@visactor/vrender-core 0.22.3 → 0.22.4

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Files changed (68) hide show
  1. package/cjs/animate/custom-animate.js +1 -2
  2. package/cjs/animate/timeline.js +2 -1
  3. package/cjs/canvas/empty-context.js +2 -1
  4. package/cjs/color-string/store.js +1 -2
  5. package/cjs/common/bezier-utils.js +2 -1
  6. package/cjs/common/matrix.js +1 -1
  7. package/cjs/common/morphing-utils.js +1 -1
  8. package/cjs/common/path-svg.js +1 -1
  9. package/cjs/common/polygon.js +2 -2
  10. package/cjs/common/rect-utils.js +1 -1
  11. package/cjs/common/render-area.js +1 -2
  12. package/cjs/common/render-command-list.js +1 -1
  13. package/cjs/common/render-curve.js +1 -1
  14. package/cjs/common/render-utils.js +1 -1
  15. package/cjs/common/seg-context.js +1 -1
  16. package/cjs/common/simplify.js +1 -1
  17. package/cjs/common/sort.js +1 -1
  18. package/cjs/common/split-path.js +1 -1
  19. package/cjs/core/application.js +1 -1
  20. package/cjs/core/camera.js +1 -1
  21. package/cjs/core/constants.js +1 -1
  22. package/cjs/core/core-modules.js +1 -1
  23. package/cjs/core/global-module.js +2 -0
  24. package/cjs/core/global.js +1 -1
  25. package/cjs/core/graphic-utils.js +1 -1
  26. package/cjs/core/index.js +1 -1
  27. package/cjs/core/layer-service.js +1 -1
  28. package/cjs/core/layer.js +1 -1
  29. package/cjs/core/light.js +1 -1
  30. package/cjs/core/stage.js +1 -1
  31. package/cjs/core/window.js +1 -1
  32. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js +25 -5
  33. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  34. package/dist/index.es.js +29 -6
  35. package/es/animate/custom-animate.js +1 -2
  36. package/es/animate/timeline.js +2 -1
  37. package/es/canvas/empty-context.js +2 -1
  38. package/es/color-string/store.js +1 -2
  39. package/es/common/bezier-utils.js +2 -1
  40. package/es/common/matrix.js +1 -1
  41. package/es/common/morphing-utils.js +1 -1
  42. package/es/common/path-svg.js +1 -1
  43. package/es/common/polygon.js +1 -1
  44. package/es/common/rect-utils.js +1 -1
  45. package/es/common/render-area.js +1 -2
  46. package/es/common/render-command-list.js +1 -1
  47. package/es/common/render-curve.js +1 -1
  48. package/es/common/render-utils.js +1 -1
  49. package/es/common/seg-context.js +1 -1
  50. package/es/common/simplify.js +1 -1
  51. package/es/common/sort.js +1 -1
  52. package/es/common/split-path.js +1 -1
  53. package/es/core/application.js +1 -1
  54. package/es/core/camera.js +1 -1
  55. package/es/core/constants.js +1 -1
  56. package/es/core/core-modules.js +1 -1
  57. package/es/core/global-module.js +2 -0
  58. package/es/core/global.js +1 -1
  59. package/es/core/graphic-utils.js +1 -1
  60. package/es/core/index.js +1 -1
  61. package/es/core/layer-service.js +1 -1
  62. package/es/core/layer.js +1 -1
  63. package/es/core/light.js +1 -1
  64. package/es/core/stage.js +1 -1
  65. package/es/core/window.js +1 -1
  66. package/es/render/contributions/render/contributions/base-texture-contribution-render.js +25 -5
  67. package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  68. package/package.json +3 -3
@@ -719,5 +719,4 @@ class AnimateGroup1 extends animate_1.ACustomAnimate {
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  }
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  }
721
721
 
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- exports.AnimateGroup1 = AnimateGroup1;
723
- //# sourceMappingURL=custom-animate.js.map
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+ exports.AnimateGroup1 = AnimateGroup1;
@@ -42,4 +42,5 @@ class DefaultTimeline {
42
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  }
43
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  }
44
44
 
45
- exports.DefaultTimeline = DefaultTimeline, exports.defaultTimeline = new DefaultTimeline;
45
+ exports.DefaultTimeline = DefaultTimeline, exports.defaultTimeline = new DefaultTimeline;
46
+ //# sourceMappingURL=timeline.js.map
@@ -209,4 +209,5 @@ let EmptyContext2d = class {
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  };
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211
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  EmptyContext2d = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", [ Object, Number ]) ], EmptyContext2d),
212
- exports.EmptyContext2d = EmptyContext2d;
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+ exports.EmptyContext2d = EmptyContext2d;
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+ //# sourceMappingURL=empty-context.js.map
@@ -50,5 +50,4 @@ class ColorStore {
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  }
51
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  }
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52
 
