@visactor/vrender-core 0.22.0 → 0.22.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (134) hide show
  1. package/cjs/canvas/contributions/base-canvas.d.ts +1 -0
  2. package/cjs/canvas/contributions/base-canvas.js +3 -0
  3. package/cjs/canvas/contributions/base-canvas.js.map +1 -1
  4. package/cjs/common/custom-path2d.js +8 -6
  5. package/cjs/common/custom-path2d.js.map +1 -1
  6. package/cjs/graphic/config.js +7 -3
  7. package/cjs/graphic/config.js.map +1 -1
  8. package/cjs/graphic/graphic.d.ts +8 -3
  9. package/cjs/graphic/graphic.js +52 -10
  10. package/cjs/graphic/graphic.js.map +1 -1
  11. package/cjs/graphic/group.d.ts +1 -0
  12. package/cjs/graphic/group.js +5 -0
  13. package/cjs/graphic/group.js.map +1 -1
  14. package/cjs/graphic/image.d.ts +3 -2
  15. package/cjs/graphic/image.js +23 -13
  16. package/cjs/graphic/image.js.map +1 -1
  17. package/cjs/graphic/richtext/line.js +11 -1
  18. package/cjs/graphic/richtext/line.js.map +1 -1
  19. package/cjs/graphic/richtext/paragraph.d.ts +8 -1
  20. package/cjs/graphic/richtext/paragraph.js +5 -16
  21. package/cjs/graphic/richtext/paragraph.js.map +1 -1
  22. package/cjs/graphic/richtext.js +11 -7
  23. package/cjs/graphic/richtext.js.map +1 -1
  24. package/cjs/graphic/symbol.d.ts +1 -1
  25. package/cjs/graphic/symbol.js +20 -37
  26. package/cjs/graphic/symbol.js.map +1 -1
  27. package/cjs/graphic/text.d.ts +1 -0
  28. package/cjs/graphic/text.js +3 -0
  29. package/cjs/graphic/text.js.map +1 -1
  30. package/cjs/interface/graphic/arc.js.map +1 -1
  31. package/cjs/interface/graphic/area.js.map +1 -1
  32. package/cjs/interface/graphic/circle.js.map +1 -1
  33. package/cjs/interface/graphic/group.d.ts +1 -0
  34. package/cjs/interface/graphic/group.js.map +1 -1
  35. package/cjs/interface/graphic/image.d.ts +2 -0
  36. package/cjs/interface/graphic/image.js.map +1 -1
  37. package/cjs/interface/graphic/line.js.map +1 -1
  38. package/cjs/interface/graphic/polygon.js.map +1 -1
  39. package/cjs/interface/graphic/rect.js.map +1 -1
  40. package/cjs/interface/graphic/richText.d.ts +4 -0
  41. package/cjs/interface/graphic/richText.js.map +1 -1
  42. package/cjs/interface/graphic/symbol.d.ts +1 -0
  43. package/cjs/interface/graphic/symbol.js.map +1 -1
  44. package/cjs/interface/graphic/text.js.map +1 -1
  45. package/cjs/interface/graphic.d.ts +5 -0
  46. package/cjs/interface/graphic.js.map +1 -1
  47. package/cjs/plugins/builtin-plugin/auto-refresh-plugin.d.ts +1 -0
  48. package/cjs/plugins/builtin-plugin/auto-refresh-plugin.js +9 -3
  49. package/cjs/plugins/builtin-plugin/auto-refresh-plugin.js.map +1 -1
  50. package/cjs/plugins/builtin-plugin/edit-module.js +3 -2
  51. package/cjs/plugins/builtin-plugin/edit-module.js.map +1 -1
  52. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.d.ts +6 -3
  53. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js +49 -31
  54. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
  55. package/cjs/render/contributions/render/base-render.js +5 -2
  56. package/cjs/render/contributions/render/base-render.js.map +1 -1
  57. package/cjs/render/contributions/render/contributions/base-contribution-render.d.ts +14 -0
  58. package/cjs/render/contributions/render/contributions/base-contribution-render.js +36 -1
  59. package/cjs/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  60. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.d.ts +2 -1
  61. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js +20 -3
  62. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  63. package/cjs/render/contributions/render/group-render.js +26 -4
  64. package/cjs/render/contributions/render/group-render.js.map +1 -1
  65. package/cjs/render/contributions/render/image-render.js +5 -3
  66. package/cjs/render/contributions/render/image-render.js.map +1 -1
  67. package/dist/index.es.js +4946 -4648
  68. package/es/canvas/contributions/base-canvas.d.ts +1 -0
  69. package/es/canvas/contributions/base-canvas.js +3 -0
  70. package/es/canvas/contributions/base-canvas.js.map +1 -1
  71. package/es/common/custom-path2d.js +8 -6
  72. package/es/common/custom-path2d.js.map +1 -1
  73. package/es/graphic/config.js +7 -3
  74. package/es/graphic/config.js.map +1 -1
  75. package/es/graphic/graphic.d.ts +8 -3
  76. package/es/graphic/graphic.js +58 -12
  77. package/es/graphic/graphic.js.map +1 -1
  78. package/es/graphic/group.d.ts +1 -0
  79. package/es/graphic/group.js +5 -0
  80. package/es/graphic/group.js.map +1 -1
  81. package/es/graphic/image.d.ts +3 -2
  82. package/es/graphic/image.js +23 -13
  83. package/es/graphic/image.js.map +1 -1
  84. package/es/graphic/richtext/line.js +11 -1
  85. package/es/graphic/richtext/line.js.map +1 -1
  86. package/es/graphic/richtext/paragraph.d.ts +8 -1
  87. package/es/graphic/richtext/paragraph.js +5 -16
  88. package/es/graphic/richtext/paragraph.js.map +1 -1
  89. package/es/graphic/richtext.js +11 -7
  90. package/es/graphic/richtext.js.map +1 -1
  91. package/es/graphic/symbol.d.ts +1 -1
  92. package/es/graphic/symbol.js +19 -42
  93. package/es/graphic/symbol.js.map +1 -1
  94. package/es/graphic/text.d.ts +1 -0
  95. package/es/graphic/text.js +3 -0
  96. package/es/graphic/text.js.map +1 -1
  97. package/es/interface/graphic/arc.js.map +1 -1
  98. package/es/interface/graphic/area.js.map +1 -1
  99. package/es/interface/graphic/circle.js.map +1 -1
  100. package/es/interface/graphic/group.d.ts +1 -0
  101. package/es/interface/graphic/group.js.map +1 -1
  102. package/es/interface/graphic/image.d.ts +2 -0
  103. package/es/interface/graphic/image.js.map +1 -1
  104. package/es/interface/graphic/line.js.map +1 -1
  105. package/es/interface/graphic/polygon.js.map +1 -1
  106. package/es/interface/graphic/rect.js.map +1 -1
  107. package/es/interface/graphic/richText.d.ts +4 -0
  108. package/es/interface/graphic/richText.js.map +1 -1
  109. package/es/interface/graphic/symbol.d.ts +1 -0
  110. package/es/interface/graphic/symbol.js.map +1 -1
  111. package/es/interface/graphic/text.js.map +1 -1
  112. package/es/interface/graphic.d.ts +5 -0
  113. package/es/interface/graphic.js.map +1 -1
  114. package/es/plugins/builtin-plugin/auto-refresh-plugin.d.ts +1 -0
  115. package/es/plugins/builtin-plugin/auto-refresh-plugin.js +9 -3
