vislite 1.2.0 → 1.2.1-alpha.0

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 (162) hide show
  1. package/AUTHORS.txt +6 -6
  2. package/CHANGELOG +279 -274
  3. package/LICENSE +20 -20
  4. package/README.md +175 -175
  5. package/lib/Buffer/index.es.js +1 -1
  6. package/lib/Buffer/index.es.min.js +1 -1
  7. package/lib/Canvas/index.es.js +1 -1
  8. package/lib/Canvas/index.es.min.js +1 -1
  9. package/lib/Cardinal/index.es.js +1 -1
  10. package/lib/Cardinal/index.es.min.js +1 -1
  11. package/lib/Eoap/index.es.js +1 -1
  12. package/lib/Eoap/index.es.min.js +1 -1
  13. package/lib/Hermite/index.es.js +1 -1
  14. package/lib/Hermite/index.es.min.js +1 -1
  15. package/lib/Matrix4/index.es.js +1 -1
  16. package/lib/Matrix4/index.es.min.js +1 -1
  17. package/lib/Mercator/index.es.js +1 -1
  18. package/lib/Mercator/index.es.min.js +1 -1
  19. package/lib/RawCanvas/index.es.js +1 -1
  20. package/lib/RawCanvas/index.es.min.js +1 -1
  21. package/lib/SVG/index.es.js +1 -1
  22. package/lib/SVG/index.es.min.js +1 -1
  23. package/lib/Shader/index.es.js +1 -1
  24. package/lib/Shader/index.es.min.js +1 -1
  25. package/lib/Texture/index.es.js +1 -1
  26. package/lib/Texture/index.es.min.js +1 -1
  27. package/lib/TreeLayout/index.es.js +1 -1
  28. package/lib/TreeLayout/index.es.min.js +1 -1
  29. package/lib/animation/index.es.js +1 -1
  30. package/lib/animation/index.es.min.js +1 -1
  31. package/lib/assemble/index.es.js +1 -1
  32. package/lib/assemble/index.es.min.js +1 -1
  33. package/lib/getLoopColors/index.es.js +1 -1
  34. package/lib/getLoopColors/index.es.min.js +1 -1
  35. package/lib/getWebGLContext/index.es.js +1 -1
  36. package/lib/getWebGLContext/index.es.min.js +1 -1
  37. package/lib/index.umd.js +1 -1
  38. package/lib/index.umd.min.js +1 -1
  39. package/lib/initOption/index.es.js +1 -1
  40. package/lib/initOption/index.es.min.js +1 -1
  41. package/lib/mergeOption/index.es.js +1 -1
  42. package/lib/mergeOption/index.es.min.js +1 -1
  43. package/lib/move/index.es.js +1 -1
  44. package/lib/move/index.es.min.js +1 -1
  45. package/lib/rotate/index.es.js +1 -1
  46. package/lib/rotate/index.es.min.js +1 -1
  47. package/lib/ruler/index.es.js +1 -1
  48. package/lib/ruler/index.es.min.js +1 -1
  49. package/lib/scale/index.es.js +1 -1
  50. package/lib/scale/index.es.min.js +1 -1
  51. package/lib/throttle/index.es.js +1 -1
  52. package/lib/throttle/index.es.min.js +1 -1
  53. package/minialipay/ui-canvas/drawImage.js +35 -35
  54. package/minialipay/ui-canvas/index.acss +4 -4
  55. package/minialipay/ui-canvas/index.axml +3 -3
  56. package/minialipay/ui-canvas/index.d.ts +1 -1
  57. package/minialipay/ui-canvas/index.js +100 -100
  58. package/minialipay/ui-canvas/index.json +6 -6
  59. package/miniprogram/ui-canvas/drawImage.js +35 -35
  60. package/miniprogram/ui-canvas/index.js +117 -117
  61. package/miniprogram/ui-canvas/index.json +4 -4
  62. package/miniprogram/ui-canvas/index.wxml +4 -4
  63. package/miniprogram/ui-canvas/index.wxss +5 -5
  64. package/package/Buffer/index.ts +2 -2
  65. package/package/Canvas/index.ts +2 -2
  66. package/package/Cardinal/index.ts +2 -2
  67. package/package/Eoap/index.ts +2 -2
  68. package/package/Hermite/index.ts +2 -2
  69. package/package/Matrix4/index.ts +2 -2
