2026-08-15 23:21:37 +08:00
|
|
|
|
//go:build gl
|
|
|
|
|
|
|
|
|
|
|
|
// Package ui 2D UI 渲染器:正交投影、四边形批处理、位图字体文本、九宫格(UI还原.md §3)。
|
|
|
|
|
|
//
|
|
|
|
|
|
// 与 3D 渲染共用 GL 上下文但状态隔离(UI与输入.md §2):每帧 3D 之后调用,
|
|
|
|
|
|
// 内部保存/恢复必要状态。
|
|
|
|
|
|
package ui
|
|
|
|
|
|
|
|
|
|
|
|
import (
|
|
|
|
|
|
"fmt"
|
|
|
|
|
|
"image"
|
|
|
|
|
|
"strings"
|
|
|
|
|
|
|
|
|
|
|
|
"mc/internal/font"
|
|
|
|
|
|
"mc/internal/textr"
|
|
|
|
|
|
|
|
|
|
|
|
"github.com/go-gl/gl/v3.3-core/gl"
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
// quad 一个四边形(屏幕像素坐标,y 轴向下)。
|
|
|
|
|
|
type quad struct {
|
2026-08-15 23:23:34 +08:00
|
|
|
|
x, y, w, h float32
|
|
|
|
|
|
u0, v0, u1, v1 float32
|
|
|
|
|
|
r, g, b, a float32
|
|
|
|
|
|
tex uint32
|
2026-08-15 23:21:37 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Renderer UI 渲染器。
|
|
|
|
|
|
type Renderer struct {
|
|
|
|
|
|
prog uint32
|
|
|
|
|
|
vao, vbo uint32
|
|
|
|
|
|
texWhite uint32
|
|
|
|
|
|
fontTex uint32
|
|
|
|
|
|
fontAtlas *font.Atlas
|
|
|
|
|
|
texCache map[string]uint32 // 长文本光栅化纹理缓存
|
|
|
|
|
|
quads []quad
|
|
|
|
|
|
w, h int32
|
|
|
|
|
|
scale float32 // 像素缩放(guiScale)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// New 创建 UI 渲染器(窗口逻辑分辨率 × 缩放)。
|
|
|
|
|
|
func New(winW, winH int, scale float32) (*Renderer, error) {
|
|
|
|
|
|
r := &Renderer{w: int32(winW), h: int32(winH), scale: scale, texCache: make(map[string]uint32)}
|
|
|
|
|
|
vs, err := compileShader(gl.VERTEX_SHADER, uiVertSrc)
|
|
|
|
|
|
if err != nil {
|
|
|
|
|
|
return nil, fmt.Errorf("ui.New 顶点着色器: %w", err)
|
|
|
|
|
|
}
|
|
|
|
|
|
fs, err := compileShader(gl.FRAGMENT_SHADER, uiFragSrc)
|
|
|
|
|
|
if err != nil {
|
|
|
|
|
|
return nil, fmt.Errorf("ui.New 片元着色器: %w", err)
|
|
|
|
|
|
}
|
|
|
|
|
|
prog := gl.CreateProgram()
|
|
|
|
|
|
gl.AttachShader(prog, vs)
|
|
|
|
|
|
gl.AttachShader(prog, fs)
|
|
|
|
|
|
gl.LinkProgram(prog)
|
|
|
|
|
|
var ok int32
|
|
|
|
|
|
gl.GetProgramiv(prog, gl.LINK_STATUS, &ok)
|
|
|
|
|
|
if ok == 0 {
|
|
|
|
|
|
return nil, fmt.Errorf("ui.New: 着色器链接失败")
|
|
|
|
|
|
}
|
|
|
|
|
|
gl.DeleteShader(vs)
|
|
|
|
|
|
gl.DeleteShader(fs)
|
|
|
|
|
|
r.prog = prog
|
|
|
|
|
|
|
|
|
|
|
|
gl.GenVertexArrays(1, &r.vao)
|
|
|
|
|
|
gl.GenBuffers(1, &r.vbo)
|
|
|
|
|
|
// 白色占位纹理
|
|
|
|
|
|
gl.GenTextures(1, &r.texWhite)
|
|
|
|
|
|
gl.BindTexture(gl.TEXTURE_2D, r.texWhite)
|
|
|
|
|
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr([]uint8{255, 255, 255, 255}))
