aoi-comp 1.0.0

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package/README.md ADDED
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+ # React + Vite + Less + Antd
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+
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+ 前端组件库
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+
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+ ### 组件库目录结构
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+
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+ ```text
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+ packages/
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+ ├─ index.js # 组件库入口,导出 AoiGlobal、aoiInit 等初始化能力
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+ ├─ assets/ # 静态资源与枚举配置
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+ │ ├─ enum/ # 全局枚举、默认配置常量
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+ │ ├─ images/ # 图片资源
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+ │ └─ svgs/ # SVG 图标资源,按图标类型分类
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+ │ ├─ colo/ # 彩色图标
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+ │ ├─ fill/ # 填充图标
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+ │ │ └─ status/ # 状态类填充图标
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+ │ └─ line/ # 线性图标
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+ │ └─ tool/ # 工具类线性图标
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+ ├─ components/ # 组件源码
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+ │ ├─ index.jsx # 组件统一导出入口
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+ │ ├─ base/ # 基础组件
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+ │ │ ├─ AoiApp/ # 应用外层容器,注入全局状态、消息、权限等上下文
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+ │ │ ├─ AoiEllipsis/ # 文本省略组件
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+ │ │ ├─ AoiErr/ # 错误展示组件
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+ │ │ ├─ AoiIcon/ # 图标组件
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+ │ │ └─ AoiSwitch/ # 开关组件
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+ │ ├─ data/ # 数据展示组件
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+ │ │ ├─ AoiList/ # 列表组件
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+ │ │ ├─ AoiModal/ # 弹窗组件
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+ │ │ ├─ AoiNews/ # 消息/通知组件
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+ │ │ ├─ AoiTable/ # 表格组件
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+ │ │ └─ AoiView/ # PixiJS 图像与缺陷数据绘制视图
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+ │ └─ form/ # 表单输入组件
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+ │ ├─ AoiColor/ # 颜色选择组件
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+ │ ├─ AoiDate/ # 日期选择组件
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+ │ ├─ AoiInput/ # 输入框组件
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+ │ ├─ AoiNumber/ # 数字输入组件
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+ │ └─ AoiSelect/ # 下拉选择组件
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+ ├─ hooks/ # 公共 React Hooks
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+ │ ├─ index.js # 对外导出的 hooks
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+ │ └─ privatize.js # 内部使用的私有 hooks
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+ ├─ locales/ # 国际化资源
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+ │ ├─ index.js # i18n 初始化与导出
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+ │ ├─ zh.json # 中文语言包
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+ │ └─ en.json # 英文语言包
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+ ├─ styles/ # 全局样式与公共 Less 资源
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+ ├─ themes/ # 主题 token 与主题变量
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+ └─ utils/ # 工具模块
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+ ├─ config.js # 配置初始化与文件路径配置
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+ ├─ defect.js # 缺陷类型配置管理
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+ ├─ event.js # 全局事件定义与发布订阅
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+ ├─ index.js # 工具统一导出入口
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+ ├─ msgs.js # 消息提示封装
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+ ├─ queue.js # 队列工具
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+ ├─ sqldb.js # 数据库访问封装
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+ └─ util.js # 通用工具函数
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+ ```
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+
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+ 组件目录通常遵循以下约定:
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+
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+ - 每个组件以独立文件夹维护,入口文件为 `index.jsx`。
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+ - 组件私有样式放在同级 `index.less` 中,并由组件入口按需引入。
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+ - `packages/components/index.jsx` 负责统一导出所有对外组件。
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+ - `packages/index.js` 负责组件库全局初始化能力,例如主题、国际化、数据库、事件与配置初始化。
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+
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+ ### 组件图标
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+
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+ - [简约图标库 1](https://www.iconfont.cn/collections/detail?cid=18616)
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+ - [全能图标库 1](https://www.iconfont.cn/collections/detail?cid=48981)
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+
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+ ### 组件使用步骤
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+
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+ #### 1. 安装依赖
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+
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+ 组件库安装:
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+
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+ ```bash
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+ pnpm install aoi-comp
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+ ```
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+
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+ #### 2. 引入全局样式
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+
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+ 在应用入口文件中引入组件库样式:
