vislite 0.7.0 → 0.7.1
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.
- package/CHANGELOG +11 -1
- package/README.md +135 -135
- package/lib/Buffer/index.umd.js +2 -2
- package/lib/Buffer/index.umd.min.js +2 -2
- package/lib/Canvas/index.umd.js +19 -13
- package/lib/Canvas/index.umd.min.js +3 -3
- package/lib/Cardinal/index.umd.js +2 -2
- package/lib/Cardinal/index.umd.min.js +2 -2
- package/lib/Eoap/index.umd.js +2 -2
- package/lib/Eoap/index.umd.min.js +2 -2
- package/lib/Geometry/index.umd.js +2 -2
- package/lib/Geometry/index.umd.min.js +2 -2
- package/lib/Hermite/index.umd.js +2 -2
- package/lib/Hermite/index.umd.min.js +2 -2
- package/lib/Matrix4/index.umd.js +2 -2
- package/lib/Matrix4/index.umd.min.js +2 -2
- package/lib/Mercator/index.umd.js +2 -2
- package/lib/Mercator/index.umd.min.js +2 -2
- package/lib/OralCanvas/index.es.js +11 -7
- package/lib/OralCanvas/index.es.min.js +3 -3
- package/lib/OralWebGL/index.es.js +2 -3
- package/lib/OralWebGL/index.es.min.js +3 -3
- package/lib/SVG/index.umd.js +2 -2
- package/lib/SVG/index.umd.min.js +2 -2
- package/lib/Shader/index.umd.js +2 -3
- package/lib/Shader/index.umd.min.js +3 -3
- package/lib/Texture/index.umd.js +2 -2
- package/lib/Texture/index.umd.min.js +2 -2
- package/lib/TreeLayout/index.umd.js +2 -2
- package/lib/TreeLayout/index.umd.min.js +2 -2
- package/lib/WebGL/index.umd.js +2 -3
- package/lib/WebGL/index.umd.min.js +3 -3
- package/lib/animation/index.umd.js +2 -2
- package/lib/animation/index.umd.min.js +2 -2
- package/lib/formatColor/index.umd.js +2 -2
- package/lib/formatColor/index.umd.min.js +2 -2
- package/lib/getLoopColors/index.umd.js +2 -2
- package/lib/getLoopColors/index.umd.min.js +2 -2
- package/lib/getWebGLContext/index.umd.js +2 -2
- package/lib/getWebGLContext/index.umd.min.js +2 -2
- package/lib/index.umd.js +19 -14
- package/lib/index.umd.min.js +3 -3
- package/lib/move/index.umd.js +2 -2
- package/lib/move/index.umd.min.js +2 -2
- package/lib/resizeObserver/index.umd.js +2 -2
- package/lib/resizeObserver/index.umd.min.js +2 -2
- package/lib/rotate/index.umd.js +2 -2
- package/lib/rotate/index.umd.min.js +2 -2
- package/lib/ruler/index.umd.js +2 -2
- package/lib/ruler/index.umd.min.js +2 -2
- package/lib/scale/index.umd.js +2 -2
- package/lib/scale/index.umd.min.js +2 -2
- package/lib/throttle/index.umd.js +2 -2
- package/lib/throttle/index.umd.min.js +2 -2
- package/lib/viewHandler/index.umd.js +2 -2
- package/lib/viewHandler/index.umd.min.js +2 -2
- package/package.json +1 -1
- package/src/Canvas.ts +8 -6
- package/src/Geometry.ts +0 -1
- package/src/Matrix4/rotate.ts +15 -15
- package/src/Matrix4/transform.ts +64 -64
- package/src/WebGL.ts +66 -66
- package/src/common/assemble.ts +22 -22
- package/src/common/canvas/index.ts +10 -4
- package/src/common/canvas/painter.ts +1 -1
- package/src/common/geometry/prism-vertical.ts +40 -40
- package/src/common/geometry/tool/rotateLine.ts +35 -35
- package/src/common/setStyle.ts +5 -5
- package/src/common/svg/config.ts +190 -190
- package/src/common/svg/index.ts +356 -356
- package/src/common/svg/tool.ts +44 -44
- package/src/common/tree/toInnerTree.ts +59 -59
- package/src/common/tree/toPlainTree.ts +132 -132
- package/src/common/webgl/buffer.ts +79 -79
- package/src/common/webgl/doDraw.ts +108 -108
- package/src/common/webgl/getWebGLContext.ts +28 -28
- package/src/common/webgl/index.ts +226 -226
- package/src/common/webgl/shader.ts +1 -1
- package/src/common/webgl/texture.ts +97 -97
- package/src/layout/TreeLayout.ts +188 -188
- package/src/resizeObserver.ts +37 -37
- package/src/ruler.ts +209 -209
- package/src/viewHandler.ts +160 -160
- package/types/Canvas.d.ts +308 -308
- package/types/Geometry.d.ts +65 -65
- package/types/Object3D.d.ts +114 -114
- package/types/SVGConfig.d.ts +79 -79
- package/types/Shader.d.ts +23 -21
- package/types/TreeConfig.d.ts +36 -36
- package/uni-app/ui-canvas.vue +53 -9
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import type Object3DType from '../../../types/Object3D'
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import type Scene3DType from '../../../types/Scene3D'
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import getWebGLContext from './getWebGLContext'
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import getColorFactory from './getColorFactory'
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import Matrix4 from '../../Matrix4/index'
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import doDraw from './doDraw'