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
|
|
|
|
|
return r, nil
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// SetFont 设置位图字体(UI还原.md §4:上传字形图集纹理)。
|
|
|
|
|
|
func (r *Renderer) SetFont(at *font.Atlas) {
|
|
|
|
|
|
r.fontAtlas = at
|
|
|
|
|
|
if at.Image == nil {
|
|
|
|
|
|
return
|
|
|
|
|
|
}
|
|
|
|
|
|
if r.fontTex == 0 {
|
|
|
|
|
|
gl.GenTextures(1, &r.fontTex)
|
|
|
|
|
|
}
|
|
|
|
|
|
gl.BindTexture(gl.TEXTURE_2D, r.fontTex)
|
|
|
|
|
|
b := at.Image.Bounds()
|
|
|
|
|
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(b.Dx()), int32(b.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, imageBytesUI(at.Image))
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// DrawRect 绘制纯色矩形。
|
|
|
|
|
|
func (r *Renderer) DrawRect(x, y, w, h float32, rgba [4]float32) {
|
|
|
|
|
|
r.pushQuad(quad{x: x, y: y, w: w, h: h, u0: 0, v0: 0, u1: 1, v1: 1,
|
|
|
|
|
|
r: rgba[0], g: rgba[1], b: rgba[2], a: rgba[3], tex: r.texWhite})
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// DrawText 绘制文本(ASCII 位图字形,含 1px 阴影,UI还原.md §4)。
|
|
|
|
|
|
func (r *Renderer) DrawText(x, y float32, s string, scale float32, rgba [4]float32) {
|
|
|
|
|
|
if r.fontAtlas == nil {
|
|
|
|
|
|
return
|
|
|
|
|
|
}
|
|
|
|
|
|
s = strings.ReplaceAll(s, "§", "") // MVP:忽略颜色码(后置支持)
|
|
|
|
|
|
cx := x
|
|
|
|
|
|
for _, ch := range s {
|
|
|
|
|
|
g, ok := r.fontAtlas.Glyphs[ch]
|
|
|
|
|
|
if !ok {
|
|
|
|
|
|
g = r.fontAtlas.Missing()
|
|
|
|
|
|
}
|
|
|
|
|
|
px := float32(g.X) / float32(r.fontAtlas.Image.Bounds().Dx())
|
|
|
|
|
|
py := float32(g.Y) / float32(r.fontAtlas.Image.Bounds().Dy())
|
|
|
|
|
|
pw := float32(g.W) / float32(r.fontAtlas.Image.Bounds().Dx())
|
|
|
|
|
|
ph := float32(g.H) / float32(r.fontAtlas.Image.Bounds().Dy())
|
|
|
|
|
|
gw := float32(g.W) * scale
|
|
|
|
|
|
gh := float32(g.H) * scale
|
|
|
|
|
|
// 阴影(黑色,偏移 1px)
|
|
|
|
|
|
r.pushQuad(quad{x: cx + 1*scale, y: y + 1*scale, w: gw, h: gh, u0: px, v0: py, u1: px + pw, v1: py + ph,
|
|
|
|
|
|
r: 0.1, g: 0.1, b: 0.1, a: rgba[3] * 0.8, tex: r.fontTex})
|
|
|
|
|
|
r.pushQuad(quad{x: cx, y: y, w: gw, h: gh, u0: px, v0: py, u1: px + pw, v1: py + ph,
|
|
|
|
|
|
r: rgba[0], g: rgba[1], b: rgba[2], a: rgba[3], tex: r.fontTex})
|
|
|
|
|
|
cx += float32(g.Width) * scale
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// TextWidth 文本像素宽度(布局用)。
|
|
|
|
|
|
func (r *Renderer) TextWidth(s string, scale float32) float32 {
|
|
|
|
|
|
if r.fontAtlas == nil {
|
|
|
|
|
|
