核心热路径(数学/内存/字符串/性能分析)用MASM汇编(SSE/AVX2) 外围系统(窗口/渲染/ECS/音频/UI/脚本)用C语言 含自研编辑器、VisualScript积木编程、中文渲染(glyph_atlas)
143 lines
6.3 KiB
C
143 lines
6.3 KiB
C
#include "block_renderer.h"
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#include "block_core.h"
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#include <stdlib.h>
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#include <string.h>
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int block_renderer_init(BlockRenderer* renderer, void* device, void* context) {
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memset(renderer, 0, sizeof(BlockRenderer));
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renderer->device = (ID3D11Device*)device;
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renderer->context = (ID3D11DeviceContext*)context;
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renderer->vertex_capacity = 65536;
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renderer->vertex_data = (float*)malloc(renderer->vertex_capacity * 7 * sizeof(float));
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renderer->index_capacity = 65536;
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renderer->index_data = (uint32_t*)malloc(renderer->index_capacity * sizeof(uint32_t));
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return 1;
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}
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void block_renderer_shutdown(BlockRenderer* renderer) {
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if (renderer->vertex_data) free(renderer->vertex_data);
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if (renderer->index_data) free(renderer->index_data);
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if (renderer->vertex_buffer) renderer->vertex_buffer->lpVtbl->Release(renderer->vertex_buffer);
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if (renderer->index_buffer) renderer->index_buffer->lpVtbl->Release(renderer->index_buffer);
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if (renderer->vertex_shader) renderer->vertex_shader->lpVtbl->Release(renderer->vertex_shader);
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if (renderer->pixel_shader) renderer->pixel_shader->lpVtbl->Release(renderer->pixel_shader);
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if (renderer->input_layout) renderer->input_layout->lpVtbl->Release(renderer->input_layout);
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memset(renderer, 0, sizeof(BlockRenderer));
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}
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void block_renderer_begin(BlockRenderer* renderer) {
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renderer->vertex_count = 0;
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renderer->index_count = 0;
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}
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void block_renderer_end(BlockRenderer* renderer) {
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if (renderer->vertex_count == 0) return;
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ID3D11DeviceContext* ctx = renderer->context;
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D3D11_MAPPED_SUBRESOURCE mapped;
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if (SUCCEEDED(ctx->lpVtbl->Map(ctx, (ID3D11Resource*)renderer->vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped))) {
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memcpy(mapped.pData, renderer->vertex_data, renderer->vertex_count * 7 * sizeof(float));
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ctx->lpVtbl->Unmap(ctx, (ID3D11Resource*)renderer->vertex_buffer, 0);
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}
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if (renderer->index_count > 0) {
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if (SUCCEEDED(ctx->lpVtbl->Map(ctx, (ID3D11Resource*)renderer->index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped))) {
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memcpy(mapped.pData, renderer->index_data, renderer->index_count * sizeof(uint32_t));
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ctx->lpVtbl->Unmap(ctx, (ID3D11Resource*)renderer->index_buffer, 0);
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}
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}
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UINT stride = 7 * sizeof(float);
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UINT offset = 0;
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ID3D11Buffer* vb = renderer->vertex_buffer;
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ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &vb, &stride, &offset);
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if (renderer->index_buffer) {
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ctx->lpVtbl->IASetIndexBuffer(ctx, renderer->index_buffer, DXGI_FORMAT_R32_UINT, 0);
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}
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ctx->lpVtbl->IASetInputLayout(ctx, renderer->input_layout);
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ctx->lpVtbl->IASetPrimitiveTopology(ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->lpVtbl->VSSetShader(ctx, renderer->vertex_shader, NULL, 0);
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ctx->lpVtbl->PSSetShader(ctx, renderer->pixel_shader, NULL, 0);
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if (renderer->index_count > 0) {
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ctx->lpVtbl->DrawIndexed(ctx, renderer->index_count, 0, 0);
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} else {
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ctx->lpVtbl->Draw(ctx, renderer->vertex_count, 0);
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}
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}
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void block_renderer_add_quad(BlockRenderer* renderer, float x, float y, float w, float h, float r, float g, float b, float a) {