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import assemble from '../assemble'
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// 获取区域信息前是否需要刷新区域
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let needUpdate = false
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const scale = 10
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class WebGL {
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readonly name: string = "WebGL"
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painter: WebGLRenderingContext
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private __regionPainter: WebGLRenderingContext
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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private __getColor = (x: number, y: number) => "rgba(0,0,0,1)"
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private __regionList: {
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[key: string | number]: Array<number>
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} = {} //区域映射表
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private __regionAssemble = assemble(0, 1, 0.2, 3)
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private __regionName = "" // 当前绘制的内容名称
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private __regionColor = [0, 0, 0, 1] // 当前记录区域应该使用的颜色
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private __scene: Scene3DType = { // 记录着3D世界
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children: [],
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// 右手坐标系
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matrix: new Matrix4([
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, scale
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])
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}
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private __proporion: number[]
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private __unique: number
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constructor(ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement | null) {
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this.__unique = new Date().valueOf()
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this.painter = getWebGLContext(ViewCanvas, scale)
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if (RegionCanvas) {
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this.__regionPainter = getWebGLContext(RegionCanvas, scale, {
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// 如果不设置,涉及到缓冲区的情况可能无法获取颜色
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// preserveDrawingBuffer: true
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})
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}
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const proportion = this.painter.canvas.width / this.painter.canvas.height
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let xProportion = 1
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let yProportion = 1
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if (proportion > 1) {
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xProportion = 1 / proportion
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} else {
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yProportion = proportion
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}
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const zProportion = Math.min(xProportion, yProportion)
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this.__proporion = [
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xProportion, 0, 0, 0,
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0, yProportion, 0, 0,
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0, 0, zProportion, 0,
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0, 0, 0, 1
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]
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}
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matrix(initMatrix4?: number[]) {
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return new Matrix4(initMatrix4)
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}
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getMatrix() {
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return this.__scene.matrix
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}
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getObject3D() {
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return this.__scene.children