return float32(len(s)) * 8 * scale
|
|
|
|
|
|
}
|
|
|
|
|
|
return float32(textrWidth(r.fontAtlas, s)) * scale
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// textrWidth 计算文本宽度(复用 textr 逻辑的轻量版)。
|
|
|
|
|
|
func textrWidth(at *font.Atlas, s string) int {
|
|
|
|
|
|
w := 0
|
|
|
|
|
|
for _, ch := range s {
|
|
|
|
|
|
if g, ok := at.Glyphs[ch]; ok {
|
|
|
|
|
|
w += g.Width
|
|
|
|
|
|
} else {
|
|
|
|
|
|
w += 8
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return w
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// DrawTexImage 上传一张图像为纹理并绘制(长文本/图标用),返回纹理 ID 供缓存。
|
|
|
|
|
|
func (r *Renderer) DrawTexImage(x, y float32, img image.Image, scale float32) {
|
|
|
|
|
|
var tex uint32
|
|
|
|
|
|
gl.GenTextures(1, &tex)
|
|
|
|
|
|
gl.BindTexture(gl.TEXTURE_2D, tex)
|
|
|
|
|
|
b := img.Bounds()
|
|
|
|
|
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(b.Dx()), int32(b.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, imageBytesUI(img))
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
|
|
|
|
|
r.pushQuad(quad{x: x, y: y, w: float32(b.Dx()) * scale, h: float32(b.Dy()) * scale,
|
|
|
|
|
|
u0: 0, v0: 0, u1: 1, v1: 1, r: 1, g: 1, b: 1, a: 1, tex: tex})
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// UploadImage 上传图像为纹理并返回 ID(物品图标/长文本用)。
|
|
|
|
|
|
func (r *Renderer) UploadImage(img image.Image) uint32 {
|
|
|
|
|
|
var tex uint32
|
|
|
|
|
|
gl.GenTextures(1, &tex)
|
|
|
|
|
|
gl.BindTexture(gl.TEXTURE_2D, tex)
|
|
|
|
|
|
b := img.Bounds()
|
|
|
|
|
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(b.Dx()), int32(b.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, imageBytesUI(img))
|
|
|
|
|
|
gl.GenerateMipmap(gl.TEXTURE_2D)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
|
|
|
|
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
|
|
|
|
|
return tex
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Begin 开始一帧 UI 绘制(清空批次)。
|
|
|
|
|
|
func (r *Renderer) Begin() { r.quads = r.quads[:0] }
|
|
|
|
|
|
|
|
|
|
|
|
// Flush 提交批次(切换投影 → 绘制 → 恢复状态)。
|
|
|
|
|
|
func (r *Renderer) Flush() {
|
|
|
|
|
|
if len(r.quads) == 0 {
|
|
|
|
|
|
return
|
|
|
|
|
|
}
|
|
|
|
|
|
// 保存 3D 状态
|
|
|
|
|
|
gl.Disable(gl.DEPTH_TEST)
|
|
|
|
|
|
gl.UseProgram(r.prog)
|
|
|
|
|
|
|
|
|
|
|
|
// 正交投影(像素坐标,y 向下)
|
|
|
|
|
|
var proj [16]float32
|
|
|
|
|
|
ortho2D(&proj, 0, float32(r.w), float32(r.h), 0)
|
|
|
|
|
|
projLoc := gl.GetUniformLocation(r.prog, gl.Str("uProj\x00"))
|
|
|
|
|
|
