vislite 0.7.1-alpha.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 +181 -177
- 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 -2
- package/lib/OralWebGL/index.es.min.js +2 -2
- package/lib/SVG/index.umd.js +2 -2
- package/lib/SVG/index.umd.min.js +2 -2
- package/lib/Shader/index.umd.js +2 -2
- package/lib/Shader/index.umd.min.js +2 -2
- 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 -2
- package/lib/WebGL/index.umd.min.js +2 -2
- 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 -13
- 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 +70 -70
- package/src/Canvas.ts +72 -70
- package/src/Geometry.ts +125 -126
- package/src/common/canvas/index.ts +183 -177
- package/src/common/canvas/painter.ts +419 -419
- package/src/common/webgl/shader.ts +75 -75
- package/types/Object3D.d.ts +114 -114
- package/types/Shader.d.ts +23 -23
- package/uni-app/ui-canvas.vue +281 -237
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@@ -1,76 +1,76 @@
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// 着色器分为两类:顶点着色器 + 片段着色器
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// 前者用于定义一个点的特性,比如位置,大小,颜色等
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// 后者用于针对每个片段(可以理解为像素)进行处理
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// 着色器采用的语言是:GLSL ES语言
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// 把着色器字符串加载成着色器对象
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const loadShader = (painter: WebGLRenderingContext, type: number, source: string) => {
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// 创建着色器对象
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const shader = painter.createShader(type)
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if (shader == null) throw new Error('Unable to create shader!')
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// 绑定资源
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painter.shaderSource(shader, source)
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// 编译着色器
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painter.compileShader(shader)
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// 检测着色器编译是否成功
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if (!painter.getShaderParameter(shader, painter.COMPILE_STATUS))
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throw new Error('Failed to compile shader:' + painter.getShaderInfoLog(shader))
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return shader
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}
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// 建立着色器
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const useShader = (painter: WebGLRenderingContext, vshaderSource: string, fshaderSource: string) => {
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// 分别加载顶点着色器对象和片段着色器对象
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const vertexShader = loadShader(painter, painter.VERTEX_SHADER, vshaderSource)
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const fragmentShader = loadShader(painter, painter.FRAGMENT_SHADER, fshaderSource)
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// 创建一个着色器程序
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const glProgram = painter.createProgram() as WebGLProgram
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// 把前面创建的两个着色器对象添加到着色器程序中
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painter.attachShader(glProgram, vertexShader)
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painter.attachShader(glProgram, fragmentShader)
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// 把着色器程序链接成一个完整的程序
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painter.linkProgram(glProgram)
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// 检测着色器程序链接是否成功
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if (!painter.getProgramParameter(glProgram, painter.LINK_STATUS))
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throw new Error('Failed to link program: ' + painter.getProgramInfoLog(glProgram))
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return glProgram
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}
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class ShaderObject {
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private __painter: WebGLRenderingContext
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program: WebGLProgram
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constructor(painter: WebGLRenderingContext) {
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this.__painter = painter
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}
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// 使用这个程序
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// (后于编译)
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use() {
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this.__painter.useProgram(this.program)
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return this
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}
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// 编译着色器程序
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compile(vshaderSource: string, fshaderSource: string) {
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this.program = useShader(this.__painter, vshaderSource, fshaderSource) as WebGLProgram
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return this
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}
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}
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-
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// 着色器分为两类:顶点着色器 + 片段着色器
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+
// 前者用于定义一个点的特性,比如位置,大小,颜色等
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+
// 后者用于针对每个片段(可以理解为像素)进行处理
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+
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5
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+
// 着色器采用的语言是:GLSL ES语言
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+
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// 把着色器字符串加载成着色器对象
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const loadShader = (painter: WebGLRenderingContext, type: number, source: string) => {
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// 创建着色器对象
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const shader = painter.createShader(type)
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if (shader == null) throw new Error('Unable to create shader!')