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}
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review(isUpdateRegion = false) {
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if (isUpdateRegion) {
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if (this.__regionPainter) {
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this.__regionPainter.clearColor(1, 1, 1, 1)
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this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)
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}
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} else {
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this.painter.clearColor(1, 1, 1, 1)
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this.painter.clear(this.painter.COLOR_BUFFER_BIT)
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}
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for (let index = 0; index < this.__scene.children.length; index++) {
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this.draw(this.__scene.children[index], isUpdateRegion)
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}
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return this
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}
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private draw(object3D: Object3DType, isUpdateRegion = false) {
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if (!isUpdateRegion) needUpdate = true
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const meshWorld = {
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matrix: object3D.matrix?.value() as Array<number>
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}
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const globalWorld = {
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matrix: this.__scene.matrix.value(),
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proporion: this.__proporion
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}
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// 设置好当前区域
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this.setRegion(object3D.region)
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for (let index = 0; index < object3D.mesh.length; index++) {
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if (isUpdateRegion) {
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if (this.__regionPainter) {
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// 区域上
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doDraw("painter" + this.__unique, this.__regionPainter, {
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geometry: object3D.mesh[index].geometry,
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material: {
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color: {
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r: this.__regionColor[0],
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g: this.__regionColor[1],
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b: this.__regionColor[2],
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alpha: this.__regionColor[3]
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}
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}
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}, meshWorld, globalWorld)
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this.__getColor = getColorFactory(this.__regionPainter)
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}
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} else {
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// 画布上
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doDraw("region" + this.__unique, this.painter, object3D.mesh[index], meshWorld, globalWorld)
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}
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}
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}
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render(object3D: Object3DType) {
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if (!('matrix' in object3D)) object3D.matrix = new Matrix4()
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if (!('region' in object3D)) object3D.region = ""
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// 对数据进行校对
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for (let index = 0; index < object3D.mesh.length; index++) {
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const mesh = object3D.mesh[index]