gl.UniformMatrix4fv(projLoc, 1, false, &proj[0])
|
|
|
|
|
|
sampLoc := gl.GetUniformLocation(r.prog, gl.Str("uTex\x00"))
|
|
|
|
|
|
gl.Uniform1i(sampLoc, 0)
|
|
|
|
|
|
|
|
|
|
|
|
// 批处理:合并为顶点数组(每 quad 6 顶点,含纹理 ID 通过多次绘制分组)
|
|
|
|
|
|
gl.BindVertexArray(r.vao)
|
|
|
|
|
|
gl.BindBuffer(gl.ARRAY_BUFFER, r.vbo)
|
|
|
|
|
|
gl.EnableVertexAttribArray(0) // pos
|
|
|
|
|
|
gl.EnableVertexAttribArray(1) // uv
|
|
|
|
|
|
gl.EnableVertexAttribArray(2) // color
|
|
|
|
|
|
stride := int32(9 * 4)
|
|
|
|
|
|
|
|
|
|
|
|
currentTex := uint32(0xFFFFFFFF)
|
|
|
|
|
|
flushBatch := func(tex uint32, verts []float32) {
|
|
|
|
|
|
if len(verts) == 0 {
|
|
|
|
|
|
return
|
|
|
|
|
|
}
|
|
|
|
|
|
gl.ActiveTexture(gl.TEXTURE0)
|
|
|
|
|
|
gl.BindTexture(gl.TEXTURE_2D, tex)
|
|
|
|
|
|
gl.BufferData(gl.ARRAY_BUFFER, len(verts)*4, gl.Ptr(verts), gl.STREAM_DRAW)
|
|
|
|
|
|
gl.VertexAttribPointer(0, 2, gl.FLOAT, false, stride, gl.PtrOffset(0))
|
|
|
|
|
|
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, stride, gl.PtrOffset(2*4))
|
|
|
|
|
|
gl.VertexAttribPointer(2, 4, gl.FLOAT, false, stride, gl.PtrOffset(4*4))
|
|
|
|
|
|
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(verts)/9))
|
|
|
|
|
|
}
|
|
|
|
|
|
var batch []float32
|
|
|
|
|
|
for _, q := range r.quads {
|
|
|
|
|
|
if q.tex != currentTex {
|
|
|
|
|
|
flushBatch(currentTex, batch)
|
|
|
|
|
|
batch = batch[:0]
|
|
|
|
|
|
currentTex = q.tex
|
|
|
|
|
|
}
|
|
|
|
|
|
batch = append(batch, quadVertices(q)...)
|
|
|
|
|
|
}
|
|
|
|
|
|
flushBatch(currentTex, batch)
|
|
|
|
|
|
|
|
|
|
|
|
gl.BindVertexArray(0)
|
|
|
|
|
|
gl.Enable(gl.DEPTH_TEST)
|
|
|
|
|
|
r.quads = r.quads[:0]
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// pushQuad 入批。
|
|
|
|
|
|
func (r *Renderer) pushQuad(q quad) { r.quads = append(r.quads, q) }
|
|
|
|
|
|
|
|
|
|
|
|
// quadVertices 四边形 → 6 顶点(2 三角形)。
|
|
|
|
|
|
func quadVertices(q quad) []float32 {
|
|
|
|
|
|
x0, y0 := q.x, q.y
|
|
|
|
|
|
x1, y1 := q.x+q.w, q.y+q.h
|
|
|
|
|
|
return []float32{
|
|
|
|
|
|
x0, y0, q.u0, q.v0, q.r, q.g, q.b, q.a, 0,
|
|
|
|
|
|
x1, y0, q.u1, q.v0, q.r, q.g, q.b, q.a, 0,
|
|
|
|
|
|
x1, y1, q.u1, q.v1, q.r, q.g, q.b, q.a, 0,
|
|
|
|
|
|
x0, y0, q.u0, q.v0, q.r, q.g, q.b, q.a, 0,
|
|
|
|
|
|
x1, y1, q.u1, q.v1, q.r, q.g, q.b, q.a, 0,
|
|
|
|
|
|
x0, y1, q.u0, q.v1, q.r, q.g, q.b, q.a, 0,
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ortho2D 正交投影矩阵(列主序,近 -1 远 1)。
|
|
|
|
|
|
func ortho2D(m *[16]float32, l, r, b, t float32) {
|
|
