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 BufferObject from './buffer'
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import getTexture from './getTexture'
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import getShader from './getShader'
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interface MeshWorldType {
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matrix: number[]
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}
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interface GlobalWorldType {
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matrix: number[]
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proporion: number[]
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}
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import { meshType } from '../../../types/Object3D'
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export default function (type: string, painter: WebGLRenderingContext, mesh: meshType, meshWorld: MeshWorldType, globalWorld: GlobalWorldType) {
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const shader = getShader(type, painter, mesh)
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// 点数据写入缓冲区
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new BufferObject(painter).use()
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.write(mesh.geometry.attributes.position.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_position"), mesh.geometry.attributes.position.itemSize, mesh.geometry.attributes.position.itemSize, 0)
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// 写入矩阵
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painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_world"), false, globalWorld.matrix)
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painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_proporion"), false, globalWorld.proporion)
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painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_mesh"), false, meshWorld.matrix)
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// 如果有法向量数据
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if (mesh.geometry.attributes.normal) {
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new BufferObject(painter).use()
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.write(mesh.geometry.attributes.normal.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_normal"), mesh.geometry.attributes.normal.itemSize, mesh.geometry.attributes.normal.itemSize, 0)
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}
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// 颜色
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if ("color" in mesh.material) {
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// 写入颜色
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painter.uniform4f(painter.getUniformLocation(shader.program, "u_color")
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, mesh.material.color?.r as number
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, mesh.material.color?.g as number
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, mesh.material.color?.b as number
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, mesh.material.color?.alpha as number)
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}
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// 多颜色
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if ("colors" in mesh.material) {
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// 写入颜色序列
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new BufferObject(painter).use()
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.write(mesh.material.colors?.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_color"), mesh.material.colors?.itemSize as number, mesh.material.colors?.itemSize as number, 0)
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}
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// 立方纹理
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else if ("cube" in mesh.material) {
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const size = (mesh.material.cube?.right?.image.value as any).width
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painter.uniform1i(painter.getUniformLocation(shader.program, "u_texture"), 0)
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getTexture(type, painter, 'cube').useCube([
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mesh.material.cube?.right?.image.value,
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mesh.material.cube?.left?.image.value,
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mesh.material.cube?.top?.image.value,
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mesh.material.cube?.bottom?.image.value,
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mesh.material.cube?.far?.image.value,
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mesh.material.cube?.near?.image.value
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], size, size)
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}
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// 二维纹理
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else if ("image" in mesh.material) {
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painter.uniform1i(painter.getUniformLocation(shader.program, "u_sampler"), 0)
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new BufferObject(painter).use()
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.write(mesh.geometry.attributes.uv?.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_textcoord"), mesh.geometry.attributes.uv?.itemSize as number, 2, 0)
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getTexture(type, painter, '2d').useImage(mesh.material.image?.value)
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}
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// 如果使用了索引
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if (mesh.geometry.index) {
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// 索引数据
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new BufferObject(painter, true).use()
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.write(mesh.geometry.index.array as Uint8Array)
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// 绘制
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painter.drawElements(painter[mesh.geometry.type], mesh.geometry.index.count, painter.UNSIGNED_BYTE, 0)
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}
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// 否则
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else {
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// 绘制
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painter.drawArrays(painter[mesh.geometry.type], 0, mesh.geometry.attributes.position.count)
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}
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import BufferObject from './buffer'
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import getTexture from './getTexture'
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import getShader from './getShader'
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interface MeshWorldType {
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matrix: number[]
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}
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interface GlobalWorldType {
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matrix: number[]
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proporion: number[]
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}
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import { meshType } from '../../../types/Object3D'
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export default function (type: string, painter: WebGLRenderingContext, mesh: meshType, meshWorld: MeshWorldType, globalWorld: GlobalWorldType) {
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const shader = getShader(type, painter, mesh)
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// 点数据写入缓冲区
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new BufferObject(painter).use()
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.write(mesh.geometry.attributes.position.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_position"), mesh.geometry.attributes.position.itemSize, mesh.geometry.attributes.position.itemSize, 0)