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if (mesh.geometry.attributes.normal && Array.isArray(mesh.geometry.attributes.normal.array)) {
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mesh.geometry.attributes.normal.array = new Float32Array(mesh.geometry.attributes.normal.array)
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}
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if (mesh.geometry.attributes.position && Array.isArray(mesh.geometry.attributes.position.array)) {
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mesh.geometry.attributes.position.array = new Float32Array(mesh.geometry.attributes.position.array)
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}
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if (mesh.geometry.attributes.uv && Array.isArray(mesh.geometry.attributes.uv.array)) {
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mesh.geometry.attributes.uv.array = new Float32Array(mesh.geometry.attributes.uv.array)
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}
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if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
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mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array)
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}
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if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
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mesh.material.colors.array = new Float32Array(mesh.material.colors.array)
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}
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}
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this.__scene.children.push(object3D)
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this.draw(object3D)
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}
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// 设置当前绘制区域名称
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setRegion(regionName: string | number | undefined) {
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this.__regionName = regionName + ""
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if (regionName) {
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if (this.__regionList[regionName] == void 0) {
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this.__regionList[regionName] = [... this.__regionAssemble(), 1]
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}
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this.__regionColor = this.__regionList[regionName]
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} else {
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this.__regionColor = [0, 0, 0, 1]
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}
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return this
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}
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// 获取当前事件触发的区域名称
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getRegion(x: number, y: number): Promise<string> {
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if (needUpdate) this.review(true)
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needUpdate = false
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return new Promise((resolve) => {
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// 查找当前点击的区域
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for (const key in this.__regionList) {
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const currentRGBA = this.__regionList[key]
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if ("rgba(" + currentRGBA[0] * 255 + "," + currentRGBA[1] * 255 + "," + currentRGBA[2] * 255 + "," + currentRGBA[3] * 255 + ")" == rgba) {
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resolve(key)
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break
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}
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}
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resolve("")
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})
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}
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}
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import type Object3DType from '../../../types/Object3D'
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import type Scene3DType from '../../../types/Scene3D'
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import getWebGLContext from './getWebGLContext'
