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.
- package/AUTHORS.txt +6 -6
- package/CHANGELOG +279 -274
- package/LICENSE +20 -20
- package/README.md +175 -175
- package/lib/Buffer/index.es.js +1 -1
- package/lib/Buffer/index.es.min.js +1 -1
- package/lib/Canvas/index.es.js +1 -1
- package/lib/Canvas/index.es.min.js +1 -1
- package/lib/Cardinal/index.es.js +1 -1
- package/lib/Cardinal/index.es.min.js +1 -1
- package/lib/Eoap/index.es.js +1 -1
- package/lib/Eoap/index.es.min.js +1 -1
- package/lib/Hermite/index.es.js +1 -1
- package/lib/Hermite/index.es.min.js +1 -1
- package/lib/Matrix4/index.es.js +1 -1
- package/lib/Matrix4/index.es.min.js +1 -1
- package/lib/Mercator/index.es.js +1 -1
- package/lib/Mercator/index.es.min.js +1 -1
- package/lib/RawCanvas/index.es.js +1 -1
- package/lib/RawCanvas/index.es.min.js +1 -1
- package/lib/SVG/index.es.js +1 -1
- package/lib/SVG/index.es.min.js +1 -1
- package/lib/Shader/index.es.js +1 -1
- package/lib/Shader/index.es.min.js +1 -1
- package/lib/Texture/index.es.js +1 -1
- package/lib/Texture/index.es.min.js +1 -1
- package/lib/TreeLayout/index.es.js +1 -1
- package/lib/TreeLayout/index.es.min.js +1 -1
- package/lib/animation/index.es.js +1 -1
- package/lib/animation/index.es.min.js +1 -1
- package/lib/assemble/index.es.js +1 -1
- package/lib/assemble/index.es.min.js +1 -1
- package/lib/getLoopColors/index.es.js +1 -1
- package/lib/getLoopColors/index.es.min.js +1 -1
- package/lib/getWebGLContext/index.es.js +1 -1
- package/lib/getWebGLContext/index.es.min.js +1 -1
- package/lib/index.umd.js +1 -1
- package/lib/index.umd.min.js +1 -1
- package/lib/initOption/index.es.js +1 -1
- package/lib/initOption/index.es.min.js +1 -1
- package/lib/mergeOption/index.es.js +1 -1
- package/lib/mergeOption/index.es.min.js +1 -1
- package/lib/move/index.es.js +1 -1
- package/lib/move/index.es.min.js +1 -1
- package/lib/rotate/index.es.js +1 -1
- package/lib/rotate/index.es.min.js +1 -1
- package/lib/ruler/index.es.js +1 -1
- package/lib/ruler/index.es.min.js +1 -1
- package/lib/scale/index.es.js +1 -1
- package/lib/scale/index.es.min.js +1 -1
- package/lib/throttle/index.es.js +1 -1
- package/lib/throttle/index.es.min.js +1 -1
- package/minialipay/ui-canvas/drawImage.js +35 -35
- package/minialipay/ui-canvas/index.acss +4 -4
- package/minialipay/ui-canvas/index.axml +3 -3
- package/minialipay/ui-canvas/index.d.ts +1 -1
- package/minialipay/ui-canvas/index.js +100 -100
- package/minialipay/ui-canvas/index.json +6 -6
- package/miniprogram/ui-canvas/drawImage.js +35 -35
- package/miniprogram/ui-canvas/index.js +117 -117
- package/miniprogram/ui-canvas/index.json +4 -4
- package/miniprogram/ui-canvas/index.wxml +4 -4
- package/miniprogram/ui-canvas/index.wxss +5 -5
- package/package/Buffer/index.ts +2 -2
- package/package/Canvas/index.ts +2 -2
- package/package/Cardinal/index.ts +2 -2
- package/package/Eoap/index.ts +2 -2
- package/package/Hermite/index.ts +2 -2
- package/package/Matrix4/index.ts +2 -2
- package/package/Mercator/index.ts +2 -2
- package/package/RawCanvas/index.ts +2 -2
- package/package/SVG/index.ts +2 -2
- package/package/Shader/index.ts +2 -2
- package/package/Texture/index.ts +2 -2
- package/package/TreeLayout/index.ts +2 -2
- package/package/animation/index.ts +2 -2
- package/package/assemble/index.ts +2 -2
- package/package/getLoopColors/index.ts +2 -2
- package/package/getWebGLContext/index.ts +40 -40
- package/package/index.ts +75 -75
- package/package/initOption/index.ts +2 -2
- package/package/mergeOption/index.ts +2 -2
- package/package/move/index.ts +2 -2
- package/package/rotate/index.ts +2 -2
- package/package/ruler/index.ts +2 -2
- package/package/scale/index.ts +2 -2
- package/package/throttle/index.ts +2 -2
- package/package.json +78 -78
- package/src/Canvas.ts +84 -84
- package/src/Eoap.ts +66 -66
- package/src/Matrix4/index.ts +84 -84
- package/src/Matrix4/move.ts +12 -12
- package/src/Matrix4/rotate.ts +15 -15
- package/src/Matrix4/scale.ts +11 -11
- package/src/Matrix4/transform.ts +64 -64
- package/src/Mercator.ts +27 -27
- package/src/SVG.ts +24 -24
- package/src/common/assemble.ts +22 -22
- package/src/common/canvas/arc.ts +51 -51
- package/src/common/canvas/config.ts +158 -158
- package/src/common/canvas/default.ts +61 -61
- package/src/common/canvas/gradient.ts +31 -31
- package/src/common/canvas/index.ts +188 -188
- package/src/common/canvas/painter.ts +430 -430
- package/src/common/canvas/texts.ts +18 -18
- package/src/common/option.ts +29 -29
- package/src/common/setStyle.ts +5 -5
- package/src/common/svg/config.ts +194 -194
- package/src/common/svg/default.ts +26 -26
- package/src/common/svg/gradient.ts +53 -53
- package/src/common/svg/index.ts +332 -332
- package/src/common/svg/tool.ts +42 -42
- package/src/common/tree/index.ts +25 -25
- package/src/common/tree/toInnerTree.ts +59 -59
- package/src/common/tree/toPlainTree.ts +132 -132