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// 绑定资源
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painter.shaderSource(shader, source)
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// 编译着色器
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painter.compileShader(shader)
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// 检测着色器编译是否成功
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if (!painter.getShaderParameter(shader, painter.COMPILE_STATUS))
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throw new Error('Failed to compile shader:' + painter.getShaderInfoLog(shader))
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return shader
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}
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// 建立着色器
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const useShader = (painter: WebGLRenderingContext, vshaderSource: string, fshaderSource: string) => {
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// 分别加载顶点着色器对象和片段着色器对象
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const vertexShader = loadShader(painter, painter.VERTEX_SHADER, vshaderSource)
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const fragmentShader = loadShader(painter, painter.FRAGMENT_SHADER, fshaderSource)
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// 创建一个着色器程序
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const glProgram = painter.createProgram() as WebGLProgram
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// 把前面创建的两个着色器对象添加到着色器程序中
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painter.attachShader(glProgram, vertexShader)
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painter.attachShader(glProgram, fragmentShader)
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// 把着色器程序链接成一个完整的程序
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painter.linkProgram(glProgram)
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// 检测着色器程序链接是否成功
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if (!painter.getProgramParameter(glProgram, painter.LINK_STATUS))
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throw new Error('Failed to link program: ' + painter.getProgramInfoLog(glProgram))
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return glProgram
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}
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class ShaderObject {
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private __painter: WebGLRenderingContext
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program: WebGLProgram
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constructor(painter: WebGLRenderingContext) {
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this.__painter = painter
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}
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// 使用这个程序
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// (后于编译)
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use() {
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this.__painter.useProgram(this.program)
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return this
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}
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// 编译着色器程序
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compile(vshaderSource: string, fshaderSource: string) {
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this.program = useShader(this.__painter, vshaderSource, fshaderSource) as WebGLProgram
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return this
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}
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}
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export default ShaderObject
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package/types/Object3D.d.ts
CHANGED
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import Matrix4Type from './Matrix4'
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export type geometryType = "LINES" | "LINE_STRIP" | "LINE_LOOP" | "TRIANGLES" | "TRIANGLE_STRIP" | "TRIANGLE_FAN"
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export interface meshType {
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// 形状
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geometry: {
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attributes: {
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// 点坐标
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position: {
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array: number[] | Float32Array
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count: number
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itemSize: number
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}
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// 法向量
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normal?: {
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array: number[] | Float32Array
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count: number
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itemSize: number
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}
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// 纹理坐标
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uv?: {
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array: number[] | Float32Array
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count: number
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itemSize: number
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}
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// 索引
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index?: {
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array: number[] | Uint8Array
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count: number
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itemSize: number
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}
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// 线、还是三角形
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type: geometryType
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}
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// 材质
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material: {
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// 单一的颜色
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color?: {
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r: number
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g: number
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b: number
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alpha: number
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}
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// 多颜色
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colors?: {
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array: number[] | Float32Array
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count: number
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itemSize: number
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}
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// 立方体纹理
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cube?: {
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left?: {