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if (renderer->vertex_count + 4 > renderer->vertex_capacity) return;
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if (renderer->index_count + 6 > renderer->index_capacity) return;
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uint32_t base = renderer->vertex_count;
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float* v = renderer->vertex_data + base * 7;
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v[0*7+0] = x; v[0*7+1] = y; v[0*7+2] = 0; v[0*7+3] = r; v[0*7+4] = g; v[0*7+5] = b; v[0*7+6] = a;
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v[1*7+0] = x + w; v[1*7+1] = y; v[1*7+2] = 0; v[1*7+3] = r; v[1*7+4] = g; v[1*7+5] = b; v[1*7+6] = a;
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v[2*7+0] = x + w; v[2*7+1] = y + h; v[2*7+2] = 0; v[2*7+3] = r; v[2*7+4] = g; v[2*7+5] = b; v[2*7+6] = a;
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v[3*7+0] = x; v[3*7+1] = y + h; v[3*7+2] = 0; v[3*7+3] = r; v[3*7+4] = g; v[3*7+5] = b; v[3*7+6] = a;
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renderer->vertex_count += 4;
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renderer->index_data[renderer->index_count++] = base + 0;
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renderer->index_data[renderer->index_count++] = base + 1;
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renderer->index_data[renderer->index_count++] = base + 2;
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renderer->index_data[renderer->index_count++] = base + 0;
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renderer->index_data[renderer->index_count++] = base + 2;
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renderer->index_data[renderer->index_count++] = base + 3;
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}
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void block_renderer_add_line(BlockRenderer* renderer, float x1, float y1, float x2, float y2, float r, float g, float b, float a) {
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float dx = x2 - x1;
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float dy = y2 - y1;
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float len = sqrtf(dx * dx + dy * dy);
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if (len < 0.001f) return;
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float nx = -dy / len;
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float ny = dx / len;
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block_renderer_add_quad(renderer, x1, y1, x2 - x1, y2 - y1, r, g, b, a);
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}
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static void block_renderer_add_bezier(BlockRenderer* renderer, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, float r, float g, float b, float a) {
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int segments = 16;
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float prev_x = x1, prev_y = y1;
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for (int i = 1; i <= segments; i++) {
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float t = (float)i / segments;
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float mt = 1.0f - t;
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float px = mt*mt*mt*x1 + 3*mt*mt*t*cx1 + 3*mt*t*t*cx2 + t*t*t*x2;
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float py = mt*mt*mt*y1 + 3*mt*mt*t*cy1 + 3*mt*t*t*cy2 + t*t*t*y2;
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block_renderer_add_line(renderer, prev_x, prev_y, px, py, r, g, b, a);
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prev_x = px;
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prev_y = py;
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}
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}
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void block_renderer_draw_block(BlockRenderer* renderer, Block* block, float view_x, float view_y, float zoom) {
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float x = (block->x - view_x) * zoom;
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float y = (block->y - view_y) * zoom;
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float w = block->width * zoom;
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float h = block->height * zoom;
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block_renderer_add_quad(renderer, x, y, w, h, 0.3f, 0.3f, 0.35f, 1.0f);
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block_renderer_add_quad(renderer, x, y, w, 20 * zoom, 0.2f, 0.2f, 0.25f, 1.0f);
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}
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void block_renderer_draw_connection(BlockRenderer* renderer, BlockSlot* from, BlockSlot* to, float view_x, float view_y, float zoom) {
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float x1 = (from->owner->x + from->x - view_x) * zoom;
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float y1 = (from->owner->y + from->y - view_y) * zoom;
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float x2 = (to->owner->x + to->x - view_x) * zoom;
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float y2 = (to->owner->y + to->y - view_y) * zoom;
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float dx = fabsf(x2 - x1) * 0.5f;
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if (dx < 50.0f) dx = 50.0f;
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block_renderer_add_bezier(renderer, x1, y1, x1 + dx, y1, x2 - dx, y2, x2, y2, 0.8f, 0.8f, 0.2f, 1.0f);
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}
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void block_renderer_draw_text(BlockRenderer* renderer, const char* text, float x, float y, float r, float g, float b) {
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if (!text) return;
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(void)renderer; (void)x; (void)y; (void)r; (void)g; (void)b;
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}
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