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- exports.ColorStore = ColorStore, ColorStore.store255 = {}, ColorStore.store1 = {};
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- //# sourceMappingURL=store.js.map
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+ exports.ColorStore = ColorStore, ColorStore.store255 = {}, ColorStore.store1 = {};
@@ -46,4 +46,5 @@ function quadLength(p0, p1, p2, iterationCount) {
46
46
 
47
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  exports.snapLength = snapLength, exports.cubicLength = cubicLength, exports.cubicCalc = cubicCalc,
48
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  exports.cubicPointAt = cubicPointAt, exports.quadCalc = quadCalc, exports.quadPointAt = quadPointAt,
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- exports.quadLength = quadLength;
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+ exports.quadLength = quadLength;
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+ //# sourceMappingURL=bezier-utils.js.map
@@ -129,4 +129,4 @@ exports.identityMat4 = identityMat4, exports.rotateX = rotateX, exports.rotateY
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  exports.rotateZ = rotateZ, exports.translate = translate, exports.mat3Tomat4 = mat3Tomat4,
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  exports.multiplyMat4Mat3 = multiplyMat4Mat3, exports.scaleMat4 = scaleMat4, exports.multiplyMat4Mat4 = multiplyMat4Mat4,
131
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  exports.lookAt = lookAt, exports.ortho = ortho, exports.transformMat4 = transformMat4;
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- //# sourceMappingURL=matrix.js.map
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+ //# sourceMappingURL=matrix.js.map
@@ -292,4 +292,4 @@ function bezierCurversToPath(bezierCurves) {
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  exports.pathToBezierCurves = pathToBezierCurves, exports.applyTransformOnBezierCurves = applyTransformOnBezierCurves,
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  exports.bezierCurversToPath = bezierCurversToPath;
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- //# sourceMappingURL=morphing-utils.js.map
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+ //# sourceMappingURL=morphing-utils.js.map
@@ -61,4 +61,4 @@ exports.enumCommandMap = {
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  Q: 7,
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  R: 8
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  }, exports.parseSvgPath = parseSvgPath;
64
- //# sourceMappingURL=path-svg.js.map
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+ //# sourceMappingURL=path-svg.js.map
@@ -39,8 +39,8 @@ function getProportionPoint(point, segment, length, dx, dy) {
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  };
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  }
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+ //# sourceMappingURL=polygon.js.map
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  Object.defineProperty(exports, "__esModule", {
43
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  value: !0
44
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  }), exports.drawRoundedPolygon = exports.drawPolygon = void 0, exports.drawPolygon = drawPolygon,
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- exports.drawRoundedPolygon = drawRoundedPolygon;
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- //# sourceMappingURL=polygon.js.map
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+ exports.drawRoundedPolygon = drawRoundedPolygon;
@@ -24,4 +24,4 @@ const vutils_1 = require("@visactor/vutils"), normalizeRectAttributes = attribut
24
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  };
25
25
 
26
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  exports.normalizeRectAttributes = normalizeRectAttributes;
27
- //# sourceMappingURL=rect-utils.js.map
27
+ //# sourceMappingURL=rect-utils.js.map
@@ -61,5 +61,4 @@ function drawAreaBlock(path, topList, bottomList, params) {
61
61
  path.closePath();
62
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  }
63
63
 
64
- exports.drawAreaSegments = drawAreaSegments;
65
- //# sourceMappingURL=render-area.js.map
64
+ exports.drawAreaSegments = drawAreaSegments;
@@ -14,4 +14,4 @@ function renderCommandList(commandList, context, x = 0, y = 0, sx = 1, sy = 1, z
14
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  }
15
15
 
16
16
  exports.renderCommandList = renderCommandList;
17
- //# sourceMappingURL=render-command-list.js.map
17
+ //# sourceMappingURL=render-command-list.js.map
@@ -99,4 +99,4 @@ function drawIncrementalAreaSegments(path, lastSeg, segments, params) {
99
99
 
100
100
  exports.drawSegments = drawSegments, exports.drawIncrementalSegments = drawIncrementalSegments,
101
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  exports.drawIncrementalAreaSegments = drawIncrementalAreaSegments;
102
- //# sourceMappingURL=render-curve.js.map
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+ //# sourceMappingURL=render-curve.js.map
@@ -19,4 +19,4 @@ function drawSegItem(ctx, curve, endPercent, params) {
19
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  }
20
20
 
21
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  exports.drawSegItem = drawSegItem;
22
- //# sourceMappingURL=render-utils.js.map
22
+ //# sourceMappingURL=render-utils.js.map
@@ -95,4 +95,4 @@ class ReflectSegContext extends SegContext {
95
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  }
96
96
 