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import getColorFactory from './getColorFactory'
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import Matrix4 from '../../Matrix4/index'
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import doDraw from './doDraw'
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import assemble from '../assemble'
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// 获取区域信息前是否需要刷新区域
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let needUpdate = false
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const scale = 10
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class WebGL {
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readonly name: string = "WebGL"
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painter: WebGLRenderingContext
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private __regionPainter: WebGLRenderingContext
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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private __getColor = (x: number, y: number) => "rgba(0,0,0,1)"
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private __regionList: {
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[key: string | number]: Array<number>
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} = {} //区域映射表
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private __regionAssemble = assemble(0, 1, 0.2, 3)
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private __regionName = "" // 当前绘制的内容名称
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private __regionColor = [0, 0, 0, 1] // 当前记录区域应该使用的颜色
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private __scene: Scene3DType = { // 记录着3D世界
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children: [],
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// 右手坐标系
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36
|
+
matrix: new Matrix4([
|
|
37
|
+
1, 0, 0, 0,
|
|
38
|
+
0, 1, 0, 0,
|
|
39
|
+
0, 0, 1, 0,
|
|
40
|
+
0, 0, 0, scale
|
|
41
|
+
])
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
private __proporion: number[]
|
|
45
|
+
|
|
46
|
+
private __unique: number
|
|
47
|
+
|
|
48
|
+
constructor(ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement | null) {
|
|
49
|
+
this.__unique = new Date().valueOf()
|
|
50
|
+
|
|
51
|
+
this.painter = getWebGLContext(ViewCanvas, scale)
|
|
52
|
+
if (RegionCanvas) {
|
|
53
|
+
this.__regionPainter = getWebGLContext(RegionCanvas, scale, {
|
|
54
|
+
|
|
55
|
+
// 如果不设置,涉及到缓冲区的情况可能无法获取颜色
|
|
56
|
+
// preserveDrawingBuffer: true
|
|
57
|
+
})
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
const proportion = this.painter.canvas.width / this.painter.canvas.height
|
|
61
|
+
|
|
62
|
+
let xProportion = 1
|
|
63
|
+
let yProportion = 1
|
|
64
|
+
|
|
65
|
+
if (proportion > 1) {
|
|
66
|
+
xProportion = 1 / proportion
|
|
67
|
+
} else {
|
|
68
|
+
yProportion = proportion
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
const zProportion = Math.min(xProportion, yProportion)
|
|
72
|
+
|
|
73
|
+
this.__proporion = [
|
|
74
|
+
xProportion, 0, 0, 0,
|
|
75
|
+
0, yProportion, 0, 0,
|
|
76
|
+
0, 0, zProportion, 0,
|
|
77
|
+
0, 0, 0, 1
|
|
78
|
+
]
|
|
79
|
+
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
matrix(initMatrix4?: number[]) {
|
|
83
|
+
return new Matrix4(initMatrix4)
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
getMatrix() {
|
|
87
|
+
return this.__scene.matrix
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
getObject3D() {
|
|
91
|
+
return this.__scene.children
|
|
92
|
+
}
|
|
93
|
+
|
|
94
|
+
review(isUpdateRegion = false) {
|
|
95
|
+
|
|
96
|
+
if (isUpdateRegion) {
|
|
97
|
+
if (this.__regionPainter) {
|
|
98
|
+
this.__regionPainter.clearColor(1, 1, 1, 1)
|
|
99
|
+
this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)
|
|
100
|
+
}
|
|
101
|
+
} else {
|
|
102
|
+
this.painter.clearColor(1, 1, 1, 1)
|
|
103
|
+
this.painter.clear(this.painter.COLOR_BUFFER_BIT)
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
for (let index = 0; index < this.__scene.children.length; index++) {
|
|
107
|
+
this.draw(this.__scene.children[index], isUpdateRegion)
|
|
108
|
+
}
|
|
109
|
+
return this
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
private draw(object3D: Object3DType, isUpdateRegion = false) {
|
|
113
|
+
if (!isUpdateRegion) needUpdate = true
|
|
114
|
+
|
|
115
|
+
const meshWorld = {
|
|
116
|
+
matrix: object3D.matrix?.value() as Array<number>
