feat(渲染压缩): 完善三维渲染并优化转换压缩
build.yaml / build (push) Successful in 45s

This commit is contained in:
xiaoqidun committed 2026-10-08 10:21:17 +08:00
1 parent c8a163a077
commit 0351dd54f5
31 files changed
+993 -311

No files matched your search

+25 -13
View File
@@ -19,44 +19,50 @@ import (
"math"
)
// drawLines 绘制作者线集,端点独立着色且不参与面的背向剔除
// drawPrimitives 绘制作者点集及线集,独立着色且不参与面的背向剔除
// 入参: instance 场景实例, node 模型节点, mesh 属性数组, positions 世界位置, normals 世界法线, pass 绘制轮次, passIndex 轮次索引
// 返回: error 几何、资源或取消错误
func (r *u3dRender) drawLines(instance u3dInstance, node *U3DNode, mesh *U3DMesh, positions, normals []u3dVector, pass U3DViewPass, passIndex int) error {
func (r *u3dRender) drawPrimitives(instance u3dInstance, node *U3DNode, mesh *U3DMesh, positions, normals []u3dVector, pass U3DViewPass, passIndex int) error {
if r.depthOnly {
return nil
}
shaded := r.mode.shaded()
for index, line := range mesh.Lines {
for index := range len(mesh.Lines) + len(mesh.Points) {
shadingIndex, corners := mesh.primitive(len(mesh.Faces) + index)
point := index >= len(mesh.Lines)
if index%128 == 0 {
if err := r.ctx.Err(); err != nil {
return err
}
}
if uint64(line.Shading) >= uint64(len(mesh.Shadings)) {
return fmt.Errorf("invalid U3D render line shading index")
if uint64(shadingIndex) >= uint64(len(mesh.Shadings)) {
return fmt.Errorf("invalid U3D render primitive shading index")
}
shading := mesh.Shadings[line.Shading]
shading := mesh.Shadings[shadingIndex]
if shading.Attributes > 3 || len(shading.TextureDimensions) > 8 {
return fmt.Errorf("invalid U3D render line shading")
return fmt.Errorf("invalid U3D render primitive shading")
}
var world [2]u3dVector
var vertices [2]u3dVertex
for i, corner := range line.Corners {
for i, corner := range corners {
if uint64(corner.Position) >= uint64(len(positions)) || shaded && (!mesh.ExcludeNormals && uint64(corner.Normal) >= uint64(len(normals)) || shading.Attributes&1 != 0 && uint64(corner.Diffuse) >= uint64(len(mesh.Diffuse)) || shading.Attributes&2 != 0 && uint64(corner.Specular) >= uint64(len(mesh.Specular))) {
return fmt.Errorf("invalid U3D render line corner index")
return fmt.Errorf("invalid U3D render primitive corner index")
}
world[i] = positions[corner.Position]
vertices[i].point = r.toCamera.point(world[i])
for _, value := range vertices[i].point {
if !finite(value) {
return fmt.Errorf("invalid U3D line camera position")
return fmt.Errorf("invalid U3D primitive camera position")
}
}
}
shaderNames := []string{""}
if uint64(line.Shading) < uint64(len(node.LineShaders)) {
shaderNames = node.LineShaders[line.Shading]
shaders := node.LineShaders
if point {
shaders = node.PointShaders
}
if uint64(shadingIndex) < uint64(len(shaders)) {
shaderNames = shaders[shadingIndex]
}
for _, name := range shaderNames {
if err := r.ctx.Err(); err != nil {
@@ -78,7 +84,7 @@ func (r *u3dRender) drawLines(instance u3dInstance, node *U3DNode, mesh *U3DMesh
if instance.opacity >= 0 || r.opacity >= 0 {
style.shader.Blend = 0x606
}
for i, corner := range line.Corners {
for i, corner := range corners {
vertices[i].color = [4]float64{r.auxiliaryColor[0], r.auxiliaryColor[1], r.auxiliaryColor[2], 1}
if !shaded {
continue
@@ -105,6 +111,12 @@ func (r *u3dRender) drawLines(instance u3dInstance, node *U3DNode, mesh *U3DMesh
vertices[i].color[3] *= r.opacity
}
}
if point {
if err := r.modePoint(vertices[0], style.shader, pass); err != nil {
return err
}
continue
}
if r.mode == U3DRenderVertices || r.mode == U3DRenderShadedVertices {
for _, vertex := range vertices {
fresh, err := r.uniquePrimitive(vertex, vertex, style.shader)