97
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  exports.ReflectSegContext = ReflectSegContext;
98
- //# sourceMappingURL=seg-context.js.map
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+ //# sourceMappingURL=seg-context.js.map
@@ -36,4 +36,4 @@ function flatten_simplify(points, tolerance, highestQuality) {
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  Object.defineProperty(exports, "__esModule", {
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  value: !0
38
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  }), exports.flatten_simplify = void 0, exports.flatten_simplify = flatten_simplify;
39
- //# sourceMappingURL=simplify.js.map
39
+ //# sourceMappingURL=simplify.js.map
@@ -101,4 +101,4 @@ Object.defineProperty(exports, "__esModule", {
101
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  value: !0
102
102
  }), exports.findNextGraphic = exports.foreachAsync = exports.foreach = void 0, exports.foreach = foreach,
103
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  exports.foreachAsync = foreachAsync, exports.findNextGraphic = findNextGraphic;
104
- //# sourceMappingURL=sort.js.map
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+ //# sourceMappingURL=sort.js.map
@@ -269,4 +269,4 @@ const splitPath = (path, count) => {
269
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  };
270
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271
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  exports.splitPath = splitPath;
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- //# sourceMappingURL=split-path.js.map
272
+ //# sourceMappingURL=split-path.js.map
@@ -3,4 +3,4 @@
3
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  Object.defineProperty(exports, "__esModule", {
4
4
  value: !0
5
5
  }), exports.ApplicationContribution = void 0, exports.ApplicationContribution = Symbol("ApplicationContribution");
6
- //# sourceMappingURL=application.js.map
6
+ //# sourceMappingURL=application.js.map
@@ -71,4 +71,4 @@ const registerOrthoCamera = () => {
71
71
  };
72
72
 
73
73
  exports.registerOrthoCamera = registerOrthoCamera;
74
- //# sourceMappingURL=camera.js.map
74
+ //# sourceMappingURL=camera.js.map
@@ -7,4 +7,4 @@ exports.TransformUtil = Symbol.for("TransformUtil"), exports.GraphicUtil = Symbo
7
7
  exports.LayerService = Symbol.for("LayerService"), exports.StaticLayerHandlerContribution = Symbol.for("StaticLayerHandlerContribution"),
8
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  exports.DynamicLayerHandlerContribution = Symbol.for("DynamicLayerHandlerContribution"),
9
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  exports.VirtualLayerHandlerContribution = Symbol.for("VirtualLayerHandlerContribution");
10
- //# sourceMappingURL=constants.js.map
10
+ //# sourceMappingURL=constants.js.map
@@ -12,4 +12,4 @@ exports.default = new inversify_lite_1.ContainerModule((bind => {
12
12
  bind(constants_1.TransformUtil).to(graphic_utils_1.DefaultTransformUtil).inSingletonScope(),
13
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  bind(constants_1.LayerService).to(layer_service_1.DefaultLayerService).inSingletonScope();
14
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  }));
15
- //# sourceMappingURL=core-modules.js.map
15
+ //# sourceMappingURL=core-modules.js.map
@@ -1 +1,3 @@
1
+
2
+
1
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  //# sourceMappingURL=global-module.js.map
@@ -220,4 +220,4 @@ DefaultGlobal = __decorate([ (0, inversify_lite_1.injectable)(), __param(0, (0,
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  inversify_lite_1.inject)(contribution_provider_1.ContributionProvider)), __param(0, (0,
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  inversify_lite_1.named)(constants_1.EnvContribution)), __metadata("design:paramtypes", [ Object ]) ], DefaultGlobal),
222
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  exports.DefaultGlobal = DefaultGlobal;
223
- //# sourceMappingURL=global.js.map
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+ //# sourceMappingURL=global.js.map
@@ -172,4 +172,4 @@ let DefaultTransformUtil = class {
172
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173
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  DefaultTransformUtil = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", []) ], DefaultTransformUtil),
174
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  exports.DefaultTransformUtil = DefaultTransformUtil;
175
- //# sourceMappingURL=graphic-utils.js.map
175
+ //# sourceMappingURL=graphic-utils.js.map
package/cjs/core/index.js CHANGED
@@ -22,4 +22,4 @@ __exportStar(require("./layer"), exports), __exportStar(require("./stage"), expo
22
22
  __exportStar(require("./graphic-utils"), exports), __exportStar(require("./contributions"), exports),
23
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  __exportStar(require("./layer-service"), exports), __exportStar(require("./constants"), exports),
24
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  __exportStar(require("../interface/core"), exports);
25
- //# sourceMappingURL=index.js.map
25
+ //# sourceMappingURL=index.js.map
@@ -80,4 +80,4 @@ let DefaultLayerService = DefaultLayerService_1 = class {
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  DefaultLayerService.idprefix = "visactor_layer", DefaultLayerService.prefix_count = 0,
81
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  DefaultLayerService = DefaultLayerService_1 = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", []) ], DefaultLayerService),
82
82
  exports.DefaultLayerService = DefaultLayerService;
83
- //# sourceMappingURL=layer-service.js.map
83
+ //# sourceMappingURL=layer-service.js.map
package/cjs/core/layer.js CHANGED
@@ -116,4 +116,4 @@ class Layer extends group_1.Group {
116
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  }
117
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118
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  exports.Layer = Layer;
119
- //# sourceMappingURL=layer.js.map
119
+ //# sourceMappingURL=layer.js.map
package/cjs/core/light.js CHANGED
@@ -29,4 +29,4 @@ const registerDirectionalLight = () => {
29
29
  };
30
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31
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  exports.registerDirectionalLight = registerDirectionalLight;
32
- //# sourceMappingURL=light.js.map
32
+ //# sourceMappingURL=light.js.map
package/cjs/core/stage.js CHANGED
@@ -516,4 +516,4 @@ class Stage extends group_1.Group {
516
516
  }
517
517
 