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
const globalWorld = {
|
|
120
|
+
matrix: this.__scene.matrix.value(),
|
|
121
|
+
proporion: this.__proporion
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
// 设置好当前区域
|
|
125
|
+
this.setRegion(object3D.region)
|
|
126
|
+
|
|
127
|
+
for (let index = 0; index < object3D.mesh.length; index++) {
|
|
128
|
+
|
|
129
|
+
if (isUpdateRegion) {
|
|
130
|
+
if (this.__regionPainter) {
|
|
131
|
+
// 区域上
|
|
132
|
+
doDraw("painter" + this.__unique, this.__regionPainter, {
|
|
133
|
+
geometry: object3D.mesh[index].geometry,
|
|
134
|
+
material: {
|
|
135
|
+
color: {
|
|
136
|
+
r: this.__regionColor[0],
|
|
137
|
+
g: this.__regionColor[1],
|
|
138
|
+
b: this.__regionColor[2],
|
|
139
|
+
alpha: this.__regionColor[3]
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
}, meshWorld, globalWorld)
|
|
143
|
+
|
|
144
|
+
this.__getColor = getColorFactory(this.__regionPainter)
|
|
145
|
+
}
|
|
146
|
+
} else {
|
|
147
|
+
// 画布上
|
|
148
|
+
doDraw("region" + this.__unique, this.painter, object3D.mesh[index], meshWorld, globalWorld)
|
|
149
|
+
}
|
|
150
|
+
}
|
|
151
|
+
|
|
152
|
+
}
|
|
153
|
+
|
|
154
|
+
render(object3D: Object3DType) {
|
|
155
|
+
if (!('matrix' in object3D)) object3D.matrix = new Matrix4()
|
|
156
|
+
if (!('region' in object3D)) object3D.region = ""
|
|
157
|
+
|
|
158
|
+
// 对数据进行校对
|
|
159
|
+
for (let index = 0; index < object3D.mesh.length; index++) {
|
|
160
|
+
const mesh = object3D.mesh[index]
|
|
161
|
+
|
|
162
|
+
if (mesh.geometry.attributes.normal && Array.isArray(mesh.geometry.attributes.normal.array)) {
|
|
163
|
+
mesh.geometry.attributes.normal.array = new Float32Array(mesh.geometry.attributes.normal.array)
|
|
164
|
+
}
|
|
165
|
+
|
|
166
|
+
if (mesh.geometry.attributes.position && Array.isArray(mesh.geometry.attributes.position.array)) {
|
|
167
|
+
mesh.geometry.attributes.position.array = new Float32Array(mesh.geometry.attributes.position.array)
|
|
168
|
+
}
|
|
169
|
+
|
|
170
|
+
if (mesh.geometry.attributes.uv && Array.isArray(mesh.geometry.attributes.uv.array)) {
|
|
171
|
+
mesh.geometry.attributes.uv.array = new Float32Array(mesh.geometry.attributes.uv.array)
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
|
|
175
|
+
mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array)
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
|
|
179
|
+
mesh.material.colors.array = new Float32Array(mesh.material.colors.array)
|
|
180
|
+
}
|
|
181
|
+
|
|
182
|
+
}
|
|
183
|
+
|
|
184
|
+
this.__scene.children.push(object3D)
|
|
185
|
+
this.draw(object3D)
|
|
186
|
+
}
|
|
187
|
+
|
|
188
|
+
// 设置当前绘制区域名称
|
|
189
|
+
setRegion(regionName: string | number | undefined) {
|
|
190
|
+
this.__regionName = regionName + ""
|
|
191
|
+
|
|
192
|
+
if (regionName) {
|
|
193
|
+
if (this.__regionList[regionName] == void 0) {
|
|
194
|
+
this.__regionList[regionName] = [... this.__regionAssemble(), 1]
|
|
195
|
+
}
|
|
196
|
+
this.__regionColor = this.__regionList[regionName]
|
|
197
|
+
} else {
|
|
198
|
+
this.__regionColor = [0, 0, 0, 1]
|
|
199
|
+
}
|
|
200
|
+
return this
|
|
201
|
+
}
|
|
202
|
+
|
|
203
|
+
// 获取当前事件触发的区域名称
|
|
204
|
+
getRegion(x: number, y: number): Promise<string> {
|
|
205
|
+
if (needUpdate) this.review(true)
|
|
206
|
+
|
|
207
|
+
needUpdate = false
|
|
208
|
+
return new Promise((resolve) => {
|
|
209
|
+
|
|
210
|
+
const rgba = this.__getColor(x, y)
|
|
211
|
+
|
|
212
|
+
// 查找当前点击的区域
|
|
213
|
+
for (const key in this.__regionList) {
|
|
214
|
+
const currentRGBA = this.__regionList[key]
|
|
215
|
+
if ("rgba(" + currentRGBA[0] * 255 + "," + currentRGBA[1] * 255 + "," + currentRGBA[2] * 255 + "," + currentRGBA[3] * 255 + ")" == rgba) {
|
|
216
|
+
resolve(key)
|
|
217
|
+
break
|
|
218
|
+
}
|
|
219
|
+
}
|
|
220
|
+
resolve("")
|
|
221
|
+
|
|
222
|
+
})
|
|
223
|
+
}
|
|
224
|
+
|
|
225
|
+
}
|
|
226
|
+
|
|
227
227
|
export default WebGL
|
|
@@ -1,98 +1,98 @@
|
|
|
1
|
-
// 初始化一个纹理对象
|
|
2
|
-
// type = gl.TEXTURE_2D 二维纹理
|
|
3
|
-
// type = gl.TEXTURE_CUBE_MAP 立方体纹理
|
|
4
|
-
// unit表示开启的纹理单元编号
|
|
5
|
-
const initTexture = (painter: WebGLRenderingContext, type: number, unit: number) => {
|
|
6
|
-
|
|
7
|
-
// 创建纹理对象
|
|
8
|
-
const texture = painter.createTexture()
|
|
9
|
-
|
|
10
|
-
// 开启纹理单元,unit表示开启的编号
|
|
11
|
-
painter.activeTexture(painter['TEXTURE' + unit])
|
|
12
|
-
|
|
13
|
-
// 绑定纹理对象到目标上
|
|
14
|
-
painter.bindTexture(type, texture)
|
|
15
|
-
|
|
16
|
-
return texture
|
|
17
|
-
}
|
|
18
|
-
|
|
19
|
-
// 链接资源图片
|
|
20
|
