vislite 0.5.2 → 0.6.0-alpha.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (194) hide show
  1. package/.editorconfig +18 -18
  2. package/.eslintrc.js +24 -0
  3. package/AUTHORS.txt +6 -6
  4. package/CHANGELOG +15 -1
  5. package/LICENSE +20 -20
  6. package/README.md +41 -2
  7. package/lib/Buffer/index.umd.js +2 -2
  8. package/lib/Buffer/index.umd.min.js +2 -2
  9. package/lib/Canvas/index.umd.js +19 -8
  10. package/lib/Canvas/index.umd.min.js +3 -3
  11. package/lib/Cardinal/index.umd.js +2 -2
  12. package/lib/Cardinal/index.umd.min.js +2 -2
  13. package/lib/Eoap/index.umd.js +2 -2
  14. package/lib/Eoap/index.umd.min.js +2 -2
  15. package/lib/Geometry/index.umd.js +7 -4
  16. package/lib/Geometry/index.umd.min.js +2 -2
  17. package/lib/Hermite/index.umd.js +2 -2
  18. package/lib/Hermite/index.umd.min.js +2 -2
  19. package/lib/Matrix4/index.umd.js +14 -8
  20. package/lib/Matrix4/index.umd.min.js +3 -3
  21. package/lib/Mercator/index.umd.js +2 -2
  22. package/lib/Mercator/index.umd.min.js +2 -2
  23. package/lib/OralCanvas/index.es.js +14 -6
  24. package/lib/OralCanvas/index.es.min.js +3 -3
  25. package/lib/OralWebGL/index.es.js +27 -19
  26. package/lib/OralWebGL/index.es.min.js +3 -3
  27. package/lib/SVG/index.umd.js +6 -4
  28. package/lib/SVG/index.umd.min.js +2 -2
  29. package/lib/Shader/index.umd.js +10 -10
  30. package/lib/Shader/index.umd.min.js +3 -3
  31. package/lib/Texture/index.umd.js +4 -3
  32. package/lib/Texture/index.umd.min.js +2 -2
  33. package/lib/TreeLayout/index.umd.js +8 -5
  34. package/lib/TreeLayout/index.umd.min.js +2 -2
  35. package/lib/WebGL/index.umd.js +27 -19
  36. package/lib/WebGL/index.umd.min.js +3 -3
  37. package/lib/animation/index.umd.js +4 -3
  38. package/lib/animation/index.umd.min.js +2 -2
  39. package/lib/formatColor/index.umd.js +2 -2
  40. package/lib/formatColor/index.umd.min.js +2 -2
  41. package/lib/getLoopColors/index.umd.js +2 -2
  42. package/lib/getLoopColors/index.umd.min.js +2 -2
  43. package/lib/getWebGLContext/index.umd.js +4 -3
  44. package/lib/getWebGLContext/index.umd.min.js +2 -2
  45. package/lib/index.umd.js +73 -34
  46. package/lib/index.umd.min.js +3 -3
  47. package/lib/move/index.umd.js +2 -2
  48. package/lib/move/index.umd.min.js +2 -2
  49. package/lib/resizeObserver/index.umd.js +4 -3
  50. package/lib/resizeObserver/index.umd.min.js +2 -2
  51. package/lib/rotate/index.umd.js +2 -2
  52. package/lib/rotate/index.umd.min.js +2 -2
  53. package/lib/ruler/index.umd.js +14 -2
  54. package/lib/ruler/index.umd.min.js +3 -3
  55. package/lib/scale/index.umd.js +2 -2
  56. package/lib/scale/index.umd.min.js +2 -2
  57. package/lib/throttle/index.umd.js +2 -2
  58. package/lib/throttle/index.umd.min.js +2 -2
  59. package/lib/viewHandler/index.umd.js +4 -4
  60. package/lib/viewHandler/index.umd.min.js +3 -3
  61. package/miniprogram/ui-canvas/index.js +107 -107
  62. package/miniprogram/ui-canvas/index.json +4 -4
  63. package/miniprogram/ui-canvas/index.wxml +4 -4
  64. package/miniprogram/ui-canvas/index.wxss +5 -5
  65. package/package/Buffer/index.ts +2 -2