  70. package/package/Mercator/index.ts +2 -2
  71. package/package/RawCanvas/index.ts +2 -2
  72. package/package/SVG/index.ts +2 -2
  73. package/package/Shader/index.ts +2 -2
  74. package/package/Texture/index.ts +2 -2
  75. package/package/TreeLayout/index.ts +2 -2
  76. package/package/animation/index.ts +2 -2
  77. package/package/assemble/index.ts +2 -2
  78. package/package/getLoopColors/index.ts +2 -2
  79. package/package/getWebGLContext/index.ts +40 -40
  80. package/package/index.ts +75 -75
  81. package/package/initOption/index.ts +2 -2
  82. package/package/mergeOption/index.ts +2 -2
  83. package/package/move/index.ts +2 -2
  84. package/package/rotate/index.ts +2 -2
  85. package/package/ruler/index.ts +2 -2
  86. package/package/scale/index.ts +2 -2
  87. package/package/throttle/index.ts +2 -2
  88. package/package.json +78 -78
  89. package/src/Canvas.ts +84 -84
  90. package/src/Eoap.ts +66 -66
  91. package/src/Matrix4/index.ts +84 -84
  92. package/src/Matrix4/move.ts +12 -12
  93. package/src/Matrix4/rotate.ts +15 -15
  94. package/src/Matrix4/scale.ts +11 -11
  95. package/src/Matrix4/transform.ts +64 -64
  96. package/src/Mercator.ts +27 -27
  97. package/src/SVG.ts +24 -24
  98. package/src/common/assemble.ts +22 -22
  99. package/src/common/canvas/arc.ts +51 -51
  100. package/src/common/canvas/config.ts +158 -158
  101. package/src/common/canvas/default.ts +61 -61
  102. package/src/common/canvas/gradient.ts +31 -31
  103. package/src/common/canvas/index.ts +188 -188
  104. package/src/common/canvas/painter.ts +430 -430
  105. package/src/common/canvas/texts.ts +18 -18
  106. package/src/common/option.ts +29 -29
  107. package/src/common/setStyle.ts +5 -5
  108. package/src/common/svg/config.ts +194 -194
  109. package/src/common/svg/default.ts +26 -26
  110. package/src/common/svg/gradient.ts +53 -53
  111. package/src/common/svg/index.ts +332 -332
  112. package/src/common/svg/tool.ts +42 -42
  113. package/src/common/tree/index.ts +25 -25
  114. package/src/common/tree/toInnerTree.ts +59 -59
  115. package/src/common/tree/toPlainTree.ts +132 -132
  116. package/src/common/type.ts +26 -26
  117. package/src/common/webgl/buffer.ts +79 -79
  118. package/src/common/webgl/getWebGLContext.ts +45 -45
  119. package/src/common/webgl/shader.ts +75 -75
  120. package/src/common/webgl/texture.ts +97 -97
  121. package/src/getLoopColors.ts +42 -42
  122. package/src/interpolation/Cardinal.ts +110 -110
  123. package/src/interpolation/Hermite.ts +65 -65
  124. package/src/layout/TreeLayout.ts +188 -188
  125. package/src/move.ts +7 -7
  126. package/src/rotate.ts +7 -7
  127. package/src/ruler.ts +209 -209
  128. package/src/scale.ts +6 -6
  129. package/types/Buffer.d.ts +23 -23
  130. package/types/Canvas.d.ts +344 -344
  131. package/types/CanvasConfig.d.ts +116 -116
  132. package/types/CanvasOption.d.ts +8 -8
  133. package/types/CanvasOpts.d.ts +9 -9
  134. package/types/Cardinal.d.ts +13 -13
  135. package/types/Gradient.d.ts +14 -14
  136. package/types/Hermite.d.ts +18 -18
  137. package/types/Map.d.ts +9 -9
  138. package/types/Matrix4.d.ts +47 -47
  139. package/types/SVG.d.ts +243 -243
  140. package/types/SVGConfig.d.ts +89 -89
  141. package/types/Shader.d.ts +16 -16
  142. package/types/Texture.d.ts +16 -16