-
// level默认传入0即可,和金字塔纹理有关
|
|
21
|
-
// format表示图像的内部格式:
|
|
22
|
-
// gl.RGB(红绿蓝)
|
|
23
|
-
// gl.RGBA(红绿蓝透明度)
|
|
24
|
-
// gl.ALPHA(0.0,0.0,0.0,透明度)
|
|
25
|
-
// gl.LUMINANCE(L、L、L、1L:流明)
|
|
26
|
-
// gl.LUMINANCE_ALPHA(L、L、L,透明度)
|
|
27
|
-
// textureType表示纹理数据的格式:
|
|
28
|
-
// gl.UNSIGNED_BYTE: 表示无符号整形,每一个颜色分量占据1字节
|
|
29
|
-
// gl.UNSIGNED_SHORT_5_6_5: 表示RGB,每一个分量分别占据占据5, 6, 5比特
|
|
30
|
-
// gl.UNSIGNED_SHORT_4_4_4_4: 表示RGBA,每一个分量分别占据占据4, 4, 4, 4比特
|
|
31
|
-
// gl.UNSIGNED_SHORT_5_5_5_1: 表示RGBA,每一个分量分别占据占据5比特,A分量占据1比特
|
|
32
|
-
const linkImage = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, image: TexImageSource) => {
|
|
33
|
-
painter.texImage2D(type, level, format, format, textureType, image)
|
|
34
|
-
}
|
|
35
|
-
|
|
36
|
-
const linkCube = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, images: TexImageSource[], width: number, height: number, texture: WebGLTexture) => {
|
|
37
|
-
|
|
38
|
-
const types = [
|
|
39
|
-
painter.TEXTURE_CUBE_MAP_POSITIVE_X, // 右
|
|
40
|
-
painter.TEXTURE_CUBE_MAP_NEGATIVE_X, // 左
|
|
41
|
-
painter.TEXTURE_CUBE_MAP_POSITIVE_Y, // 上
|
|
42
|
-
painter.TEXTURE_CUBE_MAP_NEGATIVE_Y, // 下
|
|
43
|
-
painter.TEXTURE_CUBE_MAP_POSITIVE_Z, // 后
|
|
44
|
-
painter.TEXTURE_CUBE_MAP_NEGATIVE_Z // 前
|
|
45
|
-
]
|
|
46
|
-
let target: number
|
|
47
|
-
|
|
48
|
-
for (let i = 0; i < types.length; i++) {
|
|
49
|
-
if (images[i]) {
|
|
50
|
-
target = types[i]
|
|
51
|
-
painter.texImage2D(target, level, format, width, height, 0, format, textureType, null)
|
|
52
|
-
painter.bindTexture(type, texture)
|
|
53
|
-
painter.texImage2D(target, level, format, format, textureType, images[i])
|
|
54
|
-
}
|
|
55
|
-
}
|
|
56
|
-
|
|
57
|
-
painter.generateMipmap(type)
|
|
58
|
-
}
|
|
59
|
-
|
|
60
|
-
class TextureObject {
|
|
61
|
-
|
|
62
|
-
private __painter: WebGLRenderingContext
|
|
63
|
-
private __type: number
|
|
64
|
-
|
|
65
|
-
private __texture: WebGLTexture
|
|
66
|
-
|
|
67
|
-
constructor(painter: WebGLRenderingContext, type: string, unit = 0) {
|
|
68
|
-
this.__painter = painter
|
|
69
|
-
this.__type = {
|
|
70
|
-
"2d": painter.TEXTURE_2D,
|
|
71
|
-
"cube": painter.TEXTURE_CUBE_MAP
|
|
72
|
-
}[type] as number
|
|
73
|
-
|
|
74
|
-
// 创建纹理
|
|
75
|
-
this.__texture = initTexture(painter, this.__type, unit) as WebGLTexture
|
|
76
|
-
|
|
77
|
-
// 配置纹理
|
|
78
|
-
painter.texParameteri(this.__type, painter.TEXTURE_MIN_FILTER, painter.NEAREST)
|
|
79
|
-
painter.texParameteri(this.__type, painter.TEXTURE_MAG_FILTER, painter.NEAREST)
|
|
80
|
-
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_S, painter.CLAMP_TO_EDGE)
|
|
81
|
-
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_T, painter.CLAMP_TO_EDGE)
|
|
82
|
-
}
|
|
83
|
-
|
|
84
|
-
// 链接图片资源(单一)
|
|
85
|
-
useImage(image: TexImageSource) {
|
|
86
|
-
linkImage(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, image)
|
|
87
|
-
return this
|
|
88
|
-
}
|
|
89
|
-
|
|
90
|
-
// 链接图片资源(多张)
|
|
91
|
-
useCube(images: TexImageSource[], width: number, height: number) {
|
|
92
|
-
linkCube(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, images, width, height, this.__texture)
|
|
93
|
-
return this
|
|
94
|
-
}
|
|
95
|
-
|
|
96
|
-
}
|
|
97
|
-
|
|
1
|
+
// 初始化一个纹理对象
|
|
2
|
+
// type = gl.TEXTURE_2D 二维纹理
|
|
3
|
+
// type = gl.TEXTURE_CUBE_MAP 立方体纹理
|
|
4
|
+
// unit表示开启的纹理单元编号
|
|
5
|
+
const initTexture = (painter: WebGLRenderingContext, type: number, unit: number) => {
|
|
6
|
+
|
|
7
|
+
// 创建纹理对象
|
|
8
|
+
const texture = painter.createTexture()
|
|
9
|
+
|
|
10
|
+
// 开启纹理单元,unit表示开启的编号
|
|
11
|
+
painter.activeTexture(painter['TEXTURE' + unit])
|
|
12
|
+
|
|
13
|
+
// 绑定纹理对象到目标上
|
|
14
|
+
painter.bindTexture(type, texture)
|
|
15
|
+
|
|
16
|
+
return texture
|
|
17
|
+
}
|
|
18
|
+
|
|
19
|
+
// 链接资源图片
|
|
20
|
+
// level默认传入0即可,和金字塔纹理有关
|
|
21
|
+
// format表示图像的内部格式:
|
|
22
|
+
// gl.RGB(红绿蓝)
|
|
23
|
+
// gl.RGBA(红绿蓝透明度)
|
|
24
|
+
// gl.ALPHA(0.0,0.0,0.0,透明度)
|
|
25
|
+
// gl.LUMINANCE(L、L、L、1L:流明)
|
|
26
|
+
// gl.LUMINANCE_ALPHA(L、L、L,透明度)
|
|
27
|
+
// textureType表示纹理数据的格式:
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28
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+
// gl.UNSIGNED_BYTE: 表示无符号整形,每一个颜色分量占据1字节
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29
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+
// gl.UNSIGNED_SHORT_5_6_5: 表示RGB,每一个分量分别占据占据5, 6, 5比特
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30
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+