518
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  exports.Stage = Stage;
519
- //# sourceMappingURL=stage.js.map
519
+ //# sourceMappingURL=stage.js.map
@@ -153,4 +153,4 @@ let DefaultWindow = class {
153
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154
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  DefaultWindow = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", []) ], DefaultWindow),
155
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  exports.DefaultWindow = DefaultWindow;
156
- //# sourceMappingURL=window.js.map
156
+ //# sourceMappingURL=window.js.map
@@ -104,6 +104,7 @@ class DefaultBaseTextureRenderContribution {
104
104
  texture && this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);
105
105
  }
106
106
  drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding) {
107
+ var _a;
107
108
  const {textureRatio: textureRatio = graphicAttribute.textureRatio, textureOptions: textureOptions = null} = graphic.attribute;
108
109
  let pattern = this.textureMap.get(texture);
109
110
  if (!pattern) switch (texture) {
@@ -139,9 +140,26 @@ class DefaultBaseTextureRenderContribution {
139
140
  pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);
140
141
  }
141
142
  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;
143
+ const {gridConfig: gridConfig = {}, useNewCanvas: useNewCanvas} = textureOptions, b = graphic.AABBBounds;
144
+ x = b.x1, y = b.y1;
145
+ const originalContext = context;
146
+ let newCanvas;
147
+ if (useNewCanvas) {
148
+ newCanvas = canvas_allocate_1.canvasAllocate.allocate({
149
+ width: b.width(),
150
+ height: b.height(),
151
+ dpr: context.dpr
152
+ });
153
+ const ctx = newCanvas.getContext("2d");
154
+ ctx.clearRect(0, 0, b.width(), b.height()), x = 0, y = 0, context = ctx;
155
+ }
156
+ if (originalContext.save(), graphic.parent && !graphic.transMatrix.onlyTranslate()) {
157
+ const {scrollX: scrollX = 0, scrollY: scrollY = 0} = graphic.parent.attribute;
158
+ originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix), originalContext.translate(scrollX, scrollY, !0);
159
+ }
160
+ originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
161
+ originalContext.clip();
162
+ const 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
163
  this._tempSymbolGraphic || (this._tempSymbolGraphic = (0, graphic_1.createSymbol)({}));
146
164
  const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize, sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;
147
165
  this._tempSymbolGraphic.setAttributes({
@@ -151,10 +169,12 @@ class DefaultBaseTextureRenderContribution {
151
169
  const parsedPath = this._tempSymbolGraphic.getParsedPath();
152
170
  for (let i = 0; i < gridRows; i++) for (let j = 0; j < gridColumns; j++) {
153
171
  const _x = x + cellSize / 2 + j * cellSize, _y = y + cellSize / 2 + i * cellSize;
172
+ null === (_a = textureOptions.beforeDynamicTexture) || void 0 === _a || _a.call(textureOptions, context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height()),
154
173
  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);
174
+ context.fillStyle = textureColor, textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
156
175
  }
157
- context.restore();
176
+ useNewCanvas && (originalContext.globalAlpha = 1, originalContext.drawImage(newCanvas.nativeCanvas, 0, 0, newCanvas.nativeCanvas.width, newCanvas.nativeCanvas.height, b.x1, b.y1, b.width() * originalContext.dpr, b.height() * originalContext.dpr)),
177
+ originalContext.restore();
158
178
  } else if (pattern) context.highPerformanceSave(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
159
179
  context.fillStyle = pattern, context.fill(), context.highPerformanceRestore(); else if ("wave" === texture) {
160
180
  context.save(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
@@ -1 +1 @@
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"]}