  66. package/package/Canvas/index.ts +2 -2
  67. package/package/Cardinal/index.ts +2 -2
  68. package/package/Eoap/index.ts +2 -2
  69. package/package/Geometry/index.ts +2 -2
  70. package/package/Hermite/index.ts +2 -2
  71. package/package/Matrix4/index.ts +2 -2
  72. package/package/Mercator/index.ts +2 -2
  73. package/package/OralCanvas/index.ts +2 -2
  74. package/package/OralWebGL/index.ts +2 -2
  75. package/package/SVG/index.ts +2 -2
  76. package/package/Shader/index.ts +39 -39
  77. package/package/Texture/index.ts +2 -2
  78. package/package/TreeLayout/index.ts +1 -1
  79. package/package/WebGL/index.ts +2 -2
  80. package/package/animation/index.ts +2 -2
  81. package/package/formatColor/index.ts +2 -2
  82. package/package/getLoopColors/index.ts +2 -2
  83. package/package/getWebGLContext/index.ts +39 -39
  84. package/package/index.ts +76 -76
  85. package/package/move/index.ts +2 -2
  86. package/package/resizeObserver/index.ts +2 -2
  87. package/package/rotate/index.ts +2 -2
  88. package/package/ruler/index.ts +2 -2
  89. package/package/scale/index.ts +2 -2
  90. package/package/throttle/index.ts +2 -2
  91. package/package/viewHandler/index.ts +2 -2
  92. package/package.json +6 -2
  93. package/src/Canvas.ts +70 -67
  94. package/src/Eoap.ts +66 -66
  95. package/src/Geometry.ts +82 -82
  96. package/src/Matrix4/index.ts +17 -9
  97. package/src/Matrix4/move.ts +12 -12
  98. package/src/Matrix4/rotate.ts +15 -15
  99. package/src/Matrix4/scale.ts +11 -11
  100. package/src/Matrix4/transform.ts +64 -64
  101. package/src/Mercator.ts +27 -27
  102. package/src/SVG.ts +24 -24
  103. package/src/WebGL.ts +66 -66
  104. package/src/animation.ts +98 -98
  105. package/src/common/assemble.ts +22 -22
  106. package/src/common/canvas/arc.ts +51 -50
  107. package/src/common/canvas/config.ts +158 -158
  108. package/src/common/canvas/gradient.ts +29 -29
  109. package/src/common/canvas/index.ts +149 -140
  110. package/src/common/canvas/painter.ts +417 -426
  111. package/src/common/canvas/texts.ts +18 -18
  112. package/src/common/geometry/prism-horizontal.ts +35 -33
  113. package/src/common/geometry/prism-vertical.ts +40 -40
  114. package/src/common/geometry/sphere-fragment.ts +40 -39
  115. package/src/common/geometry/tool/circle.ts +11 -11
  116. package/src/common/mergeOption.ts +6 -6
  117. package/src/common/setStyle.ts +5 -5
  118. package/src/common/svg/config.ts +186 -186
  119. package/src/common/svg/dictionary.ts +1 -1
  120. package/src/common/svg/gradient.ts +63 -63
  121. package/src/common/svg/index.ts +356 -356
  122. package/src/common/svg/tool.ts +44 -44
  123. package/src/common/tree/index.ts +25 -25
  124. package/src/common/tree/toInnerTree.ts +57 -56
  125. package/src/common/tree/toPlainTree.ts +132 -131
  126. package/src/common/webgl/buffer.ts +79 -79
  127. package/src/common/webgl/doDraw.ts +108 -108
  128. package/src/common/webgl/getColorFactory.ts +26 -26
  129. package/src/common/webgl/getShader.ts +48 -48
  130. package/src/common/webgl/getTexture.ts +11 -11
  131. package/src/common/webgl/getWebGLContext.ts +28 -27