|
|
|
|
*m = [16]float32{}
|
|
|
|
|
|
m[0] = 2 / (r - l)
|
|
|
|
|
|
m[5] = 2 / (t - b)
|
|
|
|
|
|
m[10] = -1
|
|
|
|
|
|
m[12] = -(r + l) / (r - l)
|
|
|
|
|
|
m[13] = -(t + b) / (t - b)
|
|
|
|
|
|
m[15] = 1
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// imageBytesUI image.Image → RGBA 字节流。
|
|
|
|
|
|
func imageBytesUI(img image.Image) []byte {
|
|
|
|
|
|
b := img.Bounds()
|
|
|
|
|
|
out := make([]byte, 0, b.Dx()*b.Dy()*4)
|
|
|
|
|
|
for y := b.Min.Y; y < b.Max.Y; y++ {
|
|
|
|
|
|
for x := b.Min.X; x < b.Max.X; x++ {
|
|
|
|
|
|
cr, cg, cb, ca := img.At(x, y).RGBA()
|
|
|
|
|
|
out = append(out, byte(cr>>8), byte(cg>>8), byte(cb>>8), byte(ca>>8))
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return out
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// uiVertSrc UI 顶点着色器。
|
|
|
|
|
|
const uiVertSrc = `
|
|
|
|
|
|
#version 330 core
|
|
|
|
|
|
layout(location = 0) in vec2 aPos;
|
|
|
|
|
|
layout(location = 1) in vec2 aUV;
|
|
|
|
|
|
layout(location = 2) in vec4 aColor;
|
|
|
|
|
|
uniform mat4 uProj;
|
|
|
|
|
|
out vec2 vUV;
|
|
|
|
|
|
out vec4 vColor;
|
|
|
|
|
|
void main() {
|
|
|
|
|
|
gl_Position = uProj * vec4(aPos, 0.0, 1.0);
|
|
|
|
|
|
vUV = aUV;
|
|
|
|
|
|
vColor = aColor;
|
|
|
|
|
|
}
|
|
|
|
|
|
`
|
|
|
|
|
|
|
|
|
|
|
|
// uiFragSrc UI 片元着色器(纹理 × 颜色,alpha 混合)。
|
|
|
|
|
|
const uiFragSrc = `
|
|
|
|
|
|
#version 330 core
|
|
|
|
|
|
in vec2 vUV;
|
|
|
|
|
|
in vec4 vColor;
|
|
|
|
|
|
uniform sampler2D uTex;
|
|
|
|
|
|
out vec4 fragColor;
|
|
|
|
|
|
void main() {
|
|
|
|
|
|
vec4 t = texture(uTex, vUV);
|
|
|
|
|
|
fragColor = vec4(vColor.rgb, vColor.a) * vec4(1.0, 1.0, 1.0, t.a);
|
|
|
|
|
|
}
|
|
|
|
|
|
`
|
|
|
|
|
|
|
|
|
|
|
|
// 编译着色器(与 render 包一致的简化版)。
|
|
|
|
|
|
func compileShader(kind uint32, src string) (uint32, error) {
|
|
|
|
|
|
s := gl.CreateShader(kind)
|
|
|
|
|
|
cs, free := gl.Strs(src + "\x00")
|
|
|
|
|
|
gl.ShaderSource(s, 1, cs, nil)
|
|
|
|
|
|
free()
|
|
|
|
|
|
gl.CompileShader(s)
|
|
|
|
|
|
var ok int32
|
|
|
|
|
|
gl.GetShaderiv(s, gl.COMPILE_STATUS, &ok)
|
|
|
|
|
|
if ok == 0 {
|
|
|
|
|
|
var logLen int32
|
|
|
|
|
|
gl.GetShaderiv(s, gl.INFO_LOG_LENGTH, &logLen)
|
|
|
|
|
|
log := strings.Repeat(" ", int(logLen))
|
|
|
|
|
|
gl.GetShaderInfoLog(s, logLen, nil, gl.Str(log))
|
|
|
|
|
|
return 0, fmt.Errorf("着色器编译失败: %s", log)
|
|
|
|
|
|
}
|
|
|
|
|
|
return s, nil
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
var _ = textr.New // 保持引用(长文本光栅化路径后置启用)
|