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { createSymbol } from '../../../../graphic';\nimport type {\n IBaseRenderContribution,\n ICanvas,\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 const { gridConfig = {}, useNewCanvas } = textureOptions;\n const b = graphic.AABBBounds;\n x = b.x1;\n y = b.y1;\n const originalContext = context;\n\n let newCanvas: ICanvas;\n if (useNewCanvas) {\n newCanvas = canvasAllocate.allocate({ width: b.width(), height: b.height(), dpr: context.dpr });\n const ctx = newCanvas.getContext('2d');\n ctx.clearRect(0, 0, b.width(), b.height());\n x = 0;\n y = 0;\n context = ctx;\n }\n originalContext.save();\n // 避免本级已经transform过了,再用Bounds就重复了\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix);\n originalContext.translate(scrollX, scrollY, true);\n }\n originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n originalContext.clip();\n\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 textureOptions.beforeDynamicTexture?.(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\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(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\n }\n }\n if (useNewCanvas) {\n // 不使用外部的opacity,动态纹理的opacity自己设置\n originalContext.globalAlpha = 1;\n originalContext.drawImage(\n newCanvas.nativeCanvas,\n 0,\n 0,\n newCanvas.nativeCanvas.width,\n newCanvas.nativeCanvas.height,\n b.x1,\n b.y1,\n b.width() * originalContext.dpr,\n b.height() * originalContext.dpr\n );\n }\n\n originalContext.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"]}
package/dist/index.es.js CHANGED
@@ -20347,6 +20347,7 @@ class DefaultBaseTextureRenderContribution {
20347
20347
  this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);
20348
20348
  }
20349
20349
  drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding) {
20350
+ var _a;
20350
20351
  const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;
20351
20352
  let pattern = this.textureMap.get(texture);
20352
20353
  if (!pattern) {
@@ -20378,11 +20379,28 @@ class DefaultBaseTextureRenderContribution {
20378
20379
  }
20379
20380
  }
20380
20381
  if (textureOptions && textureOptions.dynamicTexture) {
20381
- context.save();
20382
- context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);
20383
- context.clip();
20384
- const { gridConfig = {} } = textureOptions;
20382
+ const { gridConfig = {}, useNewCanvas } = textureOptions;
20385
20383
  const b = graphic.AABBBounds;
20384
+ x = b.x1;
20385
+ y = b.y1;
20386
+ const originalContext = context;
20387
+ let newCanvas;
20388
+ if (useNewCanvas) {
20389
+ newCanvas = canvasAllocate.allocate({ width: b.width(), height: b.height(), dpr: context.dpr });
20390
+ const ctx = newCanvas.getContext('2d');
20391
+ ctx.clearRect(0, 0, b.width(), b.height());
20392
+ x = 0;
20393
+ y = 0;
20394
+ context = ctx;
20395
+ }
20396
+ originalContext.save();
20397
+ if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {
20398
+ const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;
20399
+ originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix);
20400
+ originalContext.translate(scrollX, scrollY, true);
20401
+ }
20402
+ originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);
20403
+ originalContext.clip();
20386
20404
  const width = b.width();
20387
20405
  const height = b.height();
20388
20406
  const padding = texturePadding;
@@ -20405,15 +20423,20 @@ class DefaultBaseTextureRenderContribution {
20405
20423
  for (let j = 0; j < gridColumns; j++) {
20406
20424
  const _x = x + cellSize / 2 + j * cellSize;
20407
20425
  const _y = y + cellSize / 2 + i * cellSize;
20426
+ (_a = textureOptions.beforeDynamicTexture) === null || _a === void 0 ? void 0 : _a.call(textureOptions, context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
20408
20427
  context.beginPath();
20409
20428
  if (parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) === false) {
20410
20429
  context.closePath();
20411
20430
  }
20412
20431
  context.fillStyle = textureColor;
20413
- textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);
20432
+ textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
20414
20433
  }
20415
20434
  }
20416
- context.restore();
20435
+ if (useNewCanvas) {
20436
+ originalContext.globalAlpha = 1;
20437
+ originalContext.drawImage(newCanvas.nativeCanvas, 0, 0, newCanvas.nativeCanvas.width, newCanvas.nativeCanvas.height, b.x1, b.y1, b.width() * originalContext.dpr, b.height() * originalContext.dpr);
20438
+ }
20439
+ originalContext.restore();
20417
20440
  }
20418
20441
  else if (pattern) {
20419
20442
  context.highPerformanceSave();
@@ -696,5 +696,4 @@ export class AnimateGroup1 extends ACustomAnimate {
696
696
  ratio = easingFunc(ratio), a.onUpdate(end, ratio, out);
697
697
  })), this.updating = !1);
698
698
  }
699
- }
700
- //# sourceMappingURL=custom-animate.js.map
699
+ }
@@ -38,4 +38,5 @@ export class DefaultTimeline {
38
38
  }
39
39
  }
40
40
 