  132. package/src/common/webgl/index.ts +224 -223
  133. package/src/common/webgl/shader.ts +75 -75
  134. package/src/common/webgl/texture.ts +97 -96
  135. package/src/formatColor.ts +44 -44
  136. package/src/getLoopColors.ts +42 -42
  137. package/src/interpolation/Cardinal.ts +110 -110
  138. package/src/interpolation/Hermite.ts +65 -65
  139. package/src/{TreeLayout/index.ts → layout/TreeLayout.ts} +21 -21
  140. package/src/move.ts +7 -7
  141. package/src/resizeObserver.ts +37 -36
  142. package/src/rotate.ts +7 -7
  143. package/src/ruler.ts +41 -19
  144. package/src/scale.ts +6 -6
  145. package/src/shader/fsColor.c +7 -7
  146. package/src/shader/fsColors.c +7 -7
  147. package/src/shader/fsCube.c +8 -8
  148. package/src/shader/fsImage.c +8 -8
  149. package/src/shader/vsColor.c +17 -17
  150. package/src/shader/vsColors.c +13 -13
  151. package/src/shader/vsCube.c +13 -13
  152. package/src/shader/vsImage.c +13 -13
  153. package/src/throttle.ts +52 -51
  154. package/src/viewHandler.ts +158 -158
  155. package/types/Buffer.d.ts +23 -23
  156. package/types/Canvas.d.ts +8 -0
  157. package/types/CanvasConfig.d.ts +106 -106
  158. package/types/CanvasOption.d.ts +8 -7
  159. package/types/CanvasOpts.d.ts +10 -0
  160. package/types/Cardinal.d.ts +13 -13
  161. package/types/Geometry.d.ts +40 -40
  162. package/types/GeometryOption.d.ts +11 -11
  163. package/types/GeometryResult.d.ts +18 -18
  164. package/types/Gradient.d.ts +14 -14
  165. package/types/Hermite.d.ts +18 -18
  166. package/types/Map.d.ts +9 -9
  167. package/types/Matrix4.d.ts +5 -0
  168. package/types/Object3D.d.ts +114 -114
  169. package/types/SVG.d.ts +238 -238
  170. package/types/SVGConfig.d.ts +76 -76
  171. package/types/Scene3D.d.ts +6 -6
  172. package/types/Shader.d.ts +21 -21
  173. package/types/Texture.d.ts +16 -16
  174. package/types/Tree.d.ts +69 -69
  175. package/types/TreeConfig.d.ts +24 -24
  176. package/types/TreeLayout.d.ts +54 -54
  177. package/types/TreeOption.d.ts +48 -48
  178. package/types/WebGL.d.ts +38 -38
  179. package/types/WebGLOption.d.ts +7 -7
  180. package/types/animation.d.ts +6 -6
  181. package/types/formatColor.d.ts +2 -2
  182. package/types/getLoopColors.d.ts +2 -2
  183. package/types/getWebGLContext.d.ts +2 -2
  184. package/types/index.d.ts +175 -175
  185. package/types/move.d.ts +2 -2
  186. package/types/painterConfig.d.ts +2 -2
  187. package/types/resizeObserver.d.ts +2 -2
  188. package/types/rotate.d.ts +2 -2
  189. package/types/ruler.d.ts +7 -7
  190. package/types/scale.d.ts +2 -2
  191. package/types/throttle.d.ts +4 -4
  192. package/types/throttleOption.d.ts +21 -21
  193. package/types/viewHandler.d.ts +13 -13
  194. package/uni-app/ui-canvas.vue +239 -206
@@ -1,224 +1,225 @@
1
- import type Object3DType from '../../../types/Object3D'
2
- import type Scene3DType from '../../../types/Scene3D'
3
-
4
- import getWebGLContext from './getWebGLContext'
5
- import getColorFactory from './getColorFactory'
6
- import Matrix4 from '../../Matrix4/index'
7
- import doDraw from './doDraw'
8
- import assemble from '../assemble'
9
-
10