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image: {
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value?: TexImageSource
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}
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},
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right?: {
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image: {
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value?: TexImageSource
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}
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}
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near?: {
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image: {
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value?: TexImageSource
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}
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}
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far?: {
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image: {
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value?: TexImageSource
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}
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}
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top?: {
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image: {
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value?: TexImageSource
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}
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}
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bottom?: {
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image: {
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value?: TexImageSource
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}
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}
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}
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// 二维纹理
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image?: {
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value?: TexImageSource
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}
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}
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}
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export default interface Object3D {
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// 区域名称,不设置或设置为空字符串,表示此区域无需记录
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region?: string
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// 变换矩阵
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matrix?: Matrix4Type
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// 图形
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mesh: meshType[]
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import Matrix4Type from './Matrix4'
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export type geometryType = "LINES" | "LINE_STRIP" | "LINE_LOOP" | "TRIANGLES" | "TRIANGLE_STRIP" | "TRIANGLE_FAN"
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export interface meshType {
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// 形状
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geometry: {
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attributes: {
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// 点坐标
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position: {
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array: number[] | Float32Array
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count: number
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itemSize: number
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}
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// 法向量
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normal?: {
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array: number[] | Float32Array
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count: number
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itemSize: number
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}
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// 纹理坐标
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|
26
|
+
uv?: {
|
|
27
|
+
array: number[] | Float32Array
|
|
28
|
+
count: number
|
|
29
|
+
itemSize: number
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
// 索引
|
|
35
|
+
index?: {
|
|
36
|
+
array: number[] | Uint8Array
|
|
37
|
+
count: number
|
|
38
|
+
itemSize: number
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
// 线、还是三角形
|
|
42
|
+
type: geometryType
|
|
43
|
+
}
|
|
44
|
+
|
|
45
|
+
// 材质
|
|
46
|
+
material: {
|
|
47
|
+
|
|
48
|
+
// 单一的颜色
|
|
49
|
+
color?: {
|
|
50
|
+
r: number
|
|
51
|
+
g: number
|
|
52
|
+
b: number
|
|
53
|
+
alpha: number
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
// 多颜色
|
|
57
|
+
colors?: {
|
|
58
|
+
array: number[] | Float32Array
|
|
59
|
+
count: number
|
|
60
|
+
itemSize: number
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
// 立方体纹理
|
|
64
|
+
cube?: {
|
|
65
|
+
left?: {
|
|
66
|
+
image: {
|
|
67
|
+
value?: TexImageSource
|
|
68
|
+
}
|
|
69
|
+
},
|
|
70
|
+
right?: {
|
|
71
|
+
image: {
|
|
72
|
+
value?: TexImageSource
|
|
73
|
+
}
|
|
74
|
+
}
|
|
75
|
+
near?: {
|
|
76
|
+
image: {
|
|
77
|
+
value?: TexImageSource
|
|
78
|
+
}
|
|
79
|
+
}
|
|
80
|
+
far?: {
|
|
81
|
+
image: {
|
|
82
|
+
value?: TexImageSource
|
|
83
|
+
}
|
|
84
|
+
}
|
|
85
|
+
top?: {
|
|
86
|
+
image: {
|
|
87
|
+
value?: TexImageSource
|
|
88
|
+
}
|
|
89
|
+
}
|
|
90
|
+
bottom?: {
|
|
91
|
+
image: {
|
|
92
|
+
value?: TexImageSource
|
|
93
|
+
}
|
|
94
|
+
}
|
|
95
|
+
}
|
|
96
|
+
|
|
97
|
+
// 二维纹理
|
|
98
|
+
image?: {
|
|
99
|
+
value?: TexImageSource
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
export default interface Object3D {
|
|
106
|
+
|
|
107
|
+
// 区域名称,不设置或设置为空字符串,表示此区域无需记录
|
|
108
|
+
region?: string
|
|
109
|
+
|
|
110
|
+
// 变换矩阵
|
|
111
|
+
matrix?: Matrix4Type
|
|
112
|
+
|
|
113
|
+
// 图形
|
|
114
|
+
mesh: meshType[]
|
|
115
115
|
}
|
package/types/Shader.d.ts
CHANGED
|
@@ -1,24 +1,24 @@
|
|
|
1
|
-
export default interface ShaderType {
|
|
2
|
-
|
|
3
|
-
program: WebGLProgram
|
|
4
|
-
|
|
5
|
-
/**
|
|
6
|
-
* 使用这个程序
|
|
7
|
-
* (后于编译)
|
|
8
|
-
*/
|
|
9
|
-
use(): this
|
|
10
|
-
|
|
11
|
-
/**
|
|
12
|
-
* 编译着色器程序
|
|
13
|
-
* @param vshaderSource 顶点着色器
|
|
14
|
-
* @param fshaderSource 片段(元)着色器
|
|
15
|
-
*/
|
|
16
|
-
compile(vshaderSource: string, fshaderSource: string): this
|
|
17
|
-
|
|
18
|
-
/**
|
|
19
|
-
* 编译内置定义好的着色器程序
|
|
20
|
-
* @param shaderName 着色器名称,可选值有:color、colors、image、cube
|
|
21
|
-
*/
|
|
22
|
-
compile(shaderName: string): this
|
|
23
|
-
|
|
1
|
+
export default interface ShaderType {
|
|
2
|
+
|
|
3
|
+
program: WebGLProgram
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* 使用这个程序
|
|
7
|
+
* (后于编译)
|
|
8
|
+
*/
|
|
9
|
+
use(): this
|
|
10
|
+
|
|
11
|
+
/**
|
|
12
|
+
* 编译着色器程序
|
|
13
|
+
* @param vshaderSource 顶点着色器
|
|
14
|
+
* @param fshaderSource 片段(元)着色器
|
|
15
|
+
*/
|
|
16
|
+
compile(vshaderSource: string, fshaderSource: string): this
|
|
17
|
+
|
|
18
|
+
/**
|
|
19
|
+
* 编译内置定义好的着色器程序
|
|
20
|
+
* @param shaderName 着色器名称,可选值有:color、colors、image、cube
|
|
21
|
+
*/
|
|
22
|
+
compile(shaderName: string): this
|
|
23
|
+
|
|
24
24
|
}
|