  143. package/types/Tree.d.ts +69 -69
  144. package/types/TreeConfig.d.ts +36 -36
  145. package/types/TreeLayout.d.ts +54 -54
  146. package/types/TreeOption.d.ts +48 -48
  147. package/types/animation.d.ts +5 -5
  148. package/types/assemble.d.ts +5 -5
  149. package/types/getLoopColors.d.ts +5 -5
  150. package/types/getWebGLContext.d.ts +7 -7
  151. package/types/index.d.ts +165 -160
  152. package/types/move.d.ts +5 -5
  153. package/types/option.d.ts +12 -12
  154. package/types/painterConfig.d.ts +4 -4
  155. package/types/rotate.d.ts +5 -5
  156. package/types/ruler.d.ts +10 -10
  157. package/types/scale.d.ts +5 -5
  158. package/types/throttle.d.ts +5 -5
  159. package/types/ui-canvas.d.ts +4 -4
  160. package/types/uni-canvas.d.ts +3 -3
  161. package/uni-app/drawImage.js +19 -19
  162. package/uni-app/ui-canvas.vue +284 -284
@@ -1,80 +1,80 @@
1
- // 缓冲区分为两种:
2
- // 1.缓冲区中保存了包含顶点的数据
3
- // 2.缓冲区保存了包含顶点的索引值
4
-
5
- // 获取一个新的缓冲区
6
- // isElement默认false,创建第一种缓冲区,为true创建第二种
7
- const newBuffer = (painter: WebGLRenderingContext) => {
8
- return painter.createBuffer()
9
- }
10
-
11
- // 数据写入缓冲区
12
- // data是一个类型化数组,表示写入的数据
13
- // usage表示程序如何使用存储在缓冲区的数据
14
- const writeBuffer = (painter: WebGLRenderingContext, data: ArrayBuffer, isElement: boolean, usage: number) => {
15
- const TYPE = isElement ? painter.ELEMENT_ARRAY_BUFFER : painter.ARRAY_BUFFER
16
- painter.bufferData(TYPE, data, usage)
17
- }
18
-
19
- // 使用缓冲区数据
20
- // location指定待分配的attribute变量的存储位置
21
- // size每个分量个数
22
- // type数据类型,应该是以下的某个:
23
- // gl.UNSIGNED_BYTE Uint8Array
24
- // gl.SHORT Int16Array
25
- // gl.UNSIGNED_SHORT Uint16Array
26
- // gl.INT Int32Array
27
- // gl.UNSIGNED_INT Uint32Array
28
- // gl.FLOAT Float32Array
29
- // stride相邻两个数据项的字节数
30
- // offset数据的起点字节位置
31
- // normalized是否把非浮点型的数据归一化到[0,1]或[-1,1]区间
32
- const useBuffer = (painter: WebGLRenderingContext, location: number, size: number, type: number, stride: number, offset: number, normalized: boolean) => {
33
-
34
- // 把缓冲区对象分配给目标变量
35
- painter.vertexAttribPointer(location, size, type, normalized, stride, offset)
36
-
37
- // 连接目标对象和缓冲区对象
38
- painter.enableVertexAttribArray(location)
39
- }
40
-
41
- class BufferObject {
42
-
43
- private __painter: WebGLRenderingContext
44
- private __isElement: boolean
45
-
46
- private __buffer: WebGLBuffer
47
- private __type: number
48
- private __fsize: number
49
-
50
- constructor(painter: WebGLRenderingContext, isElement: boolean = false) {
51
- this.__painter = painter
52
- this.__isElement = isElement
53
-
54
- this.__buffer = newBuffer(painter) as WebGLBuffer
55
- this.__type = isElement ? painter.ELEMENT_ARRAY_BUFFER : painter.ARRAY_BUFFER
56
- }
57
-
58
- // 使用这个缓冲区对象
59
- // (先于写入和分配)
60
- use() {
61
- this.__painter.bindBuffer(this.__type, this.__buffer) // 绑定到目标
62
- return this
63
- }
64
-
65
- // 写入数据
66
- write(data: Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array) {
67
- writeBuffer(this.__painter, data, this.__isElement, this.__painter.STATIC_DRAW)
68
- this.__fsize = data.BYTES_PER_ELEMENT
69
- return this
70
- }
71
-
72
- // 分配使用
73
- // 第2~4位参数分别表示:一个完整数据的长度、一组数据的长度、读取位置偏移
74
- divide(location: number, size: number, stride: number, offset: number = 0) {
75
- useBuffer(this.__painter, location, size, this.__painter.FLOAT, stride * this.__fsize, offset * this.__fsize, false)