- // 获取区域信息前是否需要刷新区域
11
- let needUpdate = false
12
-
13
- let scale = 10
14
- class WebGL {
15
-
16
- readonly name: string = "WebGL"
17
-
18
- painter: WebGLRenderingContext
19
- private __regionPainter: WebGLRenderingContext
20
-
21
- private __getColor = (x: number, y: number) => "rgba(0,0,0,1)"
22
-
23
- private __regionList = {} //区域映射表
24
- private __regionAssemble = assemble(0, 1, 0.2, 3)
25
-
26
- private __regionName = "" // 当前绘制的内容名称
27
- private __regionColor = [0, 0, 0, 1] // 当前记录区域应该使用的颜色
28
-
29
- private __scene: Scene3DType = { // 记录着3D世界
30
- children: [],
31
-
32
- // 右手坐标系
33
- matrix: new Matrix4([
34
- 1, 0, 0, 0,
35
- 0, 1, 0, 0,
36
- 0, 0, 1, 0,
37
- 0, 0, 0, scale
38
- ])
39
- }
40
-
41
- private __proporion: number[]
42
-
43
- private __unique: number
44
-
45
- constructor(ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement) {
46
- this.__unique = new Date().valueOf()
47
-
48
- this.painter = getWebGLContext(ViewCanvas, scale)
49
- if (RegionCanvas) {
50
- this.__regionPainter = getWebGLContext(RegionCanvas, scale, {
51
-
52
- // 如果不设置,涉及到缓冲区的情况可能无法获取颜色
53
- // preserveDrawingBuffer: true
54
- })
55
- }
56
-
57
- let proportion = this.painter.canvas.width / this.painter.canvas.height
58
-
59
- let xProportion = 1
60
- let yProportion = 1
61
-
62
- if (proportion > 1) {
63
- xProportion = 1 / proportion
64
- } else {
65
- yProportion = proportion
66
- }
67
-
68
- let zProportion = Math.min(xProportion, yProportion)
69
-
70
- this.__proporion = [
71
- xProportion, 0, 0, 0,
72
- 0, yProportion, 0, 0,
73
- 0, 0, zProportion, 0,
74
- 0, 0, 0, 1
75
- ]
76
-
77
- }
78
-
79
- matrix(initMatrix4?: number[]) {
80
- return new Matrix4(initMatrix4)
81
- }
82
-
83
- getMatrix() {
84
- return this.__scene.matrix
85
- }
86
-
87
- getObject3D() {
88
- return this.__scene.children
89
- }
90
-
91
- review(isUpdateRegion = false) {
92
-
93
- if (isUpdateRegion) {
94
- if (this.__regionPainter) {
95
- this.__regionPainter.clearColor(1, 1, 1, 1)
96
- this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)
97
- }
98
- } else {
99
- this.painter.clearColor(1, 1, 1, 1)
100
- this.painter.clear(this.painter.COLOR_BUFFER_BIT)
101
- }
102
-
103
- for (let index = 0; index < this.__scene.children.length; index++) {
104
- this.draw(this.__scene.children[index], isUpdateRegion)
105
- }
106
- return this
107
- }
108
-
109
- private draw(object3D: Object3DType, isUpdateRegion = false) {
110
- if (!isUpdateRegion) needUpdate = true
111
-
112
- let meshWorld = {
113
- matrix: object3D.matrix.value()
114
- }
115
-
116
- let globalWorld = {
117
- matrix: this.__scene.matrix.value(),
118
- proporion: this.__proporion
119
- }
120
-
121
- // 设置好当前区域
122
- this.setRegion(object3D.region)
123
-
124
- for (let index = 0; index < object3D.mesh.length; index++) {
125
-
126
- if (isUpdateRegion) {
127
- if (this.__regionPainter) {
128
- // 区域上
129
- doDraw("painter" + this.__unique, this.__regionPainter, {
130
- geometry: object3D.mesh[index].geometry,
131
- material: {
132
- color: {
133
- r: this.__regionColor[0],
134
- g: this.__regionColor[1],
135
- b: this.__regionColor[2],