- package/src/common/type.ts +26 -26
- package/src/common/webgl/buffer.ts +79 -79
- package/src/common/webgl/getWebGLContext.ts +45 -45
- package/src/common/webgl/shader.ts +75 -75
- package/src/common/webgl/texture.ts +97 -97
- package/src/getLoopColors.ts +42 -42
- package/src/interpolation/Cardinal.ts +110 -110
- package/src/interpolation/Hermite.ts +65 -65
- package/src/layout/TreeLayout.ts +188 -188
- package/src/move.ts +7 -7
- package/src/rotate.ts +7 -7
- package/src/ruler.ts +209 -209
- package/src/scale.ts +6 -6
- package/types/Buffer.d.ts +23 -23
- package/types/Canvas.d.ts +344 -344
- package/types/CanvasConfig.d.ts +116 -116
- package/types/CanvasOption.d.ts +8 -8
- package/types/CanvasOpts.d.ts +9 -9
- package/types/Cardinal.d.ts +13 -13
- package/types/Gradient.d.ts +14 -14
- package/types/Hermite.d.ts +18 -18
- package/types/Map.d.ts +9 -9
- package/types/Matrix4.d.ts +47 -47
- package/types/SVG.d.ts +243 -243
- package/types/SVGConfig.d.ts +89 -89
- package/types/Shader.d.ts +16 -16
- package/types/Texture.d.ts +16 -16
- package/types/Tree.d.ts +69 -69
- package/types/TreeConfig.d.ts +36 -36
- package/types/TreeLayout.d.ts +54 -54
- package/types/TreeOption.d.ts +48 -48
- package/types/animation.d.ts +5 -5
- package/types/assemble.d.ts +5 -5
- package/types/getLoopColors.d.ts +5 -5
- package/types/getWebGLContext.d.ts +7 -7
- package/types/index.d.ts +165 -160
- package/types/move.d.ts +5 -5
- package/types/option.d.ts +12 -12
- package/types/painterConfig.d.ts +4 -4
- package/types/rotate.d.ts +5 -5
- package/types/ruler.d.ts +10 -10
- package/types/scale.d.ts +5 -5
- package/types/throttle.d.ts +5 -5
- package/types/ui-canvas.d.ts +4 -4
- package/types/uni-canvas.d.ts +3 -3
- package/uni-app/drawImage.js +19 -19
- package/uni-app/ui-canvas.vue +284 -284
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// 缓冲区分为两种:
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// 1.缓冲区中保存了包含顶点的数据
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// isElement默认false,创建第一种缓冲区,为true创建第二种
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// usage表示程序如何使用存储在缓冲区的数据
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const writeBuffer = (painter: WebGLRenderingContext, data: ArrayBuffer, isElement: boolean, usage: number) => {
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const TYPE = isElement ? painter.ELEMENT_ARRAY_BUFFER : painter.ARRAY_BUFFER
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painter.bufferData(TYPE, data, usage)
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}
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// location指定待分配的attribute变量的存储位置
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// size每个分量个数
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// type数据类型,应该是以下的某个:
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// gl.UNSIGNED_BYTE Uint8Array
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const useBuffer = (painter: WebGLRenderingContext, location: number, size: number, type: number, stride: number, offset: number, normalized: boolean) => {
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painter.vertexAttribPointer(location, size, type, normalized, stride, offset)
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painter.enableVertexAttribArray(location)
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class BufferObject {
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constructor(painter: WebGLRenderingContext, isElement: boolean = false) {
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use() {
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writeBuffer(this.__painter, data, this.__isElement, this.__painter.STATIC_DRAW)
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useBuffer(this.__painter, location, size, this.__painter.FLOAT, stride * this.__fsize, offset * this.__fsize, false)
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}
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}
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// 缓冲区分为两种:
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// 1.缓冲区中保存了包含顶点的数据
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// 2.缓冲区保存了包含顶点的索引值
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// 获取一个新的缓冲区
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// isElement默认false,创建第一种缓冲区,为true创建第二种
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const newBuffer = (painter: WebGLRenderingContext) => {
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return painter.createBuffer()
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}
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// 数据写入缓冲区
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// data是一个类型化数组,表示写入的数据
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// usage表示程序如何使用存储在缓冲区的数据
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const writeBuffer = (painter: WebGLRenderingContext, data: ArrayBuffer, isElement: boolean, usage: number) => {