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+
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+ ```js
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+ import 'aoi-comp/style.css';
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+ ```
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+
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+ #### 3. 初始化组件库
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+
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+ 在渲染 React 应用前调用 `aoiInit`,用于初始化主题、国际化、数据库、事件、配置等全局能力:
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+
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+ ```js
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+ import { aoiInit } from 'aoi-comp';
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+
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+ const config = {
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+ exe: window._executer,
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+ cv: window._cv,
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+ resource: {
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+ zh: { welcome: '欢迎使用 Aoi Comp' },
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+ en: { welcome: 'Welcome to Aoi Comp' },
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+ },
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+ sqls: [],
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+ config: {},
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+ };
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+
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+ aoiInit(config);
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+ ```
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+
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+ 常用初始化参数:
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+
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+ - `exe`:宿主环境注入的执行对象,用于数据库、文件等能力。
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+ - `cv`:宿主环境注入的图像处理对象。
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+ - `resource`:业务侧追加的国际化语言包。
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+ - `lang`:默认语言,默认为 `zh`。
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+ - `sqls`:数据库表结构与 SQL 配置。
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+ - `level`:权限配置。
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+ - `config`:业务配置项。
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+ - `dev`:是否开启开发模式。
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+
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+ #### 4. 挂载 AoiApp
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+
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+ 使用 `AoiApp` 包裹业务应用,注入 Ant Design 配置、主题、语言包、全局消息和组件库上下文:
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+
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+ ```jsx
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+ import { createRoot } from 'react-dom/client';
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+ import { AoiApp } from 'aoi-comp/comps';
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+ import zhCN from 'antd/locale/zh_CN';
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+ import App from './App';
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+
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+ createRoot(document.getElementById('root')).render(
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+ <AoiApp lang="zh" locale={zhCN}>
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+ <App />
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+ </AoiApp>
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+ );
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+ ```
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+
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+ #### 5. 使用组件
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+
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+ 从 `aoi-comp/comps` 按需导入组件:
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+
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+ ```jsx
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+ import { AoiInput, AoiTable, AoiView } from 'aoi-comp/comps';
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+ ```
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+
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+ 示例:
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+
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+ ```jsx
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+ import { AoiInput, AoiNumber, AoiTable } from 'aoi-comp/comps';
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+
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+ const Demo = () => (
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+ <>
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+ <AoiInput value="test" />
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+ <AoiNumber value={8} max={10} />
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+ <AoiTable rowKey="id" columns={[]} data={[]} />
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+ </>
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+ );
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+ ```
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+
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+ #### 6. 使用 Hooks 和工具函数
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+
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+ Hooks 从 `aoi-comp/hooks` 导入:
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+
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+ ```js
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+ import { useMessage, useStore, usePagination, useVastState } from 'aoi-comp/hooks';
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+ ```
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+
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+ 工具函数从 `aoi-comp/utils` 导入:
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+
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+ ```js
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+ import { Msg, uid, emit, on, off } from 'aoi-comp/utils';
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+ ```