  116. package/es/plugins/builtin-plugin/auto-refresh-plugin.js.map +1 -1
  117. package/es/plugins/builtin-plugin/edit-module.js +3 -2
  118. package/es/plugins/builtin-plugin/edit-module.js.map +1 -1
  119. package/es/plugins/builtin-plugin/richtext-edit-plugin.d.ts +6 -3
  120. package/es/plugins/builtin-plugin/richtext-edit-plugin.js +49 -31
  121. package/es/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
  122. package/es/render/contributions/render/base-render.js +5 -1
  123. package/es/render/contributions/render/base-render.js.map +1 -1
  124. package/es/render/contributions/render/contributions/base-contribution-render.d.ts +14 -0
  125. package/es/render/contributions/render/contributions/base-contribution-render.js +31 -0
  126. package/es/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  127. package/es/render/contributions/render/contributions/base-texture-contribution-render.d.ts +2 -1
  128. package/es/render/contributions/render/contributions/base-texture-contribution-render.js +22 -2
  129. package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  130. package/es/render/contributions/render/group-render.js +27 -3
  131. package/es/render/contributions/render/group-render.js.map +1 -1
  132. package/es/render/contributions/render/image-render.js +4 -3
  133. package/es/render/contributions/render/image-render.js.map +1 -1
  134. package/package.json +3 -3
@@ -1 +1 @@
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type { IPointLike } from '@visactor/vutils';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n IBaseRenderContribution,\n ITransform\n} from '../../../interface';\nimport { getModelMatrix, shouldUseMat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { getTheme } from '../../../graphic';\nimport { renderCommandList } from '../../../common/render-command-list';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n this.builtinContributions && this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n drawPathProxy(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = (getTheme(graphic, params?.theme) as any)[graphic.type.replace('3d', '')];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible,\n x: originX = themeAttributes.x,\n y: originY = themeAttributes.y\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n this.beforeRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n return true;\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: Partial<IGraphicAttribute>,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute as ITransform);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // 如果hide,直接跳过后续绘制\n const { renderable } = graphic.attribute;\n if (renderable === false) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (this.drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ): void;\n\n // abstract drawShape(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
1
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type { IPointLike } from '@visactor/vutils';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n IBaseRenderContribution,\n ITransform\n} from '../../../interface';\nimport { getModelMatrix, shouldUseMat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { getTheme } from '../../../graphic';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { defaultBaseClipRenderAfterContribution, defaultBaseClipRenderBeforeContribution } from './contributions';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n if (!this.builtinContributions) {\n this.builtinContributions = [];\n }\n this.builtinContributions.push(defaultBaseClipRenderBeforeContribution);\n this.builtinContributions.push(defaultBaseClipRenderAfterContribution);\n this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n drawPathProxy(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = (getTheme(graphic, params?.theme) as any)[graphic.type.replace('3d', '')];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible,\n x: originX = themeAttributes.x,\n y: originY = themeAttributes.y\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n this.beforeRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n return true;\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: Partial<IGraphicAttribute>,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute as ITransform);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // 如果hide,直接跳过后续绘制\n const { renderable } = graphic.attribute;\n if (renderable === false) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (this.drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ): void;\n\n // abstract drawShape(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
@@ -28,3 +28,17 @@ export declare class DefaultBaseInteractiveRenderContribution implements IBaseRe
28
28
  constructor(subRenderContribitions: IContributionProvider<IInteractiveSubRenderContribution>);
29
29
  drawShape(graphic: IGraphic, context: IContext2d, x: number, y: number, doFill: boolean, doStroke: boolean, fVisible: boolean, sVisible: boolean, graphicAttribute: Required<IGraphicAttribute>, drawContext: IDrawContext, fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, options?: any): void;
30
30
  }
31
+ export declare class DefaultBaseClipRenderBeforeContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {
32
+ time: BaseRenderContributionTime;
33
+ useStyle: boolean;
34
+ order: number;
35
+ drawShape(graphic: IGraphic, context: IContext2d, x: number, y: number, doFill: boolean, doStroke: boolean, fVisible: boolean, sVisible: boolean, graphicAttribute: Required<IGraphicAttribute>, drawContext: IDrawContext, fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute, final?: boolean) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute, final?: boolean) => boolean, options?: any): void;
36
+ }
37
+ export declare const defaultBaseClipRenderBeforeContribution: DefaultBaseClipRenderBeforeContribution;
38
+ export declare class DefaultBaseClipRenderAfterContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {
39
+ time: BaseRenderContributionTime;
40
+ useStyle: boolean;
41
+ order: number;
42
+ drawShape(graphic: IGraphic, context: IContext2d, x: number, y: number, doFill: boolean, doStroke: boolean, fVisible: boolean, sVisible: boolean, graphicAttribute: Required<IGraphicAttribute>, drawContext: IDrawContext, fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, options?: any): void;
