为子节点的 parent for (ModelPart child : part.getChildren()) { renderPartRecursive(child, world); } } private static void renderMesh(Mesh2D mesh, Matrix3f modelMatrix) { if (!mesh.isVisible()) return; // 如果 mesh 已经被烘焙到世界坐标,则传 identity 矩阵给 shader(防止重复变换) Matrix3f matToUse = mesh.isBakedToWorld() ? new Matrix3f().identity() : modelMatrix; // 设置纹理相关的uniform if (mesh.getTexture() != null) { mesh.getTexture().bind(0); // 绑定到纹理单元0 setUniformIntInternal(defaultProgram, "uTexture", 0); } else { // 使用默认白色纹理 RenderSystem.bindTexture(defaultTextureId); setUniformIntInternal(defaultProgram, "uTexture", 0); } // 将模型矩阵设置为当前 mesh 使用的矩阵(shader 内名为 uModelMatrix) setUniformMatrix3(defaultProgram, "uModelMatrix", matToUse); // 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); RenderSystem.checkGLError("renderMesh"); } // ================== 渲染碰撞箱相关实现 ================== private static void renderPhysicsColliders(PhysicsSystem physics) { 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"); 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"); List 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; 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; 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 { 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 RenderSystem.lineWidth(1.0f); RenderSystem.checkGLError("after_reset_line_width"); } /** * 绘制圆形碰撞框(线框) * 使用临时 VAO/VBO,每帧创建并删除(简单实现) */ private static void drawCircleColliderWire(Vector2f center, float radius) { int segments = Math.max(8, CIRCLE_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); builder.vertex(x, y, 0.5f, 0.5f); } tesselator.end(); } /** * 绘制矩形碰撞框(线框) */ private static void drawRectangleColliderWire(Vector2f center, float width, float height) { float halfW = width / 2.0f; float halfH = height / 2.0f; Tesselator tesselator = Tesselator.getInstance(); BufferBuilder builder = tesselator.getBuilder(); 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(ShaderSources.ShaderProgram sp, String name, int value) { int loc = sp.getUniformLocation(name); if (loc != -1) RenderSystem.uniform1i(loc, value); } private static void setUniformVec3Internal(ShaderSources.ShaderProgram sp, String name, org.joml.Vector3f vec) { int loc = sp.getUniformLocation(name); if (loc != -1) RenderSystem.uniform3f(loc, vec); } private static void setUniformVec2Internal(ShaderSources.ShaderProgram sp, String name, org.joml.Vector2f vec) { int loc = sp.getUniformLocation(name); if (loc != -1) RenderSystem.uniform2f(loc, vec); } private static void setUniformFloatInternal(ShaderSources.ShaderProgram sp, String name, float value) { int loc = sp.getUniformLocation(name); if (loc != -1) RenderSystem.uniform1f(loc, value); } private static void setUniformVec4Internal(ShaderSources.ShaderProgram sp, String name, org.joml.Vector4f vec) { int loc = sp.getUniformLocation(name); if (loc != -1) RenderSystem.uniform4f(loc, vec); } private static void setUniformMatrix3(ShaderSources.ShaderProgram sp, String name, org.joml.Matrix3f m) { int loc = sp.getUniformLocation(name); if (loc == -1) return; RenderSystem.uniformMatrix3(loc, m); } // ================== 部件属性 ================== private static void setPartUniforms(ShaderSources.ShaderProgram sp, ModelPart part) { setUniformFloatInternal(sp, "uOpacity", part.getOpacity()); int blend = 0; 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; } } 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)); } // ================== 工具 ================== private static Matrix3f buildOrthoProjection(int width, int height) { Matrix3f m = new Matrix3f(); m.set( 2.0f / width, 0.0f, -1.0f, 0.0f, -2.0f / height, 1.0f, 0.0f, 0.0f, 1.0f ); return m; } public static void setViewport(int width, int height) { viewportWidth = Math.max(1, width); viewportHeight = Math.max(1, height); RenderSystem.viewport(0, 0, viewportWidth, viewportHeight); } // ================== 辅助:外部获取状态 ================== public static boolean isInitialized() { return initialized; } public static int getLoadedMeshCount() { return meshResources.size(); } }