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// 写入矩阵
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painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_world"), false, globalWorld.matrix)
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painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_proporion"), false, globalWorld.proporion)
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painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_mesh"), false, meshWorld.matrix)
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// 如果有法向量数据
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if (mesh.geometry.attributes.normal) {
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new BufferObject(painter).use()
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.write(mesh.geometry.attributes.normal.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_normal"), mesh.geometry.attributes.normal.itemSize, mesh.geometry.attributes.normal.itemSize, 0)
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}
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// 颜色
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if ("color" in mesh.material) {
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// 写入颜色
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painter.uniform4f(painter.getUniformLocation(shader.program, "u_color")
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, mesh.material.color?.r as number
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, mesh.material.color?.g as number
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, mesh.material.color?.b as number
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, mesh.material.color?.alpha as number)
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}
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// 多颜色
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if ("colors" in mesh.material) {
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// 写入颜色序列
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new BufferObject(painter).use()
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.write(mesh.material.colors?.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_color"), mesh.material.colors?.itemSize as number, mesh.material.colors?.itemSize as number, 0)
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}
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// 立方纹理
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else if ("cube" in mesh.material) {
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const size = (mesh.material.cube?.right?.image.value as any).width
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painter.uniform1i(painter.getUniformLocation(shader.program, "u_texture"), 0)
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getTexture(type, painter, 'cube').useCube([
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mesh.material.cube?.right?.image.value,
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mesh.material.cube?.left?.image.value,
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mesh.material.cube?.top?.image.value,
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mesh.material.cube?.bottom?.image.value,
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mesh.material.cube?.far?.image.value,
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mesh.material.cube?.near?.image.value
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], size, size)
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}
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// 二维纹理
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else if ("image" in mesh.material) {
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painter.uniform1i(painter.getUniformLocation(shader.program, "u_sampler"), 0)
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new BufferObject(painter).use()
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.write(mesh.geometry.attributes.uv?.array as Float32Array)
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.divide(painter.getAttribLocation(shader.program, "a_textcoord"), mesh.geometry.attributes.uv?.itemSize as number, 2, 0)
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getTexture(type, painter, '2d').useImage(mesh.material.image?.value)
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}
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// 如果使用了索引
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if (mesh.geometry.index) {
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// 索引数据
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new BufferObject(painter, true).use()
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.write(mesh.geometry.index.array as Uint8Array)
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// 绘制
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painter.drawElements(painter[mesh.geometry.type], mesh.geometry.index.count, painter.UNSIGNED_BYTE, 0)
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}
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// 否则
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painter.drawArrays(painter[mesh.geometry.type], 0, mesh.geometry.attributes.position.count)
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}
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}
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interface OptsType {
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preserveDrawingBuffer?: boolean
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export default function (canvas: HTMLCanvasElement, scale: number, opts: OptsType = {}) {
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const names = ["experimental-webgl", "webkit-3d", "moz-webgl"]
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let painter = canvas.getContext("webgl", opts) as WebGL2RenderingContext
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for (let i = 0; i < names.length; i++) {
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try {
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painter = canvas.getContext(names[i], opts) as WebGL2RenderingContext
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if (painter) break
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}
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if (!painter) throw new Error('Non canvas or browser does not support webgl.')
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const width = painter.canvas.width, height = painter.canvas.height
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const viewWidth = width * scale
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const viewHeight = height * scale
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painter.viewport((width - viewWidth) * 0.5, (height - viewHeight) * 0.5, viewWidth, viewHeight)
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// https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/depthFunc
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painter.depthFunc(painter.LEQUAL)
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painter.enable(painter.DEPTH_TEST);
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-
|
|
28
|
-
return painter
|
|
1
|
+
interface OptsType {
|
|
2
|
+
preserveDrawingBuffer?: boolean
|
|
3
|
+
}
|
|
4
|
+
export default function (canvas: HTMLCanvasElement, scale: number, opts: OptsType = {}) {
|
|
5
|
+
const names = ["experimental-webgl", "webkit-3d", "moz-webgl"]
|
|
6
|
+
let painter = canvas.getContext("webgl", opts) as WebGL2RenderingContext
|
|
7
|
+
for (let i = 0; i < names.length; i++) {
|
|
8
|
+
try {
|
|
9
|
+
painter = canvas.getContext(names[i], opts) as WebGL2RenderingContext
|
|
10
|
+
} catch (e) { }
|
|
11
|
+
if (painter) break
|
|
12
|
+
}
|
|
13
|
+
if (!painter) throw new Error('Non canvas or browser does not support webgl.')
|
|
14
|
+
|
|
15
|
+
const width = painter.canvas.width, height = painter.canvas.height
|
|
16
|
+
|
|
17
|
+
const viewWidth = width * scale
|
|
18
|
+
const viewHeight = height * scale
|
|
19
|
+
|
|
20
|
+
painter.viewport((width - viewWidth) * 0.5, (height - viewHeight) * 0.5, viewWidth, viewHeight)
|
|
21
|
+
|
|
22
|
+
// https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/depthFunc
|
|
23
|
+
painter.depthFunc(painter.LEQUAL)
|
|
24
|
+
|
|
25
|
+
// 开启深度计算
|
|
26
|
+
painter.enable(painter.DEPTH_TEST);
|
|
27
|
+
|
|
28
|
+
return painter
|
|
29
29
|
}
|