136
- alpha: this.__regionColor[3]
137
- }
138
- }
139
- }, meshWorld, globalWorld)
140
-
141
- this.__getColor = getColorFactory(this.__regionPainter)
142
- }
143
- } else {
144
- // 画布上
145
- doDraw("region" + this.__unique, this.painter, object3D.mesh[index], meshWorld, globalWorld)
146
- }
147
- }
148
-
149
- }
150
-
151
- render(object3D: Object3DType) {
152
- if (!('matrix' in object3D)) object3D.matrix = new Matrix4()
153
- if (!('region' in object3D)) object3D.region = ""
154
-
155
- // 对数据进行校对
156
- for (let index = 0; index < object3D.mesh.length; index++) {
157
- let mesh = object3D.mesh[index]
158
-
159
- if (mesh.geometry.attributes.normal && Array.isArray(mesh.geometry.attributes.normal.array)) {
160
- mesh.geometry.attributes.normal.array = new Float32Array(mesh.geometry.attributes.normal.array)
161
- }
162
-
163
- if (mesh.geometry.attributes.position && Array.isArray(mesh.geometry.attributes.position.array)) {
164
- mesh.geometry.attributes.position.array = new Float32Array(mesh.geometry.attributes.position.array)
165
- }
166
-
167
- if (mesh.geometry.attributes.uv && Array.isArray(mesh.geometry.attributes.uv.array)) {
168
- mesh.geometry.attributes.uv.array = new Float32Array(mesh.geometry.attributes.uv.array)
169
- }
170
-
171
- if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
172
- mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array)
173
- }
174
-
175
- if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
176
- mesh.material.colors.array = new Float32Array(mesh.material.colors.array)
177
- }
178
-
179
- }
180
-
181
- this.__scene.children.push(object3D)
182
- this.draw(object3D)
183
- }
184
-
185
- // 设置当前绘制区域名称
186
- setRegion(regionName: string | number) {
187
- this.__regionName = regionName + ""
188
-
189
- if (regionName) {
190
- if (this.__regionList[regionName] == void 0) {
191
- this.__regionList[regionName] = [... this.__regionAssemble(), 1]
192
- }
193
- this.__regionColor = this.__regionList[regionName]
194
- } else {
195
- this.__regionColor = [0, 0, 0, 1]
196
- }
197
- return this
198
- }
199
-
200
- // 获取当前事件触发的区域名称
201
- getRegion(x: number, y: number): Promise<string> {
202
- if (needUpdate) this.review(true)
203
-
204
- needUpdate = false
205
- return new Promise((resolve, reject) => {
206
-
207
- let rgba = this.__getColor(x, y)
208
-
209
- // 查找当前点击的区域
210
- for (let key in this.__regionList) {
211
- let currentRGBA = this.__regionList[key]
212
- if ("rgba(" + currentRGBA[0] * 255 + "," + currentRGBA[1] * 255 + "," + currentRGBA[2] * 255 + "," + currentRGBA[3] * 255 + ")" == rgba) {
213
- resolve(key)
214
- break
215
- }
216
- }
217
- resolve("")
218
-
219
- })
220
- }
221
-
222
- }
223
-
1
+ import type Object3DType from '../../../types/Object3D'
2
+ import type Scene3DType from '../../../types/Scene3D'
3
+
4
+ import getWebGLContext from './getWebGLContext'
5
+ import getColorFactory from './getColorFactory'
6
+ import Matrix4 from '../../Matrix4/index'
7
+ import doDraw from './doDraw'
8
+ import assemble from '../assemble'
9
+
10
+ // 获取区域信息前是否需要刷新区域
11
+ let needUpdate = false
12
+
13
+ const scale = 10