41
- export const defaultTimeline = new DefaultTimeline;
41
+ export const defaultTimeline = new DefaultTimeline;
42
+ //# sourceMappingURL=timeline.js.map
@@ -215,4 +215,5 @@ let EmptyContext2d = class {
215
215
 
216
216
  EmptyContext2d = __decorate([ injectable(), __metadata("design:paramtypes", [ Object, Number ]) ], EmptyContext2d);
217
217
 
218
- export { EmptyContext2d };
218
+ export { EmptyContext2d };
219
+ //# sourceMappingURL=empty-context.js.map
@@ -44,5 +44,4 @@ export class ColorStore {
44
44
  }
45
45
  }
46
46
 
47
- ColorStore.store255 = {}, ColorStore.store1 = {};
48
- //# sourceMappingURL=store.js.map
47
+ ColorStore.store255 = {}, ColorStore.store1 = {};
@@ -36,4 +36,5 @@ export function quadPointAt(p0, p1, p2, t) {
36
36
 
37
37
  export function quadLength(p0, p1, p2, iterationCount) {
38
38
  return snapLength([ p0.x, p1.x, p2.x ], [ p0.y, p1.y, p2.y ]);
39
- }
39
+ }
40
+ //# sourceMappingURL=bezier-utils.js.map
@@ -118,4 +118,4 @@ export function transformMat4(out, a, m) {
118
118
  return w = w || 1, out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w, out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w,
119
119
  out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w, out;
120
120
  }
121
- //# sourceMappingURL=matrix.js.map
121
+ //# sourceMappingURL=matrix.js.map
@@ -284,4 +284,4 @@ export function bezierCurversToPath(bezierCurves) {
284
284
  }
285
285
  return path;
286
286
  }
287
- //# sourceMappingURL=morphing-utils.js.map
287
+ //# sourceMappingURL=morphing-utils.js.map
@@ -55,4 +55,4 @@ export function parseSvgPath(str) {
55
55
  } else result.push(currCommandData);
56
56
  return result;
57
57
  }
58
- //# sourceMappingURL=path-svg.js.map
58
+ //# sourceMappingURL=path-svg.js.map
@@ -36,4 +36,4 @@ function getProportionPoint(point, segment, length, dx, dy) {
36
36
  y: point.y - dy * factor
37
37
  };
38
38
  }
39
- //# sourceMappingURL=polygon.js.map
39
+ //# sourceMappingURL=polygon.js.map
@@ -17,4 +17,4 @@ export const normalizeRectAttributes = attribute => {
17
17
  height: height
18
18
  };
19
19
  };
20
- //# sourceMappingURL=rect-utils.js.map
20
+ //# sourceMappingURL=rect-utils.js.map
@@ -60,5 +60,4 @@ function drawAreaBlock(path, topList, bottomList, params) {
60
60
  drawSegItem(path, curve, 1, params), needMoveTo = !1) : needMoveTo = !0;
61
61
  }
62
62
  path.closePath();
63
- }
64
- //# sourceMappingURL=render-area.js.map
63
+ }
@@ -6,4 +6,4 @@ export function renderCommandList(commandList, context, x = 0, y = 0, sx = 1, sy
6
6
  commandFuncs[command[0]](command, context, x, y, sx, sy, z);
7
7
  }
8
8
  }
9
- //# sourceMappingURL=render-command-list.js.map
9
+ //# sourceMappingURL=render-command-list.js.map
@@ -93,4 +93,4 @@ export function drawIncrementalAreaSegments(path, lastSeg, segments, params) {
93
93
  path.closePath();
94
94
  }));
95
95
  }
96
- //# sourceMappingURL=render-curve.js.map
96
+ //# sourceMappingURL=render-curve.js.map
@@ -11,4 +11,4 @@ export function drawSegItem(ctx, curve, endPercent, params) {
11
11
  ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);
12
12
  }
13
13
  }
14
- //# sourceMappingURL=render-utils.js.map
14
+ //# sourceMappingURL=render-utils.js.map
@@ -91,4 +91,4 @@ export class ReflectSegContext extends SegContext {
91
91
  return super.clear();
92
92
  }
93
93
  }
94
- //# sourceMappingURL=seg-context.js.map
94
+ //# sourceMappingURL=seg-context.js.map
@@ -30,4 +30,4 @@ export function flatten_simplify(points, tolerance, highestQuality) {
30
30
  if (points.length <= 10) return points;
31
31
  return points = highestQuality ? points : simplifyRadialDist(points, void 0 !== tolerance ? tolerance * tolerance : 1);
32
32
  }
33
- //# sourceMappingURL=simplify.js.map
33
+ //# sourceMappingURL=simplify.js.map
package/es/common/sort.js CHANGED
@@ -94,4 +94,4 @@ export function findNextGraphic(graphic, id, defaultZIndex, reverse = !1) {
94
94
  !1)), reverse);
95
95
  return result;
96
96
  }
97
- //# sourceMappingURL=sort.js.map
97
+ //# sourceMappingURL=sort.js.map
@@ -248,4 +248,4 @@ export const splitPath = (path, count) => {
248
248
  }
249
249
  return res;
250
250
  };
251
- //# sourceMappingURL=split-path.js.map
251
+ //# sourceMappingURL=split-path.js.map
@@ -1,2 +1,2 @@
1
1
  export const ApplicationContribution = Symbol("ApplicationContribution");
2
- //# sourceMappingURL=application.js.map
2
+ //# sourceMappingURL=application.js.map
package/es/core/camera.js CHANGED
@@ -66,4 +66,4 @@ export class OrthoCamera {
66
66
  export const registerOrthoCamera = () => {
67
67
  Factory.registerPlugin("OrthoCamera", OrthoCamera);
68
68
  };
69
- //# sourceMappingURL=camera.js.map
69
+ //# sourceMappingURL=camera.js.map
@@ -9,4 +9,4 @@ export const StaticLayerHandlerContribution = Symbol.for("StaticLayerHandlerCont
9
9
  export const DynamicLayerHandlerContribution = Symbol.for("DynamicLayerHandlerContribution");
10
10
 