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+
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+ #### 7. 本地开发验证
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+
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+ 当前仓库可通过以下命令启动和构建:
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+
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+ ```bash
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+ pnpm dev
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+ pnpm build
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+ ```
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+
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+ 本地测试入口参考:
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+
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+ - `test/main.jsx`:组件库初始化与 `AoiApp` 挂载示例。
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+ - `test/config.js`:`aoiInit` 配置示例。
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+ - `test/App.jsx`:组件使用示例。
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+ import { R as e, Z as t, n, nt as r, p as i, r as a } from "./Geometry-CN7W9DnD.js";
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+ import { k as o, w as s } from "./RenderTargetSystem-D_FiZPnb.js";
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+ //#region node_modules/.pnpm/pixi.js@8.20.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs
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+ var c = {
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+ name: "local-uniform-bit",
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+ vertex: {
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+ header: "\n\n struct LocalUniforms {\n uTransformMatrix:mat3x3<f32>,\n uColor:vec4<f32>,\n uRound:f32,\n }\n\n @group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;\n ",
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+ main: "\n vColor *= localUniforms.uColor;\n modelMatrix *= localUniforms.uTransformMatrix;\n ",
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+ end: "\n if(localUniforms.uRound == 1)\n {\n vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n }\n "
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+ }
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+ }, l = {
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+ ...c,
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+ vertex: {
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+ ...c.vertex,
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+ header: c.vertex.header.replace("group(1)", "group(2)")
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+ }
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+ }, u = {
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+ name: "local-uniform-bit",
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+ vertex: {
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+ header: "\n\n uniform mat3 uTransformMatrix;\n uniform vec4 uColor;\n uniform float uRound;\n ",
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+ main: "\n vColor *= uColor;\n modelMatrix = uTransformMatrix;\n ",
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+ end: "\n if(uRound == 1.)\n {\n gl_Position.xy = roundPixels(gl_Position.xy, uResolution);\n }\n "
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+ }
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+ }, d = {
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+ name: "texture-bit",
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+ vertex: {
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+ header: "\n\n struct TextureUniforms {\n uTextureMatrix:mat3x3<f32>,\n }\n\n @group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;\n ",
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+ main: "\n uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;\n "
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+ },
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+ fragment: {
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+ header: "\n @group(2) @binding(0) var uTexture: texture_2d<f32>;\n @group(2) @binding(1) var uSampler: sampler;\n\n\n ",
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+ main: "\n outColor = textureSample(uTexture, uSampler, vUV);\n "
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+ }
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+ }, f = {
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+ name: "texture-bit",
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+ vertex: {
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+ header: "\n uniform mat3 uTextureMatrix;\n ",
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+ main: "\n uv = (uTextureMatrix * vec3(uv, 1.0)).xy;\n "
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+ },
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+ fragment: {
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+ header: "\n uniform sampler2D uTexture;\n\n\n ",
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+ main: "\n outColor = texture(uTexture, vUV);\n "
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+ }
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+ };
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+ //#endregion
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+ //#region node_modules/.pnpm/pixi.js@8.20.1/node_modules/pixi.js/lib/rendering/renderers/gl/shader/program/ensureAttributes.mjs
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+ function p(t, n) {
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+ for (let r in t.attributes) {
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+ let i = t.attributes[r], a = n[r];
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+ a ? (i.format ??= a.format, i.offset ??= a.offset, i.instance ??= a.instance) : e(`Attribute ${r} is not present in the shader, but is present in the geometry. Unable to infer attribute details.`);
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+ }
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+ m(t);
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+ }
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+ function m(e) {
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+ let { buffers: t, attributes: n } = e, r = {}, a = {};