43
+ }
44
+ export declare const defaultBaseClipRenderAfterContribution: DefaultBaseClipRenderAfterContribution;
@@ -102,4 +102,35 @@ let DefaultBaseInteractiveRenderContribution = class {
102
102
  DefaultBaseInteractiveRenderContribution = __decorate([ injectable(), __param(0, inject(ContributionProvider)), __param(0, named(InteractiveSubRenderContribution)), __metadata("design:paramtypes", [ Object ]) ], DefaultBaseInteractiveRenderContribution);
103
103
 
104
104
  export { DefaultBaseInteractiveRenderContribution };
105
+
106
+ export class DefaultBaseClipRenderBeforeContribution {
107
+ constructor() {
108
+ this.time = BaseRenderContributionTime.beforeFillStroke, this.useStyle = !0, this.order = 0;
109
+ }
110
+ drawShape(graphic, context, x, y, doFill, doStroke, fVisible, sVisible, graphicAttribute, drawContext, fillCb, strokeCb, options) {
111
+ var _a, _b;
112
+ const {clipConfig: clipConfig} = graphic.attribute;
113
+ if (!clipConfig) return;
114
+ const clipPath = graphic.getClipPath();
115
+ if (!clipPath) return;
116
+ const draw = !(fillCb || strokeCb), b = graphic.AABBBounds, width = null !== (_a = graphic.attribute.width) && void 0 !== _a ? _a : b.width(), height = null !== (_b = graphic.attribute.height) && void 0 !== _b ? _b : b.height();
117
+ draw && context.save(), context.beginPath(), !1 === clipPath.draw(context, [ width, height ], x + width / 2, y + height / 2, 0) && context.closePath(),
118
+ fillCb && fillCb(context, graphic.attribute, graphicAttribute, !0), draw && context.clip();
119
+ }
120
+ }
121
+
122
+ export const defaultBaseClipRenderBeforeContribution = new DefaultBaseClipRenderBeforeContribution;
123
+
124
+ export class DefaultBaseClipRenderAfterContribution {
125
+ constructor() {
126
+ this.time = BaseRenderContributionTime.afterFillStroke, this.useStyle = !0, this.order = 0;
127
+ }
128
+ drawShape(graphic, context, x, y, doFill, doStroke, fVisible, sVisible, graphicAttribute, drawContext, fillCb, strokeCb, options) {
129
+ const {clipConfig: clipConfig} = graphic.attribute;
130
+ if (!clipConfig) return;
131
+ graphic.getClipPath() && (fillCb || strokeCb || context.restore());
132
+ }
133
+ }
134
+
135
+ export const defaultBaseClipRenderAfterContribution = new DefaultBaseClipRenderAfterContribution;
105
136
  //# sourceMappingURL=base-contribution-render.js.map
@@ -1 +1 @@
1
- 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type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IThemeAttribute,\n IBaseRenderContribution,\n IContributionProvider,\n IDrawContext,\n ISymbol,\n IPath,\n ISymbolGraphicAttribute\n} from '../../../../interface';\nimport type { IBounds } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../../common/inversify-lite';\nimport { getTheme } from '../../../../graphic/theme';\nimport { canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { ContributionProvider } from '../../../../common/contribution-provider';\nimport { InteractiveSubRenderContribution } from './constants';\n\nexport class DefaultBaseBackgroundRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n const {\n background,\n backgroundOpacity = graphic.attribute.fillOpacity ?? graphicAttribute.backgroundOpacity,\n opacity = graphicAttribute.opacity,\n backgroundMode = graphicAttribute.backgroundMode,\n backgroundFit = graphicAttribute.backgroundFit,\n backgroundKeepAspectRatio = graphicAttribute.backgroundKeepAspectRatio,\n backgroundScale = graphicAttribute.backgroundScale,\n backgroundOffsetX = graphicAttribute.backgroundOffsetX,\n backgroundOffsetY = graphicAttribute.backgroundOffsetY,\n backgroundClip = graphicAttribute.backgroundClip\n } = graphic.attribute;\n if (!background) {\n return;\n }\n\n if (graphic.backgroundImg && graphic.resources) {\n const res = graphic.resources.get(background as any);\n if (res.state !== 'success' || !res.data) {\n return;\n }\n\n context.save();\n\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const groupAttribute = getTheme(graphic.parent).group;\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = graphic.parent.attribute;\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n context.translate(scrollX, scrollY);\n }\n backgroundClip && context.clip();\n const b = graphic.AABBBounds;\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.globalAlpha = backgroundOpacity * opacity;\n this.doDrawImage(context, res.data, b, {\n backgroundMode,\n backgroundFit,\n backgroundKeepAspectRatio,\n backgroundScale,\n backgroundOffsetX,\n backgroundOffsetY\n });\n context.restore();\n if (!graphic.transMatrix.onlyTranslate()) {\n context.setTransformForCurrent();\n }\n } else {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.globalAlpha = backgroundOpacity * opacity;\n context.fillStyle = background as string;\n context.fill();\n context.highPerformanceRestore();\n }\n }\n\n protected doDrawImage(\n context: IContext2d,\n data: any,\n b: IBounds,\n params: {\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat';\n backgroundFit: boolean;\n backgroundKeepAspectRatio: boolean;\n backgroundScale?: number;\n backgroundOffsetX?: number;\n backgroundOffsetY?: number;\n }\n ): void {\n const {\n backgroundMode,\n backgroundFit,\n backgroundKeepAspectRatio,\n backgroundScale = 1,\n backgroundOffsetX = 0,\n backgroundOffsetY = 0\n } = params;\n const targetW = b.width();\n const targetH = b.height();\n let w = targetW;\n let h = targetH;\n if (backgroundMode === 'no-repeat') {\n if (backgroundFit) {\n if (!backgroundKeepAspectRatio) {\n context.drawImage(data, b.x1, b.y1, b.width(), b.height());\n } else {\n const maxScale = Math.max(targetW / data.width, targetH / data.height);\n context.drawImage(\n data,\n b.x1 + backgroundOffsetX,\n b.y1 + backgroundOffsetY,\n data.width * maxScale * backgroundScale,\n data.height * maxScale * backgroundScale\n );\n }\n } else {\n const resW = data.width * backgroundScale;\n const resH = data.height * backgroundScale;\n context.drawImage(data, b.x1 + backgroundOffsetX, b.y1 + backgroundOffsetY, resW, resH);\n }\n } else {\n // debugger;\n // TODO 考虑缓存\n if (backgroundFit && backgroundMode !