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@shed/render2d-system

v0.2.0

Published

webgl 2d render system

Downloads

3

Readme

@shed/render2d-system

:hammer: @shed/ecs 的一个 2d渲染 系统,它会尽量把所有 Entity 打包在一起一次渲染,使其效率最高。

安装

npm install @shed/render2d-system

或使用 yarn

yarn add @shed/render2d-system

用法

同其他 System 一样, 首先要加入到 ecs

import { Render2DSystem, Render2DComponent } from "@shed/render2d-system";

this._ecs.addSystem(new Render2DSystem(this._ecs, this._ctx))

默认情况下,Render2DSystem 会遍历渲染所有包含 transformrender2d 组件的 Entity

例如下边代码会渲染出一个红色方块:

// 创建并添加一个新的 Entity
this._ecs.addNewEntity('redQuad',
    { type: 'render2d', visible: true, color: { r: 1, g: 0, b: 0, a: 1 },
    { type: 'transform', x: 0, y: 0, width: 100, height: 100, rotation: 0 },
);

Component 部分

System 运行时会查找包含对应 ComponentsEntity,并执行相关逻辑。Entity Component System 的概念请参考 @shed/ecs 中相关说明。

@shed/ecscomponent 只是纯粹的数据,所以是 pure object,类似 { type : 'mycomponent' } 就可以表示为一个组件

Render2DSystem 只会与以下两个组件打交道

  • transform component
  • render2d component

transform component

transform 组件用来表示物体的 位置,大小与旋转角度。

创建一个 transform component 只需

let comp = { type: 'transform', x: 0, y: 0, width: 100, height: 100, rotation: 0 }

使用 TypeScript 的好处就是可以导入类型信息,如果手误打错,编辑器会提醒你

import { TransformComponent } from "@shed/render2d-system";

let comp: TransformComponent = ...;

还提供了更简便方式创建一个 TransformComponent

import { createTransformComponent } from "@shed/render2d-system";

let comp = createTransformComponent(0,0,1,1,0); // x = 0, y = 0, width = 1, height = 1, rotation = 0

不管用什么方法创建,总而言之类型是这样的

type TransformComponent = {
    type: 'transform',
    x: number, y: number,
    width: number, height: number,
    rotation: number; // 角度值
};

render2d component

render2d component 通常表示一个图片,或一个色块,他们的类型如下

type Quad2D = {
    type: "render2d";
    visible: boolean;
    color: {
        r: number;
        g: number;
        b: number;
        a: number;
    };
}
type Image2D = {
    type: "render2d";
    visible: boolean;
    image: {
        src: string;
        region: {
            l: number;
            r: number;
            t: number;
            b: number;
        };
        repeat: boolean;
        linear: boolean;
    };
}

可以直接使用,也可以泛型版本

let img: Render2DComponent<Image2D> = ...;

分层渲染

WebGL 中有一个 DrawCall 的概念,他是影响性能的最重要的指标,@render2d-system 默认会尽量把所有精灵在一个 DrawCall 中渲染出来使其效率最高,这也是小游戏最理想的渲染方式。

但大多数时候需要将不同的物件,分层级渲染出来,例如背景图在最底层,然后敌人,然后子弹,最后放主角

const renderSystem = new Render2DSystem(this._ecs, this._ctx, this._ecs.state.assets, true);
renderSystem.addLayer(this._ecs.getGroup('bg', 'render2d', 'transform'));
renderSystem.addLayer(this._ecs.getGroup('enemy', 'render2d', 'transform'));
renderSystem.addLayer(this._ecs.getGroup('bullet', 'render2d', 'transform'));
renderSystem.addLayer(this._ecs.getGroup('player', 'render2d', 'transform'));

这样分了4层,画4次,也才只有4个 DrawCall,效率还是非常高的。 这也就是说我们可以根据需要,尽量减少层数来优化效率。

Contributors

License

The MIT License