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const TYPE = isElement ? painter.ELEMENT_ARRAY_BUFFER : painter.ARRAY_BUFFER
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painter.bufferData(TYPE, data, usage)
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}
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// 使用缓冲区数据
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// location指定待分配的attribute变量的存储位置
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// size每个分量个数
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// type数据类型,应该是以下的某个:
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// gl.UNSIGNED_BYTE Uint8Array
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// gl.SHORT Int16Array
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// gl.FLOAT Float32Array
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// stride相邻两个数据项的字节数
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// offset数据的起点字节位置
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// normalized是否把非浮点型的数据归一化到[0,1]或[-1,1]区间
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const useBuffer = (painter: WebGLRenderingContext, location: number, size: number, type: number, stride: number, offset: number, normalized: boolean) => {
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// 把缓冲区对象分配给目标变量
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painter.vertexAttribPointer(location, size, type, normalized, stride, offset)
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// 连接目标对象和缓冲区对象
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painter.enableVertexAttribArray(location)
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}
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class BufferObject {
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private __painter: WebGLRenderingContext
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private __buffer: WebGLBuffer
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constructor(painter: WebGLRenderingContext, isElement: boolean = false) {
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this.__painter = painter
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this.__isElement = isElement
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this.__buffer = newBuffer(painter) as WebGLBuffer
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this.__type = isElement ? painter.ELEMENT_ARRAY_BUFFER : painter.ARRAY_BUFFER
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}
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// 使用这个缓冲区对象
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// (先于写入和分配)
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use() {
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this.__painter.bindBuffer(this.__type, this.__buffer) // 绑定到目标
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return this
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}
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// 写入数据
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write(data: Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array) {
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writeBuffer(this.__painter, data, this.__isElement, this.__painter.STATIC_DRAW)
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this.__fsize = data.BYTES_PER_ELEMENT
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return this
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}
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// 分配使用
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divide(location: number, size: number, stride: number, offset: number = 0) {
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useBuffer(this.__painter, location, size, this.__painter.FLOAT, stride * this.__fsize, offset * this.__fsize, false)
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return this
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}
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}
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export default BufferObject
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export default function (canvas: HTMLCanvasElement, scale: number, opts: OptsType = {}, mode: WebGLmodeType = "scaleToFill") {
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let painter = canvas.getContext("webgl", opts) as WebGL2RenderingContext
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} 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") {
|
|
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|
+
if (width > height) {
|
|
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|
+
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
|
|
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|
+
}
|
|
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
|