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+ for (let e in t) {
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+ let n = t[e];
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+ r[n.uid] = 0, a[n.uid] = 0;
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+ }
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+ for (let e in n) {
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+ let t = n[e];
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+ r[t.buffer.uid] += i(t.format).stride;
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+ }
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+ for (let e in n) {
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+ let t = n[e];
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+ t.stride ??= r[t.buffer.uid], t.start ??= a[t.buffer.uid], a[t.buffer.uid] += i(t.format).stride;
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+ }
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+ }
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+ //#endregion
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+ //#region node_modules/.pnpm/pixi.js@8.20.1/node_modules/pixi.js/lib/rendering/renderers/gpu/state/GpuStencilModesToPixi.mjs
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+ var h = [];
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+ h[s.NONE] = void 0, h[s.DISABLED] = {
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+ stencilWriteMask: 0,
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+ stencilReadMask: 0
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+ }, h[s.RENDERING_MASK_ADD] = {
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+ stencilFront: {
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+ compare: "equal",
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+ passOp: "increment-clamp"
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+ },
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+ stencilBack: {
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+ compare: "equal",
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+ passOp: "increment-clamp"
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+ }
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+ }, h[s.RENDERING_MASK_REMOVE] = {
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+ stencilFront: {
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+ compare: "equal",
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+ passOp: "decrement-clamp"
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+ },
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+ stencilBack: {
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+ compare: "equal",
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+ passOp: "decrement-clamp"
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+ }
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+ }, h[s.MASK_ACTIVE] = {
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+ stencilWriteMask: 0,
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+ stencilFront: {
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+ compare: "equal",
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+ passOp: "keep"
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+ },
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+ stencilBack: {
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+ compare: "equal",
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+ passOp: "keep"
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+ }
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+ }, h[s.INVERSE_MASK_ACTIVE] = {
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+ stencilWriteMask: 0,
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+ stencilFront: {
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+ compare: "not-equal",
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+ passOp: "keep"
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+ },
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+ stencilBack: {
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+ compare: "not-equal",
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+ passOp: "keep"
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+ }
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+ };
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+ //#endregion
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+ //#region node_modules/.pnpm/pixi.js@8.20.1/node_modules/pixi.js/lib/rendering/renderers/shared/shader/UboSystem.mjs
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+ var g = class {
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+ constructor(e) {
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+ this._syncFunctionHash = /* @__PURE__ */ Object.create(null), this._adaptor = e, this._systemCheck();
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+ }
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+ _systemCheck() {
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+ if (!o()) throw Error("Current environment does not allow unsafe-eval, please use pixi.js/unsafe-eval module to enable support.");
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+ }
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+ ensureUniformGroup(e) {
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+ let t = this.getUniformGroupData(e);
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+ e.buffer ||= new n({
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+ data: new Float32Array(t.layout.size / 4),
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+ usage: a.UNIFORM | a.COPY_DST
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+ });
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+ }
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+ getUniformGroupData(e) {
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+ return this._syncFunctionHash[e._signature] || this._initUniformGroup(e);
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+ }
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+ _initUniformGroup(e) {
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+ let t = e._signature, n = this._syncFunctionHash[t];
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+ if (!n) {