== 'repeat' && (data.width || data.height)) {\n const resW = data.width;\n const resH = data.height;\n\n if (backgroundMode === 'repeat-x') {\n // 高度适应\n const ratio = targetH / resH;\n w = resW * ratio;\n h = targetH;\n } else if (backgroundMode === 'repeat-y') {\n // 宽度适应\n const ratio = targetW / resW;\n h = resH * ratio;\n w = targetW;\n }\n\n const dpr = context.dpr;\n const canvas = canvasAllocate.allocate({ width: w, height: h, dpr });\n const ctx = canvas.getContext('2d');\n if (ctx) {\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, w, h);\n ctx.drawImage(data, 0, 0, w, h);\n data = canvas.nativeCanvas;\n }\n canvasAllocate.free(canvas);\n }\n const dpr = context.dpr;\n const pattern = context.createPattern(data, backgroundMode);\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n context.fillStyle = pattern;\n context.translate(b.x1, b.y1);\n context.fillRect(0, 0, targetW, targetH);\n context.translate(-b.x1, -b.y1);\n }\n }\n}\n\nexport const defaultBaseBackgroundRenderContribution = new DefaultBaseBackgroundRenderContribution();\n\nexport interface IInteractiveSubRenderContribution {\n render: (\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) => void;\n}\n\n@injectable()\nexport class DefaultBaseInteractiveRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n\n _subRenderContribitions?: IInteractiveSubRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(InteractiveSubRenderContribution)\n protected readonly subRenderContribitions: IContributionProvider<IInteractiveSubRenderContribution>\n ) {}\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this._subRenderContribitions) {\n this._subRenderContribitions = this.subRenderContribitions.getContributions();\n }\n this._subRenderContribitions.forEach(c => {\n c.render(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n options\n );\n });\n }\n}\n"]}
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type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IThemeAttribute,\n IBaseRenderContribution,\n IContributionProvider,\n IDrawContext,\n ISymbol,\n IPath,\n ISymbolGraphicAttribute\n} from '../../../../interface';\nimport type { IBounds } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../../common/inversify-lite';\nimport { getTheme } from '../../../../graphic/theme';\nimport { canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { ContributionProvider } from '../../../../common/contribution-provider';\nimport { InteractiveSubRenderContribution } from './constants';\n\nexport class DefaultBaseBackgroundRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n const {\n background,\n backgroundOpacity = graphic.attribute.fillOpacity ?? graphicAttribute.backgroundOpacity,\n opacity = graphicAttribute.opacity,\n backgroundMode = graphicAttribute.backgroundMode,\n backgroundFit = graphicAttribute.backgroundFit,\n backgroundKeepAspectRatio = graphicAttribute.backgroundKeepAspectRatio,\n backgroundScale = graphicAttribute.backgroundScale,\n backgroundOffsetX = graphicAttribute.backgroundOffsetX,\n backgroundOffsetY = graphicAttribute.backgroundOffsetY,\n backgroundClip = graphicAttribute.backgroundClip\n } = graphic.attribute;\n if (!background) {\n return;\n }\n\n if (graphic.backgroundImg && graphic.resources) {\n const res = graphic.resources.get(background as any);\n if (res.state !== 'success' || !res.data) {\n return;\n }\n\n context.save();\n\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const groupAttribute = getTheme(graphic.parent).group;\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = graphic.parent.attribute;\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n context.translate(scrollX, scrollY);\n }\n backgroundClip && context.clip();\n const b = graphic.AABBBounds;\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.globalAlpha = backgroundOpacity * opacity;\n this.doDrawImage(context, res.data, b, {\n backgroundMode,\n backgroundFit,\n backgroundKeepAspectRatio,\n backgroundScale,\n backgroundOffsetX,\n backgroundOffsetY\n });\n context.restore();\n if (!graphic.transMatrix.onlyTranslate()) {\n context.setTransformForCurrent();\n }\n } else {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.globalAlpha = backgroundOpacity * opacity;\n context.fillStyle = background as string;\n context.fill();\n context.highPerformanceRestore();\n }\n }\n\n protected doDrawImage(\n context: IContext2d,\n data: any,\n b: IBounds,\n params: {\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat';\n backgroundFit: boolean;\n backgroundKeepAspectRatio: boolean;\n backgroundScale?: number;\n backgroundOffsetX?: number;\n backgroundOffsetY?: number;\n }\n ): void {\n const {\n backgroundMode,\n backgroundFit,\n backgroundKeepAspectRatio,\n backgroundScale = 1,\n backgroundOffsetX = 0,\n backgroundOffsetY = 0\n } = params;\n const targetW = b.width();\n const targetH = b.height();\n let w = targetW;\n let h = targetH;\n if (backgroundMode === 'no-repeat') {\n if (backgroundFit) {\n if (!backgroundKeepAspectRatio) {\n context.drawImage(data, b.x1, b.y1, b.width(), b.height());\n } else {\n const maxScale = Math.max(targetW / data.width, targetH / data.height);\n context.drawImage(\n data,\n b.x1 + backgroundOffsetX,\n b.y1 + backgroundOffsetY,\n data.width * maxScale * backgroundScale,\n data.height * maxScale * backgroundScale\n );\n }\n } else {\n const resW = data.width * backgroundScale;\n const resH = data.height * backgroundScale;\n context.drawImage(data, b.x1 + backgroundOffsetX, b.y1 + backgroundOffsetY, resW, resH);\n }\n } else {\n // debugger;\n // TODO 考虑缓存\n if (backgroundFit && backgroundMode !