76
- return this
77
- }
78
- }
79
-
1
+ // 缓冲区分为两种:
2
+ // 1.缓冲区中保存了包含顶点的数据
3
+ // 2.缓冲区保存了包含顶点的索引值
4
+
5
+ // 获取一个新的缓冲区
6
+ // isElement默认false,创建第一种缓冲区,为true创建第二种
7
+ const newBuffer = (painter: WebGLRenderingContext) => {
8
+ return painter.createBuffer()
9
+ }
10
+
11
+ // 数据写入缓冲区
12
+ // data是一个类型化数组,表示写入的数据
13
+ // usage表示程序如何使用存储在缓冲区的数据
14
+ const writeBuffer = (painter: WebGLRenderingContext, data: ArrayBuffer, isElement: boolean, usage: number) => {
15
+ const TYPE = isElement ? painter.ELEMENT_ARRAY_BUFFER : painter.ARRAY_BUFFER
16
+ painter.bufferData(TYPE, data, usage)
17
+ }
18
+
19
+ // 使用缓冲区数据
20
+ // location指定待分配的attribute变量的存储位置
21
+ // size每个分量个数
22
+ // type数据类型,应该是以下的某个:
23
+ // gl.UNSIGNED_BYTE Uint8Array
24
+ // gl.SHORT Int16Array
25
+ // gl.UNSIGNED_SHORT Uint16Array
26
+ // gl.INT Int32Array
27
+ // gl.UNSIGNED_INT Uint32Array
28
+ // gl.FLOAT Float32Array
29
+ // stride相邻两个数据项的字节数
30
+ // offset数据的起点字节位置
31
+ // normalized是否把非浮点型的数据归一化到[0,1]或[-1,1]区间
32
+ const useBuffer = (painter: WebGLRenderingContext, location: number, size: number, type: number, stride: number, offset: number, normalized: boolean) => {
33
+
34
+ // 把缓冲区对象分配给目标变量
35
+ painter.vertexAttribPointer(location, size, type, normalized, stride, offset)
36
+
37
+ // 连接目标对象和缓冲区对象
38
+ painter.enableVertexAttribArray(location)
39
+ }
40
+
41
+ class BufferObject {
42
+
43
+ private __painter: WebGLRenderingContext
44
+ private __isElement: boolean
45
+
46
+ private __buffer: WebGLBuffer
47
+ private __type: number
48
+ private __fsize: number
49
+
50
+ constructor(painter: WebGLRenderingContext, isElement: boolean = false) {
51
+ this.__painter = painter
52
+ this.__isElement = isElement
53
+
54
+ this.__buffer = newBuffer(painter) as WebGLBuffer
55
+ this.__type = isElement ? painter.ELEMENT_ARRAY_BUFFER : painter.ARRAY_BUFFER
56
+ }
57
+
58
+ // 使用这个缓冲区对象
59
+ // (先于写入和分配)
60
+ use() {
61
+ this.__painter.bindBuffer(this.__type, this.__buffer) // 绑定到目标
62
+ return this
63
+ }
64
+
65
+ // 写入数据
66
+ write(data: Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array) {
67
+ writeBuffer(this.__painter, data, this.__isElement, this.__painter.STATIC_DRAW)
68
+ this.__fsize = data.BYTES_PER_ELEMENT
69
+ return this
70
+ }
71
+
72
+ // 分配使用
73
+ // 第2~4位参数分别表示:一个完整数据的长度、一组数据的长度、读取位置偏移
74
+ divide(location: number, size: number, stride: number, offset: number = 0) {
75
+ useBuffer(this.__painter, location, size, this.__painter.FLOAT, stride * this.__fsize, offset * this.__fsize, false)
76
+ return this
77
+ }
78
+ }
79
+
80
80
  export default BufferObject
@@ -1,46 +1,46 @@
1
- import type { WebGLmodeType } from "../../../types/getWebGLContext"
2
-
3
- interface OptsType {
4
- preserveDrawingBuffer?: boolean
5
- }
6
- export default function (canvas: HTMLCanvasElement, scale: number, opts: OptsType = {}, mode: WebGLmodeType = "scaleToFill") {
7
- const names = ["experimental-webgl", "webkit-3d", "moz-webgl"]
8
- let painter = canvas.getContext("webgl", opts) as WebGL2RenderingContext
9
- for (let i = 0; i < names.length; i++) {
10
- try {
11
- painter = canvas.getContext(names[i], opts) as WebGL2RenderingContext
12
- } catch (e) { }
13
- if (painter) break
14
- }
15
- if (!painter) throw new Error('Non canvas or browser does not support webgl.')