14
+ class WebGL {
15
+
16
+ readonly name: string = "WebGL"
17
+
18
+ painter: WebGLRenderingContext
19
+ private __regionPainter: WebGLRenderingContext
20
+
21
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
22
+ private __getColor = (x: number, y: number) => "rgba(0,0,0,1)"
23
+
24
+ private __regionList = {} //区域映射表
25
+ private __regionAssemble = assemble(0, 1, 0.2, 3)
26
+
27
+ private __regionName = "" // 当前绘制的内容名称
28
+ private __regionColor = [0, 0, 0, 1] // 当前记录区域应该使用的颜色
29
+
30
+ private __scene: Scene3DType = { // 记录着3D世界
31
+ children: [],
32
+
33
+ // 右手坐标系
34
+ matrix: new Matrix4([
35
+ 1, 0, 0, 0,
36
+ 0, 1, 0, 0,
37
+ 0, 0, 1, 0,
38
+ 0, 0, 0, scale
39
+ ])
40
+ }
41
+
42
+ private __proporion: number[]
43
+
44
+ private __unique: number
45
+
46
+ constructor(ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement) {
47
+ this.__unique = new Date().valueOf()
48
+
49
+ this.painter = getWebGLContext(ViewCanvas, scale)
50
+ if (RegionCanvas) {
51
+ this.__regionPainter = getWebGLContext(RegionCanvas, scale, {
52
+
53
+ // 如果不设置,涉及到缓冲区的情况可能无法获取颜色
54
+ // preserveDrawingBuffer: true
55
+ })
56
+ }
57
+
58
+ const proportion = this.painter.canvas.width / this.painter.canvas.height
59
+
60
+ let xProportion = 1
61
+ let yProportion = 1
62
+
63
+ if (proportion > 1) {
64
+ xProportion = 1 / proportion
65
+ } else {
66
+ yProportion = proportion
67
+ }
68
+
69
+ const zProportion = Math.min(xProportion, yProportion)
70
+
71
+ this.__proporion = [
72
+ xProportion, 0, 0, 0,
73
+ 0, yProportion, 0, 0,
74
+ 0, 0, zProportion, 0,
75
+ 0, 0, 0, 1
76
+ ]
77
+
78
+ }
79
+
80
+ matrix(initMatrix4?: number[]) {
81
+ return new Matrix4(initMatrix4)
82
+ }
83
+
84
+ getMatrix() {
85
+ return this.__scene.matrix
86
+ }
87
+
88
+ getObject3D() {
89
+ return this.__scene.children
90
+ }
91
+
92
+ review(isUpdateRegion = false) {
93
+
94
+ if (isUpdateRegion) {
95
+ if (this.__regionPainter) {
96
+ this.__regionPainter.clearColor(1, 1, 1, 1)
97
+ this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)
98
+ }
99
+ } else {
100
+ this.painter.clearColor(1, 1, 1, 1)
101
+ this.painter.clear(this.painter.COLOR_BUFFER_BIT)
102
+ }
103
+
104
+ for (let index = 0; index < this.__scene.children.length; index++) {
105
+ this.draw(this.__scene.children[index], isUpdateRegion)
106
+ }
107
+ return this
108
+ }
109
+
110
+ private draw(object3D: Object3DType, isUpdateRegion = false) {
111
+ if (!isUpdateRegion) needUpdate = true
112
+
113
+ const meshWorld = {
114
+ matrix: object3D.matrix.value()
115
+ }
116
+
117
+ const globalWorld = {
118
+ matrix: this.__scene.matrix.value(),
119
+ proporion: this.__proporion
120
+ }
121
+
122
+ // 设置好当前区域
123
+ this.setRegion(object3D.region)
124
+
125
+ for (let index = 0; index < object3D.mesh.length; index++) {
126
+
127
+ if (isUpdateRegion) {
128
+ if (this.__regionPainter) {
129
+ // 区域上
130
+ doDraw("painter" + this.__unique, this.__regionPainter, {
131
+ geometry: object3D.mesh[index].geometry,
132
+ material: {
133
+ color: {
134
+ r: this.__regionColor[0],
135
+ g: this.__regionColor[1],
136
+ b: this.__regionColor[2],