== 'repeat' && (data.width || data.height)) {\n const resW = data.width;\n const resH = data.height;\n\n if (backgroundMode === 'repeat-x') {\n // 高度适应\n const ratio = targetH / resH;\n w = resW * ratio;\n h = targetH;\n } else if (backgroundMode === 'repeat-y') {\n // 宽度适应\n const ratio = targetW / resW;\n h = resH * ratio;\n w = targetW;\n }\n\n const dpr = context.dpr;\n const canvas = canvasAllocate.allocate({ width: w, height: h, dpr });\n const ctx = canvas.getContext('2d');\n if (ctx) {\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, w, h);\n ctx.drawImage(data, 0, 0, w, h);\n data = canvas.nativeCanvas;\n }\n canvasAllocate.free(canvas);\n }\n const dpr = context.dpr;\n const pattern = context.createPattern(data, backgroundMode);\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n context.fillStyle = pattern;\n context.translate(b.x1, b.y1);\n context.fillRect(0, 0, targetW, targetH);\n context.translate(-b.x1, -b.y1);\n }\n }\n}\n\nexport const defaultBaseBackgroundRenderContribution = new DefaultBaseBackgroundRenderContribution();\n\nexport interface IInteractiveSubRenderContribution {\n render: (\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) => void;\n}\n\n@injectable()\nexport class DefaultBaseInteractiveRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n\n _subRenderContribitions?: IInteractiveSubRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(InteractiveSubRenderContribution)\n protected readonly subRenderContribitions: IContributionProvider<IInteractiveSubRenderContribution>\n ) {}\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this._subRenderContribitions) {\n this._subRenderContribitions = this.subRenderContribitions.getContributions();\n }\n this._subRenderContribitions.forEach(c => {\n c.render(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n options\n );\n });\n }\n}\n\nexport class DefaultBaseClipRenderBeforeContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IGraphicAttribute>,\n themeAttribute: IThemeAttribute,\n final?: boolean\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IGraphicAttribute>,\n themeAttribute: IThemeAttribute,\n final?: boolean\n ) => boolean,\n options?: any\n ) {\n const { clipConfig } = graphic.attribute;\n if (!clipConfig) {\n return;\n }\n const clipPath = graphic.getClipPath();\n if (!clipPath) {\n return;\n }\n const draw = !(fillCb || strokeCb);\n const b = graphic.AABBBounds;\n const width = (graphic.attribute as any).width ?? b.width();\n const height = (graphic.attribute as any).height ?? b.height();\n if (draw) {\n context.save();\n }\n context.beginPath();\n if (clipPath.draw(context, [width, height], x + width / 2, y + height / 2, 0) === false) {\n context.closePath();\n }\n if (fillCb) {\n fillCb(context, graphic.attribute, graphicAttribute, true);\n }\n\n if (draw) {\n context.clip();\n }\n }\n}\n\nexport const defaultBaseClipRenderBeforeContribution = new DefaultBaseClipRenderBeforeContribution();\nexport class DefaultBaseClipRenderAfterContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n const { clipConfig } = graphic.attribute;\n if (!clipConfig) {\n return;\n }\n const clipPath = graphic.getClipPath();\n if (!clipPath) {\n return;\n }\n if (!(fillCb || strokeCb)) {\n context.restore();\n }\n }\n}\n\nexport const defaultBaseClipRenderAfterContribution = new DefaultBaseClipRenderAfterContribution();\n"]}
@@ -1,10 +1,11 @@
1
1
  import { BaseRenderContributionTime } from '../../../../common/enums';
2
- import type { IBaseRenderContribution, IContext2d, IDrawContext, IGraphic, IGraphicAttribute, IStage, IThemeAttribute } from '../../../../interface';
2
+ import type { IBaseRenderContribution, IContext2d, IDrawContext, IGraphic, IGraphicAttribute, IStage, ISymbol, IThemeAttribute } from '../../../../interface';
3
3
  export declare class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {
4
4
  time: BaseRenderContributionTime;
5
5
  useStyle: boolean;
6
6
  textureMap?: Map<string, CanvasPattern>;
7
7
  order: number;
8
+ _tempSymbolGraphic: ISymbol | null;
8
9
  createCommonPattern(size: number, padding: number, color: string, targetContext: IContext2d, cb: (r: number, targetContext: IContext2d) => void): CanvasPattern;
9
10
  createCirclePattern(size: number, padding: number, color: string, targetContext: IContext2d): CanvasPattern;
10
11
  createDiamondPattern(size: number, padding: number, color: string, targetContext: IContext2d): CanvasPattern;
@@ -2,6 +2,8 @@ import { canvasAllocate } from "../../../../allocator/canvas-allocate";
2
2
 
3
3
  import { BaseRenderContributionTime } from "../../../../common/enums";
4
4
 
5
+ import { createSymbol } from "../../../../graphic";
6
+
5
7
  import { pi2 } from "@visactor/vutils";
6
8
 
7
9
  function formatRatio(ratio) {
@@ -25,7 +27,8 @@ function drawWave(ctx, ratio, boundsWidth, boundsHeight, textureOptions, offsetX
25
27
 
26
28
  export class DefaultBaseTextureRenderContribution {
27
29
  constructor() {
28
- this.time = BaseRenderContributionTime.afterFillStroke, this.useStyle = !0, this.order = 10;
30
+ this.time = BaseRenderContributionTime.afterFillStroke, this.useStyle = !0, this.order = 10,
31
+ this._tempSymbolGraphic = null;
29
32
  }
30
33
  createCommonPattern(size, padding, color, targetContext, cb) {
31
34
  const r = (size - 2 * padding) / 2, dpr = targetContext.dpr, canvas = canvasAllocate.allocate({
@@ -135,7 +138,24 @@ export class DefaultBaseTextureRenderContribution {
135
138
  case "grid":
136
139
  pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);
137
140
  }
138
- if (pattern) context.highPerformanceSave(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
141
+ if (textureOptions && textureOptions.dynamicTexture) {
142
+ context.save(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
143
+ context.clip();
144
+ const {gridConfig: gridConfig = {}} = textureOptions, b = graphic.AABBBounds, width = b.width(), height = b.height(), padding = texturePadding, cellSize = textureSize, gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize), gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize), gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : 2 * padding, gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : 2 * padding;
145
+ this._tempSymbolGraphic || (this._tempSymbolGraphic = createSymbol({}));
146
+ const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize, sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;
147
+ this._tempSymbolGraphic.setAttributes({
148
+ size: [ sizeW - gutterColumn, sizeH - gutterRow ],
149
+ symbolType: texture
150
+ });
151
+ const parsedPath = this._tempSymbolGraphic.getParsedPath();
152
+ for (let i = 0; i < gridRows; i++) for (let j = 0; j < gridColumns; j++) {
153
+ const _x = x + cellSize / 2 + j * cellSize, _y = y + cellSize / 2 + i * cellSize;
154
+ context.beginPath(), !1 === parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) && context.closePath(),
155
+ context.fillStyle = textureColor, textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);
156
+ }
157
+ context.restore();
158
+ } else if (pattern) context.highPerformanceSave(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
139
159
  context.fillStyle = pattern, context.fill(), context.highPerformanceRestore(); else if ("wave" === texture) {