// gl.UNSIGNED_SHORT_4_4_4_4: 表示RGBA,每一个分量分别占据占据4, 4, 4, 4比特
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31
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+
// gl.UNSIGNED_SHORT_5_5_5_1: 表示RGBA,每一个分量分别占据占据5比特,A分量占据1比特
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32
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+
const linkImage = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, image: TexImageSource) => {
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|
33
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+
painter.texImage2D(type, level, format, format, textureType, image)
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|
34
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+
}
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|
35
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+
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|
36
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+
const linkCube = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, images: TexImageSource[], width: number, height: number, texture: WebGLTexture) => {
|
|
37
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+
|
|
38
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+
const types = [
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|
39
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+
painter.TEXTURE_CUBE_MAP_POSITIVE_X, // 右
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|
40
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+
painter.TEXTURE_CUBE_MAP_NEGATIVE_X, // 左
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|
41
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+
painter.TEXTURE_CUBE_MAP_POSITIVE_Y, // 上
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|
42
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+
painter.TEXTURE_CUBE_MAP_NEGATIVE_Y, // 下
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|
43
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+
painter.TEXTURE_CUBE_MAP_POSITIVE_Z, // 后
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|
44
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+
painter.TEXTURE_CUBE_MAP_NEGATIVE_Z // 前
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|
45
|
+
]
|
|
46
|
+
let target: number
|
|
47
|
+
|
|
48
|
+
for (let i = 0; i < types.length; i++) {
|
|
49
|
+
if (images[i]) {
|
|
50
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+
target = types[i]
|
|
51
|
+
painter.texImage2D(target, level, format, width, height, 0, format, textureType, null)
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|
52
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+
painter.bindTexture(type, texture)
|
|
53
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+
painter.texImage2D(target, level, format, format, textureType, images[i])
|
|
54
|
+
}
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
painter.generateMipmap(type)
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
class TextureObject {
|
|
61
|
+
|
|
62
|
+
private __painter: WebGLRenderingContext
|
|
63
|
+
private __type: number
|
|
64
|
+
|
|
65
|
+
private __texture: WebGLTexture
|
|
66
|
+
|
|
67
|
+
constructor(painter: WebGLRenderingContext, type: string, unit = 0) {
|
|
68
|
+
this.__painter = painter
|
|
69
|
+
this.__type = {
|
|
70
|
+
"2d": painter.TEXTURE_2D,
|
|
71
|
+
"cube": painter.TEXTURE_CUBE_MAP
|
|
72
|
+
}[type] as number
|
|
73
|
+
|
|
74
|
+
// 创建纹理
|
|
75
|
+
this.__texture = initTexture(painter, this.__type, unit) as WebGLTexture
|
|
76
|
+
|
|
77
|
+
// 配置纹理
|
|
78
|
+
painter.texParameteri(this.__type, painter.TEXTURE_MIN_FILTER, painter.NEAREST)
|
|
79
|
+
painter.texParameteri(this.__type, painter.TEXTURE_MAG_FILTER, painter.NEAREST)
|
|
80
|
+
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_S, painter.CLAMP_TO_EDGE)
|
|
81
|
+
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_T, painter.CLAMP_TO_EDGE)
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
// 链接图片资源(单一)
|
|
85
|
+
useImage(image: TexImageSource) {
|
|
86
|
+
linkImage(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, image)
|
|
87
|
+
return this
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
// 链接图片资源(多张)
|
|
91
|
+
useCube(images: TexImageSource[], width: number, height: number) {
|
|
92
|
+
linkCube(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, images, width, height, this.__texture)
|
|
93
|
+
return this
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
}
|
|
97
|
+
|
|
98
98
|
export default TextureObject
|