137
+ alpha: this.__regionColor[3]
138
+ }
139
+ }
140
+ }, meshWorld, globalWorld)
141
+
142
+ this.__getColor = getColorFactory(this.__regionPainter)
143
+ }
144
+ } else {
145
+ // 画布上
146
+ doDraw("region" + this.__unique, this.painter, object3D.mesh[index], meshWorld, globalWorld)
147
+ }
148
+ }
149
+
150
+ }
151
+
152
+ render(object3D: Object3DType) {
153
+ if (!('matrix' in object3D)) object3D.matrix = new Matrix4()
154
+ if (!('region' in object3D)) object3D.region = ""
155
+
156
+ // 对数据进行校对
157
+ for (let index = 0; index < object3D.mesh.length; index++) {
158
+ const mesh = object3D.mesh[index]
159
+
160
+ if (mesh.geometry.attributes.normal && Array.isArray(mesh.geometry.attributes.normal.array)) {
161
+ mesh.geometry.attributes.normal.array = new Float32Array(mesh.geometry.attributes.normal.array)
162
+ }
163
+
164
+ if (mesh.geometry.attributes.position && Array.isArray(mesh.geometry.attributes.position.array)) {
165
+ mesh.geometry.attributes.position.array = new Float32Array(mesh.geometry.attributes.position.array)
166
+ }
167
+
168
+ if (mesh.geometry.attributes.uv && Array.isArray(mesh.geometry.attributes.uv.array)) {
169
+ mesh.geometry.attributes.uv.array = new Float32Array(mesh.geometry.attributes.uv.array)
170
+ }
171
+
172
+ if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
173
+ mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array)
174
+ }
175
+
176
+ if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
177
+ mesh.material.colors.array = new Float32Array(mesh.material.colors.array)
178
+ }
179
+
180
+ }
181
+
182
+ this.__scene.children.push(object3D)
183
+ this.draw(object3D)
184
+ }
185
+
186
+ // 设置当前绘制区域名称
187
+ setRegion(regionName: string | number) {
188
+ this.__regionName = regionName + ""
189
+
190
+ if (regionName) {
191
+ if (this.__regionList[regionName] == void 0) {
192
+ this.__regionList[regionName] = [... this.__regionAssemble(), 1]
193
+ }
194
+ this.__regionColor = this.__regionList[regionName]
195
+ } else {
196
+ this.__regionColor = [0, 0, 0, 1]
197
+ }
198
+ return this
199
+ }
200
+
201
+ // 获取当前事件触发的区域名称
202
+ getRegion(x: number, y: number): Promise<string> {
203
+ if (needUpdate) this.review(true)
204
+
205
+ needUpdate = false
206
+ return new Promise((resolve) => {
207
+
208
+ const rgba = this.__getColor(x, y)
209
+
210
+ // 查找当前点击的区域
211
+ for (const key in this.__regionList) {
212
+ const currentRGBA = this.__regionList[key]
213
+ if ("rgba(" + currentRGBA[0] * 255 + "," + currentRGBA[1] * 255 + "," + currentRGBA[2] * 255 + "," + currentRGBA[3] * 255 + ")" == rgba) {
214
+ resolve(key)
215
+ break
216
+ }
217
+ }
218
+ resolve("")
219
+
220
+ })
221
+ }
222
+
223
+ }
224
+
224
225
  export default WebGL
@@ -1,76 +1,76 @@
1
- // 着色器分为两类:顶点着色器 + 片段着色器
2
- // 前者用于定义一个点的特性,比如位置,大小,颜色等
3
- // 后者用于针对每个片段(可以理解为像素)进行处理
4
-
5
- // 着色器采用的语言是:GLSL ES语言
6
-
7
- // 把着色器字符串加载成着色器对象
8
- let loadShader = (painter: WebGLRenderingContext, type: number, source: string) => {
9
-
10
- // 创建着色器对象
11
- let shader = painter.createShader(type)
12
- if (shader == null) throw new Error('Unable to create shader!')