140
160
  context.save(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
141
161
  context.clip();
@@ -1 +1 @@
1
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport type {\n IBaseRenderContribution,\n IContext2d,\n IDrawContext,\n IGraphic,\n IGraphicAttribute,\n IStage,\n IThemeAttribute\n} from '../../../../interface';\nimport { pi2 } from '@visactor/vutils';\n\nfunction formatRatio(ratio: number) {\n if (ratio <= 0.5) {\n return ratio * 4 - 1;\n }\n return -4 * ratio + 3;\n}\n\nfunction drawWave(\n ctx: IContext2d,\n ratio: number,\n boundsWidth: number,\n boundsHeight: number,\n textureOptions: {\n fill: string;\n percent: number;\n frequency: number;\n amplitude: number;\n opacity?: number;\n phi?: number;\n },\n offsetX: number,\n offsetY: number\n) {\n const { fill = 'orange', percent = 0.6, frequency = 4, opacity, phi = 0 } = textureOptions;\n let { amplitude = 10 } = textureOptions;\n amplitude = amplitude * formatRatio(ratio);\n\n const height = boundsHeight * (1 - percent);\n const width = boundsWidth;\n\n const step = Math.max(Math.round(width / 70), 2);\n ctx.beginPath();\n ctx.moveTo(0 + offsetX, boundsHeight + offsetY);\n ctx.lineTo(0 + offsetX, height + offsetY);\n const delta = (width / frequency) * ratio;\n const c = width / Math.PI / (frequency * 2);\n\n for (let i = 0; i < width; i += step) {\n const y = amplitude * Math.sin((i + delta + phi) / c + phi);\n ctx.lineTo(i + offsetX, height + y + offsetY);\n }\n\n ctx.lineTo(width + offsetX, boundsHeight + offsetY);\n ctx.closePath();\n\n ctx.fillStyle = fill;\n if (isFinite(opacity)) {\n ctx.globalAlpha = opacity;\n }\n ctx.fill();\n}\n\nexport class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n textureMap?: Map<string, CanvasPattern>;\n order: number = 10;\n\n createCommonPattern(\n size: number,\n padding: number,\n color: string,\n targetContext: IContext2d,\n cb: (r: number, targetContext: IContext2d) => void\n ) {\n const r = (size - padding * 2) / 2;\n const dpr = targetContext.dpr;\n const canvas = canvasAllocate.allocate({ width: size, height: size, dpr });\n const ctx = canvas.getContext('2d');\n if (!ctx) {\n return null;\n }\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, size, size);\n //setup up design for pattern\n cb(r, ctx);\n const pattern = targetContext.createPattern(canvas.nativeCanvas, 'repeat');\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n\n canvasAllocate.free(canvas);\n return pattern;\n }\n\n createCirclePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.fillStyle = color;\n ctx.arc(r, r, r, 0, pi2);\n ctx.fill();\n });\n }\n\n createDiamondPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = size / 2;\n const y = x;\n ctx.fillStyle = color;\n ctx.moveTo(x, y - r);\n ctx.lineTo(r + x, y);\n ctx.lineTo(x, y + r);\n ctx.lineTo(x - r, y);\n ctx.closePath();\n ctx.fill();\n });\n }\n\n createRectPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, r * 2);\n });\n }\n\n createVerticalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = 0;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, size);\n });\n }\n\n createHorizontalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = 0;\n const y = padding;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, size, r * 2);\n });\n }\n\n createBiasLRLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(0, 0);\n ctx.lineTo(size, size);\n const dx = size / 2;\n const dy = -dx;\n ctx.moveTo(dx, dy);\n ctx.lineTo(dx + size, dy + size);\n ctx.moveTo(-dx, -dy);\n ctx.lineTo(-dx + size, -dy + size);\n ctx.stroke();\n });\n }\n\n createBiasRLLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(size, 0);\n ctx.lineTo(0, size);\n const dx = size / 2;\n const dy = dx;\n ctx.moveTo(size + dx, dy);\n ctx.lineTo(dx, dy + size);\n ctx.moveTo(size - dx, -dy);\n ctx.lineTo(-dx, -dy + size);\n ctx.stroke();\n });\n }\n\n createGridPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r, r);\n ctx.fillRect(x + r, y + r, r, r);\n });\n }\n\n initTextureMap(ctx: IContext2d, stage: IStage) {\n this.textureMap = new Map();\n // ResourceLoader.GetImage(rect1, {\n // imageLoadFail: () => {\n // return;\n // },\n // imageLoadSuccess: (url, img) => {\n // const pattern = ctx.createPattern(img, 'repeat');\n // this.textureMap.set('rect1', pattern);\n // stage && stage.renderNextFrame();\n // }\n // });\n }\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this.textureMap) {\n this.initTextureMap(context, graphic.stage);\n }\n const {\n texture = graphicAttribute.texture,\n textureColor = graphicAttribute.textureColor,\n textureSize = graphicAttribute.textureSize,\n texturePadding = graphicAttribute.texturePadding\n } = graphic.attribute;\n if (!texture) {\n return;\n }\n this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);\n }\n\n protected drawTexture(\n texture: string,\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n graphicAttribute: Required<IGraphicAttribute>,\n textureColor: string,\n textureSize: number,\n texturePadding: number\n ) {\n const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;\n let pattern: CanvasPattern = this.textureMap.get(texture);\n\n if (!pattern) {\n switch (texture) {\n case 'circle':\n pattern = this.createCirclePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'diamond':\n pattern = this.createDiamondPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'rect':\n pattern = this.createRectPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'vertical-line':\n pattern = this.createVerticalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'horizontal-line':\n pattern = this.createHorizontalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-lr':\n pattern = this.createBiasLRLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-rl':\n pattern = this.createBiasRLLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'grid':\n pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);\n break;\n }\n }\n\n if (pattern) {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = pattern;\n context.fill();\n context.highPerformanceRestore();\n } else if (texture === 'wave') {\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const b = graphic.AABBBounds;\n drawWave(\n context,\n textureRatio,\n b.width(),\n b.height(),\n { ...(textureOptions || {}), fill: textureColor },\n x + b.x1 - x,\n y + b.y1 - y\n );\n context.restore();\n }\n }\n}\n\nexport const defaultBaseTextureRenderContribution = new DefaultBaseTextureRenderContribution();\n"]}