11
11
  export const VirtualLayerHandlerContribution = Symbol.for("VirtualLayerHandlerContribution");
12
- //# sourceMappingURL=constants.js.map
12
+ //# sourceMappingURL=constants.js.map
@@ -17,4 +17,4 @@ export default new ContainerModule((bind => {
17
17
  bind(GraphicUtil).to(DefaultGraphicUtil).inSingletonScope(), bind(TransformUtil).to(DefaultTransformUtil).inSingletonScope(),
18
18
  bind(LayerService).to(DefaultLayerService).inSingletonScope();
19
19
  }));
20
- //# sourceMappingURL=core-modules.js.map
20
+ //# sourceMappingURL=core-modules.js.map
@@ -1 +1,3 @@
1
+
2
+
1
3
  //# sourceMappingURL=global-module.js.map
package/es/core/global.js CHANGED
@@ -223,4 +223,4 @@ let DefaultGlobal = class {
223
223
  DefaultGlobal = __decorate([ injectable(), __param(0, inject(ContributionProvider)), __param(0, named(EnvContribution)), __metadata("design:paramtypes", [ Object ]) ], DefaultGlobal);
224
224
 
225
225
  export { DefaultGlobal };
226
- //# sourceMappingURL=global.js.map
226
+ //# sourceMappingURL=global.js.map
@@ -184,4 +184,4 @@ let DefaultTransformUtil = class {
184
184
  DefaultTransformUtil = __decorate([ injectable(), __metadata("design:paramtypes", []) ], DefaultTransformUtil);
185
185
 
186
186
  export { DefaultTransformUtil };
187
- //# sourceMappingURL=graphic-utils.js.map
187
+ //# sourceMappingURL=graphic-utils.js.map
package/es/core/index.js CHANGED
@@ -15,4 +15,4 @@ export * from "./layer-service";
15
15
  export * from "./constants";
16
16
 
17
17
  export * from "../interface/core";
18
- //# sourceMappingURL=index.js.map
18
+ //# sourceMappingURL=index.js.map
@@ -83,4 +83,4 @@ DefaultLayerService.idprefix = "visactor_layer", DefaultLayerService.prefix_coun
83
83
  DefaultLayerService = DefaultLayerService_1 = __decorate([ injectable(), __metadata("design:paramtypes", []) ], DefaultLayerService);
84
84
 
85
85
  export { DefaultLayerService };
86
- //# sourceMappingURL=layer-service.js.map
86
+ //# sourceMappingURL=layer-service.js.map
package/es/core/layer.js CHANGED
@@ -112,4 +112,4 @@ export class Layer extends Group {
112
112
  }, params)), this.afterDrawCbs.forEach((c => c(this)));
113
113
  }
114
114
  }
115
- //# sourceMappingURL=layer.js.map
115
+ //# sourceMappingURL=layer.js.map
package/es/core/light.js CHANGED
@@ -23,4 +23,4 @@ export class DirectionalLight {
23
23
  export const registerDirectionalLight = () => {
24
24
  Factory.registerPlugin("DirectionalLight", DirectionalLight);
25
25
  };
26
- //# sourceMappingURL=light.js.map
26
+ //# sourceMappingURL=light.js.map
package/es/core/stage.js CHANGED
@@ -547,4 +547,4 @@ export class Stage extends Group {
547
547
  this.pickerService;
548
548
  }
549
549
  }
550
- //# sourceMappingURL=stage.js.map
550
+ //# sourceMappingURL=stage.js.map
package/es/core/window.js CHANGED
@@ -159,4 +159,4 @@ let DefaultWindow = class {
159
159
  DefaultWindow = __decorate([ injectable(), __metadata("design:paramtypes", []) ], DefaultWindow);
160
160
 