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+ let r = Object.keys(e.uniformStructures).map((t) => e.uniformStructures[t]), i = this._adaptor.createUboElements(r), a = this._generateUboSync(i.uboElements);
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+ n = this._syncFunctionHash[t] = {
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+ layout: i,
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+ syncFunction: a
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+ };
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+ }
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+ return this._syncFunctionHash[t];
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+ }
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+ _generateUboSync(e) {
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+ return this._adaptor.generateUboSync(e);
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+ }
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+ syncUniformGroup(e, t, r) {
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+ let i = this.getUniformGroupData(e);
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+ e.buffer ||= new n({
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+ data: new Float32Array(i.layout.size / 4),
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+ usage: a.UNIFORM | a.COPY_DST
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+ });
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+ let o = null;
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+ return t || (t = e.buffer.data, o = e.buffer.dataInt32), r ||= 0, i.syncFunction(e.uniforms, t, o, r), !0;
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+ }
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+ updateUniformGroup(e) {
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+ if (e.isStatic && !e._dirtyId) return !1;
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+ e._dirtyId = 0;
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+ let t = this.syncUniformGroup(e);
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+ return e.buffer.update(), t;
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+ }
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+ destroy() {
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+ this._syncFunctionHash = null;
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+ }
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+ }, _ = [
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+ {
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+ type: "mat3x3<f32>",
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+ test: (e) => e.value.a !== void 0,
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+ ubo: "\n var matrix = uv[name].toArray(true);\n data[offset] = matrix[0];\n data[offset + 1] = matrix[1];\n data[offset + 2] = matrix[2];\n data[offset + 4] = matrix[3];\n data[offset + 5] = matrix[4];\n data[offset + 6] = matrix[5];\n data[offset + 8] = matrix[6];\n data[offset + 9] = matrix[7];\n data[offset + 10] = matrix[8];\n ",
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+ uniform: "\n gl.uniformMatrix3fv(ud[name].location, false, uv[name].toArray(true));\n "
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+ },
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+ {
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+ type: "vec4<f32>",
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+ test: (e) => e.type === "vec4<f32>" && e.size === 1 && e.value.width !== void 0,
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+ ubo: "\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n data[offset + 2] = v.width;\n data[offset + 3] = v.height;\n ",
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+ uniform: "\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height) {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[name].location, v.x, v.y, v.width, v.height);\n }\n "
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+ },
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+ {
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+ type: "vec2<f32>",
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+ test: (e) => e.type === "vec2<f32>" && e.size === 1 && e.value.x !== void 0,
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+ ubo: "\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n ",
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+ uniform: "\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y) {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[name].location, v.x, v.y);\n }\n "
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+ },
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+ {
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+ type: "vec4<f32>",
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+ test: (e) => e.type === "vec4<f32>" && e.size === 1 && e.value.red !== void 0,
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+ ubo: "\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n data[offset + 3] = v.alpha;\n ",
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+ uniform: "\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue || cv[3] !== v.alpha) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n cv[3] = v.alpha;\n gl.uniform4f(ud[name].location, v.red, v.green, v.blue, v.alpha);\n }\n "
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+ },
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+ {
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+ type: "vec3<f32>",
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+ test: (e) => e.type === "vec3<f32>" && e.size === 1 && e.value.red !== void 0,
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+ ubo: "\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n ",
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+ uniform: "\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n gl.uniform3f(ud[name].location, v.red, v.green, v.blue);\n }\n "
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+ }
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+ ];
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+ //#endregion
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+ //#region node_modules/.pnpm/pixi.js@8.20.1/node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/compileBufferSync.mjs
