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.
Files changed (64) hide show
  1. package/CHANGELOG +181 -177
  2. package/lib/Buffer/index.umd.js +2 -2
  3. package/lib/Buffer/index.umd.min.js +2 -2
  4. package/lib/Canvas/index.umd.js +19 -13
  5. package/lib/Canvas/index.umd.min.js +3 -3
  6. package/lib/Cardinal/index.umd.js +2 -2
  7. package/lib/Cardinal/index.umd.min.js +2 -2
  8. package/lib/Eoap/index.umd.js +2 -2
  9. package/lib/Eoap/index.umd.min.js +2 -2
  10. package/lib/Geometry/index.umd.js +2 -2
  11. package/lib/Geometry/index.umd.min.js +2 -2
  12. package/lib/Hermite/index.umd.js +2 -2
  13. package/lib/Hermite/index.umd.min.js +2 -2
  14. package/lib/Matrix4/index.umd.js +2 -2
  15. package/lib/Matrix4/index.umd.min.js +2 -2
  16. package/lib/Mercator/index.umd.js +2 -2
  17. package/lib/Mercator/index.umd.min.js +2 -2
  18. package/lib/OralCanvas/index.es.js +11 -7
  19. package/lib/OralCanvas/index.es.min.js +3 -3
  20. package/lib/OralWebGL/index.es.js +2 -2
  21. package/lib/OralWebGL/index.es.min.js +2 -2
  22. package/lib/SVG/index.umd.js +2 -2
  23. package/lib/SVG/index.umd.min.js +2 -2
  24. package/lib/Shader/index.umd.js +2 -2
  25. package/lib/Shader/index.umd.min.js +2 -2
  26. package/lib/Texture/index.umd.js +2 -2
  27. package/lib/Texture/index.umd.min.js +2 -2
  28. package/lib/TreeLayout/index.umd.js +2 -2
  29. package/lib/TreeLayout/index.umd.min.js +2 -2
  30. package/lib/WebGL/index.umd.js +2 -2
  31. package/lib/WebGL/index.umd.min.js +2 -2
  32. package/lib/animation/index.umd.js +2 -2
  33. package/lib/animation/index.umd.min.js +2 -2
  34. package/lib/formatColor/index.umd.js +2 -2
  35. package/lib/formatColor/index.umd.min.js +2 -2
  36. package/lib/getLoopColors/index.umd.js +2 -2
  37. package/lib/getLoopColors/index.umd.min.js +2 -2
  38. package/lib/getWebGLContext/index.umd.js +2 -2
  39. package/lib/getWebGLContext/index.umd.min.js +2 -2
  40. package/lib/index.umd.js +19 -13
  41. package/lib/index.umd.min.js +3 -3
  42. package/lib/move/index.umd.js +2 -2
  43. package/lib/move/index.umd.min.js +2 -2
  44. package/lib/resizeObserver/index.umd.js +2 -2
  45. package/lib/resizeObserver/index.umd.min.js +2 -2
  46. package/lib/rotate/index.umd.js +2 -2
  47. package/lib/rotate/index.umd.min.js +2 -2
  48. package/lib/ruler/index.umd.js +2 -2
  49. package/lib/ruler/index.umd.min.js +2 -2
  50. package/lib/scale/index.umd.js +2 -2
  51. package/lib/scale/index.umd.min.js +2 -2
  52. package/lib/throttle/index.umd.js +2 -2
  53. package/lib/throttle/index.umd.min.js +2 -2
  54. package/lib/viewHandler/index.umd.js +2 -2
  55. package/lib/viewHandler/index.umd.min.js +2 -2
  56. package/package.json +70 -70
  57. package/src/Canvas.ts +72 -70
  58. package/src/Geometry.ts +125 -126
  59. package/src/common/canvas/index.ts +183 -177
  60. package/src/common/canvas/painter.ts +419 -419
  61. package/src/common/webgl/shader.ts +75 -75
  62. package/types/Object3D.d.ts +114 -114
  63. package/types/Shader.d.ts +23 -23
  64. package/uni-app/ui-canvas.vue +281 -237
@@ -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
- 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() as WebGLProgram
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) as WebGLProgram
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() as WebGLProgram
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) as WebGLProgram
71
+ return this
72
+ }
73
+
74
+ }
75
+
76
76
  export default ShaderObject
@@ -1,115 +1,115 @@
1
- import Matrix4Type from './Matrix4'
2
-
3
- export type geometryType = "LINES" | "LINE_STRIP" | "LINE_LOOP" | "TRIANGLES" | "TRIANGLE_STRIP" | "TRIANGLE_FAN"
4
-
5
- export interface meshType {
6
-
7
- // 形状
8
- geometry: {
9
- attributes: {
10
-
11
- // 点坐标
12
- position: {
13
- array: number[] | Float32Array
14
- count: number
15
- itemSize: number
16
- }
17
-
18
- // 法向量
19
- normal?: {
20
- array: number[] | Float32Array
21
- count: number
22
- itemSize: number
23
- }
24
-
25
- // 纹理坐标
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[]
1
+ import Matrix4Type from './Matrix4'
2
+
3
+ export type geometryType = "LINES" | "LINE_STRIP" | "LINE_LOOP" | "TRIANGLES" | "TRIANGLE_STRIP" | "TRIANGLE_FAN"
4
+
5
+ export interface meshType {
6
+
7
+ // 形状
8
+ geometry: {
9
+ attributes: {
10
+
11
+ // 点坐标
12
+ position: {
13
+ array: number[] | Float32Array
14
+ count: number
15
+ itemSize: number
16
+ }
17
+
18
+ // 法向量
19
+ normal?: {
20
+ array: number[] | Float32Array
21
+ count: number
22
+ itemSize: number
23
+ }
24
+
25
+ // 纹理坐标
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
  }