1
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { createSymbol } from '../../../../graphic';\nimport type {\n IBaseRenderContribution,\n IContext2d,\n IDrawContext,\n IGraphic,\n IGraphicAttribute,\n IStage,\n ISymbol,\n IThemeAttribute\n} from '../../../../interface';\nimport { pi2 } from '@visactor/vutils';\n\nfunction formatRatio(ratio: number) {\n if (ratio <= 0.5) {\n return ratio * 4 - 1;\n }\n return -4 * ratio + 3;\n}\n\nfunction drawWave(\n ctx: IContext2d,\n ratio: number,\n boundsWidth: number,\n boundsHeight: number,\n textureOptions: {\n fill: string;\n percent: number;\n frequency: number;\n amplitude: number;\n opacity?: number;\n phi?: number;\n },\n offsetX: number,\n offsetY: number\n) {\n const { fill = 'orange', percent = 0.6, frequency = 4, opacity, phi = 0 } = textureOptions;\n let { amplitude = 10 } = textureOptions;\n amplitude = amplitude * formatRatio(ratio);\n\n const height = boundsHeight * (1 - percent);\n const width = boundsWidth;\n\n const step = Math.max(Math.round(width / 70), 2);\n ctx.beginPath();\n ctx.moveTo(0 + offsetX, boundsHeight + offsetY);\n ctx.lineTo(0 + offsetX, height + offsetY);\n const delta = (width / frequency) * ratio;\n const c = width / Math.PI / (frequency * 2);\n\n for (let i = 0; i < width; i += step) {\n const y = amplitude * Math.sin((i + delta + phi) / c + phi);\n ctx.lineTo(i + offsetX, height + y + offsetY);\n }\n\n ctx.lineTo(width + offsetX, boundsHeight + offsetY);\n ctx.closePath();\n\n ctx.fillStyle = fill;\n if (isFinite(opacity)) {\n ctx.globalAlpha = opacity;\n }\n ctx.fill();\n}\n\nexport class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n textureMap?: Map<string, CanvasPattern>;\n order: number = 10;\n _tempSymbolGraphic: ISymbol | null = null;\n\n createCommonPattern(\n size: number,\n padding: number,\n color: string,\n targetContext: IContext2d,\n cb: (r: number, targetContext: IContext2d) => void\n ) {\n const r = (size - padding * 2) / 2;\n const dpr = targetContext.dpr;\n const canvas = canvasAllocate.allocate({ width: size, height: size, dpr });\n const ctx = canvas.getContext('2d');\n if (!ctx) {\n return null;\n }\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, size, size);\n //setup up design for pattern\n cb(r, ctx);\n const pattern = targetContext.createPattern(canvas.nativeCanvas, 'repeat');\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n\n canvasAllocate.free(canvas);\n return pattern;\n }\n\n createCirclePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.fillStyle = color;\n ctx.arc(r, r, r, 0, pi2);\n ctx.fill();\n });\n }\n\n createDiamondPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = size / 2;\n const y = x;\n ctx.fillStyle = color;\n ctx.moveTo(x, y - r);\n ctx.lineTo(r + x, y);\n ctx.lineTo(x, y + r);\n ctx.lineTo(x - r, y);\n ctx.closePath();\n ctx.fill();\n });\n }\n\n createRectPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, r * 2);\n });\n }\n\n createVerticalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = 0;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, size);\n });\n }\n\n createHorizontalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = 0;\n const y = padding;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, size, r * 2);\n });\n }\n\n createBiasLRLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(0, 0);\n ctx.lineTo(size, size);\n const dx = size / 2;\n const dy = -dx;\n ctx.moveTo(dx, dy);\n ctx.lineTo(dx + size, dy + size);\n ctx.moveTo(-dx, -dy);\n ctx.lineTo(-dx + size, -dy + size);\n ctx.stroke();\n });\n }\n\n createBiasRLLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(size, 0);\n ctx.lineTo(0, size);\n const dx = size / 2;\n const dy = dx;\n ctx.moveTo(size + dx, dy);\n ctx.lineTo(dx, dy + size);\n ctx.moveTo(size - dx, -dy);\n ctx.lineTo(-dx, -dy + size);\n ctx.stroke();\n });\n }\n\n createGridPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r, r);\n ctx.fillRect(x + r, y + r, r, r);\n });\n }\n\n initTextureMap(ctx: IContext2d, stage: IStage) {\n this.textureMap = new Map();\n // ResourceLoader.GetImage(rect1, {\n // imageLoadFail: () => {\n // return;\n // },\n // imageLoadSuccess: (url, img) => {\n // const pattern = ctx.createPattern(img, 'repeat');\n // this.textureMap.set('rect1', pattern);\n // stage && stage.renderNextFrame();\n // }\n // });\n }\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this.textureMap) {\n this.initTextureMap(context, graphic.stage);\n }\n const {\n texture = graphicAttribute.texture,\n textureColor = graphicAttribute.textureColor,\n textureSize = graphicAttribute.textureSize,\n texturePadding = graphicAttribute.texturePadding\n } = graphic.attribute;\n if (!texture) {\n return;\n }\n this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);\n }\n\n protected drawTexture(\n texture: string,\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n graphicAttribute: Required<IGraphicAttribute>,\n textureColor: string,\n textureSize: number,\n texturePadding: number\n ) {\n const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;\n let pattern: CanvasPattern = this.textureMap.get(texture);\n\n if (!pattern) {\n switch (texture) {\n case 'circle':\n pattern = this.createCirclePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'diamond':\n pattern = this.createDiamondPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'rect':\n pattern = this.createRectPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'vertical-line':\n pattern = this.createVerticalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'horizontal-line':\n pattern = this.createHorizontalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-lr':\n pattern = this.createBiasLRLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-rl':\n pattern = this.createBiasRLLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'grid':\n pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);\n break;\n }\n }\n\n if (textureOptions && textureOptions.dynamicTexture) {\n // 动态纹理\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const { gridConfig = {} } = textureOptions;\n const b = graphic.AABBBounds;\n const width = b.width();\n const height = b.height();\n const padding = texturePadding;\n const cellSize = textureSize;\n const gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize);\n const gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize);\n const gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : padding * 2;\n const gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : padding * 2;\n if (!this._tempSymbolGraphic) {\n this._tempSymbolGraphic = createSymbol({});\n }\n const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize;\n const sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;\n this._tempSymbolGraphic.setAttributes({\n size: [sizeW - gutterColumn, sizeH - gutterRow],\n symbolType: texture\n });\n const parsedPath = this._tempSymbolGraphic.getParsedPath();\n for (let i = 0; i < gridRows; i++) {\n for (let j = 0; j < gridColumns; j++) {\n const _x = x + cellSize / 2 + j * cellSize;\n const _y = y + cellSize / 2 + i * cellSize;\n context.beginPath();\n if (parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) === false) {\n context.closePath();\n }\n context.fillStyle = textureColor;\n textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);\n }\n }\n\n context.restore();\n } else if (pattern) {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = pattern;\n context.fill();\n context.highPerformanceRestore();\n } else if (texture === 'wave') {\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const b = graphic.AABBBounds;\n drawWave(\n context,\n textureRatio,\n b.width(),\n b.height(),\n { ...(textureOptions || {}), fill: textureColor },\n x + b.x1 - x,\n y + b.y1 - y\n );\n context.restore();\n }\n }\n}\n\nexport const defaultBaseTextureRenderContribution = new DefaultBaseTextureRenderContribution();\n"]}
@@ -36,6 +36,8 @@ import { defaultGroupBackgroundRenderContribution } from "./contributions";
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  import { multiplyMat4Mat4 } from "../../../common/matrix";
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+ import { vglobal } from "../../../modules";
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+
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  let DefaultCanvasGroupRender = class {
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  constructor(groupRenderContribitions) {
41
43
  this.groupRenderContribitions = groupRenderContribitions, this.numberType = GROUP_NUMBER_TYPE;
@@ -61,9 +63,10 @@ let DefaultCanvasGroupRender = class {
61
63
  doFill: doFill,
62
64
  doStroke: doStroke
63
65
  };
66
+ context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute),
64
67
  this._groupRenderContribitions.forEach((c => {
65
68
  c.time === BaseRenderContributionTime.beforeFillStroke && c.drawShape(group, context, x, y, doFill, doStroke, fVisible, sVisible, groupAttribute, drawContext, fillCb, strokeCb, doFillOrStroke);
66
- })), clip && context.clip(), context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);
69
+ })), clip && context.clip();
67
70
  const _runFill = () => {
68
71
  doFillOrStroke.doFill && (fillCb ? fillCb(context, group.attribute, groupAttribute) : fVisible && (context.setCommonStyle(group, group.attribute, originX - x, originY - y, groupAttribute),
69
72
  context.fill()));
@@ -78,7 +81,19 @@ let DefaultCanvasGroupRender = class {
78
81
  draw(group, renderService, drawContext, params) {
79
82
  const {context: context} = drawContext;
80
83
  if (!context) return;
81
- const {clip: clip, baseOpacity: baseOpacity = 1} = group.attribute;
84
+ const {clip: clip, baseOpacity: baseOpacity = 1, drawMode: drawMode, x: x, y: y, width: width, height: height} = group.attribute, lastNativeContext = context.nativeContext, lastNativeCanvas = context.canvas.nativeCanvas;
85
+ if (drawMode > 0) {
86
+ const canvas = context.canvas, newCanvas = vglobal.createCanvas({
87
+ width: canvas.width,
88
+ height: canvas.height,
89
+ dpr: 1
90
+ }), newContext = newCanvas.getContext("2d"), transform = context.nativeContext.getTransform();
91
+ newContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f),
92
+ 1 === drawMode && (newContext.save(), newContext.clearRect(0, 0, canvas.width, canvas.height),
93
+ newContext.beginPath(), newContext.rect(x, y, width, height), newContext.clip(),
94
+ newContext.drawImage(canvas.nativeCanvas, 0, 0, canvas.width, canvas.height, 0, 0, canvas.displayWidth, canvas.displayHeight),
95
+ newContext.restore()), context.nativeContext = newContext, canvas.nativeCanvas = newCanvas;
96
+ }
82
97
  clip ? context.save() : context.highPerformanceSave();
83
98
  const baseGlobalAlpha = context.baseGlobalAlpha;
84
99
  context.baseGlobalAlpha *= baseOpacity;
@@ -91,9 +106,18 @@ let DefaultCanvasGroupRender = class {
91
106
  context.beginPath(), params.skipDraw ? this.drawShape(group, context, 0, 0, drawContext, params, (() => !1), (() => !1)) : this.drawShape(group, context, 0, 0, drawContext);
92
107
  const {scrollX: scrollX = groupAttribute.scrollX, scrollY: scrollY = groupAttribute.scrollY} = group.attribute;
93
108
  let p;
94
- (scrollX || scrollY) && context.translate(scrollX, scrollY), params && params.drawingCb && (p = params.drawingCb()),
109
+ if ((scrollX || scrollY) && context.translate(scrollX, scrollY), params && params.drawingCb && (p = params.drawingCb()),
95
110
  context.modelMatrix !== lastModelMatrix && mat4Allocate.free(context.modelMatrix),
96
111
  context.modelMatrix = lastModelMatrix, context.baseGlobalAlpha = baseGlobalAlpha,
112
+ drawMode > 0) {
113
+ const newContext = context.nativeContext, newCanvas = context.canvas.nativeCanvas;
114
+ lastNativeContext.save(), lastNativeContext.setTransform(context.dpr, 0, 0, context.dpr, 0, 0, !0),
115
+ 1 === drawMode && newContext.rect(x, y, width, height), lastNativeContext.drawImage(newCanvas, 0, 0, newCanvas.width, newCanvas.height, 0, 0, context.canvas.displayWidth, context.canvas.displayHeight);
116
+ const transform = newContext.getTransform();
117
+ lastNativeContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f),
118
+ context.nativeContext = lastNativeContext, context.canvas.nativeCanvas = lastNativeCanvas,
119
+ lastNativeContext.restore();
120
+ }
97
121
  p && p.then ? p.then((() => {
98
122
  clip ? context.restore() : context.highPerformanceRestore();
99
123
  })) : clip ? context.restore() : context.highPerformanceRestore();