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+ function v(e, t, n) {
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+ let r = ["\n var v = null;\n var v2 = null;\n var t = 0;\n var index = 0;\n var name = null;\n var arrayOffset = null;\n "], i = 0;
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+ for (let a = 0; a < e.length; a++) {
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+ let o = e[a], s = o.data.name, c = !1, l = 0;
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+ for (let e = 0; e < _.length; e++) if (_[e].test(o.data)) {
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+ l = o.offset / 4, r.push(`name = "${s}";`, `offset += ${l - i};`, _[e].ubo), c = !0;
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+ break;
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+ }
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+ if (!c) if (o.data.size > 1) l = o.offset / 4, r.push(n(o, l - i));
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+ else {
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+ let e = t[o.data.type];
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+ l = o.offset / 4, r.push(`
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+ v = uv.${s};
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+ offset += ${l - i};
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+ ${e};
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+ `);
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+ }
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+ i = l;
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+ }
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+ let a = r.join("\n");
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+ return Function("uv", "data", "dataInt32", "offset", a);
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+ }
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+ //#endregion
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+ //#region node_modules/.pnpm/pixi.js@8.20.1/node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/uboSyncFunctions.mjs
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+ function y(e, t) {
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+ return `
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+ for (let i = 0; i < ${e * t}; i++) {
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+ data[offset + (((i / ${e})|0) * 4) + (i % ${e})] = v[i];
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+ }
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+ `;
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+ }
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+ var b = {
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+ f32: "\n data[offset] = v;",
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+ i32: "\n dataInt32[offset] = v;",
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+ u32: "\n dataInt32[offset] = v;",
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+ "vec2<f32>": "\n data[offset] = v[0];\n data[offset + 1] = v[1];",
235
+ "vec3<f32>": "\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];",
236
+ "vec4<f32>": "\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];",
237
+ "vec2<i32>": "\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];",
238
+ "vec3<i32>": "\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];",
239
+ "vec4<i32>": "\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];\n dataInt32[offset + 3] = v[3];",
240
+ "vec2<u32>": "\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];",
241
+ "vec3<u32>": "\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];",
242
+ "vec4<u32>": "\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];\n dataInt32[offset + 3] = v[3];",
243
+ "mat2x2<f32>": "\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 4] = v[2];\n data[offset + 5] = v[3];",
244
+ "mat3x3<f32>": "\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];",
245
+ "mat4x4<f32>": "\n for (let i = 0; i < 16; i++) {\n data[offset + i] = v[i];\n }",
246
+ "mat3x2<f32>": y(3, 2),
247
+ "mat4x2<f32>": y(4, 2),
248
+ "mat2x3<f32>": y(2, 3),
249
+ "mat4x3<f32>": y(4, 3),
250
+ "mat2x4<f32>": y(2, 4),
251
+ "mat3x4<f32>": y(3, 4)
252
+ }, x = {
253
+ ...b,
254
+ "mat2x2<f32>": "\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];\n "
255
+ }, S = class extends r {
256
+ constructor({ buffer: e, offset: n, size: r }) {
257
+ super(), this.uid = t("buffer"), this._resourceType = "bufferResource", this._touched = 0, this._resourceId = t("resource"), this._bufferResource = !0, this.destroyed = !1, this.buffer = e, this.offset = n | 0, this.size = r, this.buffer.on("change", this.onBufferChange, this);
258
+ }
259
+ get _gcLastUsed() {
260
+ return this.buffer?._gcLastUsed ?? -1;
261
+ }
262
+ set _gcLastUsed(e) {
263
+ this.buffer && (this.buffer._gcLastUsed = e);
264
+ }
265
+ onBufferChange() {
266
+ this._resourceId = t("resource"), this.emit("change", this);
267
+ }
268
+ destroy(e = !1) {
269
+ this.destroyed = !0, e && this.buffer.destroy(), this.emit("change", this), this.buffer = null, this.removeAllListeners();
270
+ }
271
+ };
272
+ //#endregion
273
+ export { _ as a, p as c, c as d, u as f, v as i, d as l, b as n, g as o, l as p, x as r, h as s, S as t, f as u };
@@ -0,0 +1,30 @@
1
+ import { L as e, b as t, q as n } from "./Geometry-CN7W9DnD.js";
2
+ var r = new class {
3
+ constructor(e) {
4
+ this._canvasPool = /* @__PURE__ */ Object.create(null), this.canvasOptions = e || {}, this.enableFullScreen = !1;
5
+ }
6
+ _createCanvasAndContext(e, n) {
7
+ let r = t.get().createCanvas();
8
+ return r.width = e, r.height = n, {
9
+ canvas: r,
10
+ context: r.getContext("2d")
11
+ };
12
+ }
13
+ getOptimalCanvasAndContext(e, t, r = 1) {
14
+ e = Math.ceil(e * r - 1e-6), t = Math.ceil(t * r - 1e-6), e = n(e), t = n(t);
15
+ let i = (e << 17) + (t << 1);
16
+ this._canvasPool[i] || (this._canvasPool[i] = []);
17
+ let a = this._canvasPool[i].pop();
18
+ return a ||= this._createCanvasAndContext(e, t), a;
19
+ }
20
+ returnCanvasAndContext(e) {
21
+ let { width: t, height: n } = e.canvas, r = (t << 17) + (n << 1);
22
+ e.context.resetTransform(), e.context.clearRect(0, 0, t, n), this._canvasPool[r].push(e);
23
+ }
24
+ clear() {
25
+ this._canvasPool = {};
26
+ }
27
+ }();
28
+ e.register(r);
29
+ //#endregion
30
+ export { r as t };