13
-
14
- // 绑定资源
15
- painter.shaderSource(shader, source)
16
-
17
- // 编译着色器
18
- painter.compileShader(shader)
19
-
20
- // 检测着色器编译是否成功
21
- if (!painter.getShaderParameter(shader, painter.COMPILE_STATUS))
22
- throw new Error('Failed to compile shader:' + painter.getShaderInfoLog(shader))
23
-
24
- return shader
25
- }
26
-
27
- // 建立着色器
28
- let useShader = (painter: WebGLRenderingContext, vshaderSource: string, fshaderSource: string) => {
29
-
30
- // 分别加载顶点着色器对象和片段着色器对象
31
- let vertexShader = loadShader(painter, painter.VERTEX_SHADER, vshaderSource)
32
- let fragmentShader = loadShader(painter, painter.FRAGMENT_SHADER, fshaderSource)
33
-
34
- // 创建一个着色器程序
35
- let glProgram = painter.createProgram()
36
-
37
- // 把前面创建的两个着色器对象添加到着色器程序中
38
- painter.attachShader(glProgram, vertexShader)
39
- painter.attachShader(glProgram, fragmentShader)
40
-
41
- // 把着色器程序链接成一个完整的程序
42
- painter.linkProgram(glProgram)
43
-
44
- // 检测着色器程序链接是否成功
45
- if (!painter.getProgramParameter(glProgram, painter.LINK_STATUS))
46
- throw new Error('Failed to link program: ' + painter.getProgramInfoLog(glProgram))
47
-
48
- return glProgram
49
- }
50
-
51
- class ShaderObject {
52
-
53
- private __painter: WebGLRenderingContext
54
-
55
- program: WebGLProgram
56
-
57
- constructor(painter: WebGLRenderingContext) {
58
- this.__painter = painter
59
- }
60
-
61
- // 使用这个程序
62
- // (后于编译)
63
- use() {
64
- this.__painter.useProgram(this.program)
65
- return this
66
- }
67
-
68
- // 编译着色器程序
69
- compile(vshaderSource: string, fshaderSource: string) {
70
- this.program = useShader(this.__painter, vshaderSource, fshaderSource)
71
- return this
72
- }
73
-
74
- }
75
-
1
+ // 着色器分为两类:顶点着色器 + 片段着色器
2
+ // 前者用于定义一个点的特性,比如位置,大小,颜色等
3
+ // 后者用于针对每个片段(可以理解为像素)进行处理
4
+
5
+ // 着色器采用的语言是:GLSL ES语言
6
+
7
+ // 把着色器字符串加载成着色器对象
8
+ const loadShader = (painter: WebGLRenderingContext, type: number, source: string) => {
9
+
10
+ // 创建着色器对象
11
+ const shader = painter.createShader(type)
12
+ if (shader == null) throw new Error('Unable to create shader!')
13
+
14
+ // 绑定资源
15
+ painter.shaderSource(shader, source)
16
+
17
+ // 编译着色器
18
+ painter.compileShader(shader)
19
+
20
+ // 检测着色器编译是否成功
21
+ if (!painter.getShaderParameter(shader, painter.COMPILE_STATUS))
22
+ throw new Error('Failed to compile shader:' + painter.getShaderInfoLog(shader))
23
+
24
+ return shader
25
+ }
26
+
27
+ // 建立着色器
28
+ const useShader = (painter: WebGLRenderingContext, vshaderSource: string, fshaderSource: string) => {
29
+
30
+ // 分别加载顶点着色器对象和片段着色器对象
31
+ const vertexShader = loadShader(painter, painter.VERTEX_SHADER, vshaderSource)
32
+ const fragmentShader = loadShader(painter, painter.FRAGMENT_SHADER, fshaderSource)
33
+
34
+ // 创建一个着色器程序
35
+ const glProgram = painter.createProgram()
36
+
37
+ // 把前面创建的两个着色器对象添加到着色器程序中
38
+ painter.attachShader(glProgram, vertexShader)
39
+ painter.attachShader(glProgram, fragmentShader)
40
+
41
+ // 把着色器程序链接成一个完整的程序
42
+ painter.linkProgram(glProgram)
43
+
44
+ // 检测着色器程序链接是否成功
45
+ if (!painter.getProgramParameter(glProgram, painter.LINK_STATUS))
46
+ throw new Error('Failed to link program: ' + painter.getProgramInfoLog(glProgram))
47
+
48
+ return glProgram
49
+ }
50
+
51
+ class ShaderObject {
52
+
53
+ private __painter: WebGLRenderingContext
54
+
55
+ program: WebGLProgram
56
+
57
+ constructor(painter: WebGLRenderingContext) {
58
+ this.__painter = painter
59
+ }
60
+
61
+ // 使用这个程序
62
+ // (后于编译)
63
+ use() {
64
+ this.__painter.useProgram(this.program)
65
+ return this
66
+ }
67
+
68
+ // 编译着色器程序
69
+ compile(vshaderSource: string, fshaderSource: string) {
70
+ this.program = useShader(this.__painter, vshaderSource, fshaderSource)
71
+ return this
72
+ }
73
+
74
+ }
75
+
76
76
  export default ShaderObject