16
-
17
- const width = painter.canvas.width, height = painter.canvas.height
18
-
19
- let scaleX = scale, scaleY = scale
20
- if (mode == "aspectFit") {
21
- if (width > height) {
22
- scaleX *= height / width
23
- } else if (height > width) {
24
- scaleY *= width / height
25
- }
26
- } else if (mode == "aspectFill") {
27
- if (width > height) {
28
- scaleY *= width / height
29
- } else if (height > width) {
30
- scaleX *= height / width
31
- }
32
- }
33
-
34
- const viewWidth = width * scaleX
35
- const viewHeight = height * scaleY
36
-
37
- painter.viewport((width - viewWidth) * 0.5, (height - viewHeight) * 0.5, viewWidth, viewHeight)
38
-
39
- // https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/depthFunc
40
- painter.depthFunc(painter.LEQUAL)
41
-
42
- // 开启深度计算
43
- painter.enable(painter.DEPTH_TEST)
44
-
45
- return painter
1
+ import type { WebGLmodeType } from "../../../types/getWebGLContext"
2
+
3
+ interface OptsType {
4
+ preserveDrawingBuffer?: boolean
5
+ }
6
+ export default function (canvas: HTMLCanvasElement, scale: number, opts: OptsType = {}, mode: WebGLmodeType = "scaleToFill") {
7
+ const names = ["experimental-webgl", "webkit-3d", "moz-webgl"]
8
+ let painter = canvas.getContext("webgl", opts) as WebGL2RenderingContext
9
+ for (let i = 0; i < names.length; i++) {
10
+ try {
11
+ painter = canvas.getContext(names[i], opts) as WebGL2RenderingContext
12
+ } catch (e) { }
13
+ if (painter) break
14
+ }
15
+ if (!painter) throw new Error('Non canvas or browser does not support webgl.')
16
+
17
+ const width = painter.canvas.width, height = painter.canvas.height
18
+
19
+ let scaleX = scale, scaleY = scale
20
+ if (mode == "aspectFit") {
21
+ if (width > height) {
22
+ scaleX *= height / width
23
+ } else if (height > width) {
24
+ scaleY *= width / height
25
+ }
26
+ } else if (mode == "aspectFill") {
27
+ if (width > height) {
28
+ scaleY *= width / height
29
+ } else if (height > width) {
30
+ scaleX *= height / width
31
+ }
32
+ }
33
+
34
+ const viewWidth = width * scaleX
35
+ const viewHeight = height * scaleY
36
+
37
+ painter.viewport((width - viewWidth) * 0.5, (height - viewHeight) * 0.5, viewWidth, viewHeight)
38
+
39
+ // https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/depthFunc
40
+ painter.depthFunc(painter.LEQUAL)
41
+
42
+ // 开启深度计算
43
+ painter.enable(painter.DEPTH_TEST)
44
+
45
+ return painter
46
46
  }
@@ -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
@@ -1,98 +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:
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
+
98
98
  export default TextureObject