161
161
  export { DefaultWindow };
162
- //# sourceMappingURL=window.js.map
162
+ //# sourceMappingURL=window.js.map
@@ -104,6 +104,7 @@ export class DefaultBaseTextureRenderContribution {
104
104
  texture && this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);
105
105
  }
106
106
  drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding) {
107
+ var _a;
107
108
  const {textureRatio: textureRatio = graphicAttribute.textureRatio, textureOptions: textureOptions = null} = graphic.attribute;
108
109
  let pattern = this.textureMap.get(texture);
109
110
  if (!pattern) switch (texture) {
@@ -139,9 +140,26 @@ export class DefaultBaseTextureRenderContribution {
139
140
  pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);
140
141
  }
141
142
  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;
143
+ const {gridConfig: gridConfig = {}, useNewCanvas: useNewCanvas} = textureOptions, b = graphic.AABBBounds;
144
+ x = b.x1, y = b.y1;
145
+ const originalContext = context;
146
+ let newCanvas;
147
+ if (useNewCanvas) {
148
+ newCanvas = canvasAllocate.allocate({
149
+ width: b.width(),
150
+ height: b.height(),
151
+ dpr: context.dpr
152
+ });
153
+ const ctx = newCanvas.getContext("2d");
154
+ ctx.clearRect(0, 0, b.width(), b.height()), x = 0, y = 0, context = ctx;
155
+ }
156
+ if (originalContext.save(), graphic.parent && !graphic.transMatrix.onlyTranslate()) {
157
+ const {scrollX: scrollX = 0, scrollY: scrollY = 0} = graphic.parent.attribute;
158
+ originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix), originalContext.translate(scrollX, scrollY, !0);
159
+ }
160
+ originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
161
+ originalContext.clip();
162
+ const 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
163
  this._tempSymbolGraphic || (this._tempSymbolGraphic = createSymbol({}));
146
164
  const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize, sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;
147
165
  this._tempSymbolGraphic.setAttributes({
@@ -151,10 +169,12 @@ export class DefaultBaseTextureRenderContribution {
151
169
  const parsedPath = this._tempSymbolGraphic.getParsedPath();
152
170
  for (let i = 0; i < gridRows; i++) for (let j = 0; j < gridColumns; j++) {
153
171
  const _x = x + cellSize / 2 + j * cellSize, _y = y + cellSize / 2 + i * cellSize;
172
+ null === (_a = textureOptions.beforeDynamicTexture) || void 0 === _a || _a.call(textureOptions, context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height()),
154
173
  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);
174
+ context.fillStyle = textureColor, textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
156
175
  }
157
- context.restore();
176
+ useNewCanvas && (originalContext.globalAlpha = 1, originalContext.drawImage(newCanvas.nativeCanvas, 0, 0, newCanvas.nativeCanvas.width, newCanvas.nativeCanvas.height, b.x1, b.y1, b.width() * originalContext.dpr, b.height() * originalContext.dpr)),
177
+ originalContext.restore();
158
178
  } else if (pattern) context.highPerformanceSave(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
159
179
  context.fillStyle = pattern, context.fill(), context.highPerformanceRestore(); else if ("wave" === texture) {
160
180
  context.save(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
@@ -1 +1 @@
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"]}
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { createSymbol } from '../../../../graphic';\nimport type {\n IBaseRenderContribution,\n ICanvas,\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 const { gridConfig = {}, useNewCanvas } = textureOptions;\n const b = graphic.AABBBounds;\n x = b.x1;\n y = b.y1;\n const originalContext = context;\n\n let newCanvas: ICanvas;\n if (useNewCanvas) {\n newCanvas = canvasAllocate.allocate({ width: b.width(), height: b.height(), dpr: context.dpr });\n const ctx = newCanvas.getContext('2d');\n ctx.clearRect(0, 0, b.width(), b.height());\n x = 0;\n y = 0;\n context = ctx;\n }\n originalContext.save();\n // 避免本级已经transform过了,再用Bounds就重复了\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix);\n originalContext.translate(scrollX, scrollY, true);\n }\n originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n originalContext.clip();\n\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 textureOptions.beforeDynamicTexture?.(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\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(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\n }\n }\n if (useNewCanvas) {\n // 不使用外部的opacity,动态纹理的opacity自己设置\n originalContext.globalAlpha = 1;\n originalContext.drawImage(\n newCanvas.nativeCanvas,\n 0,\n 0,\n newCanvas.nativeCanvas.width,\n newCanvas.nativeCanvas.height,\n b.x1,\n b.y1,\n b.width() * originalContext.dpr,\n b.height() * originalContext.dpr\n );\n }\n\n originalContext.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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-core",
3
- "version": "0.22.3",
3
+ "version": "0.22.4",
4
4
  "description": "",
5
5
  "sideEffects": [
6
6
  "./src/modules.ts",
@@ -36,8 +36,8 @@
36
36
  "typescript": "4.9.5",
37
37
  "cross-env": "^7.0.3",
38
38
  "@internal/bundler": "0.0.1",
39
- "@internal/eslint-config": "0.0.1",
40
- "@internal/ts-config": "0.0.1"
39
+ "@internal/ts-config": "0.0.1",
40
+ "@internal/eslint-config": "0.0.1"
41
41
  },
42
42
  "keywords": [
43
43
  "VisActor",