Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
F
fyge_for_tb
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
王剑峰
fyge_for_tb
Commits
31044481
Commit
31044481
authored
Aug 18, 2022
by
邱旭
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
增加shader编译错误打印shader代码
parent
b068d4b0
Changes
8
Expand all
Hide whitespace changes
Inline
Side-by-side
Showing
8 changed files
with
202 additions
and
103 deletions
+202
-103
fyge.esm.js
build/fyge.esm.js
+41
-13
fyge.esm.js.map
build/fyge.esm.js.map
+1
-1
fyge.min.js
build/fyge.min.js
+48
-12
fyge.min.js.map
build/fyge.min.js.map
+1
-1
Mesh3D.ts
src/3d/Mesh3D.ts
+0
-19
GLTFLoader.ts
src/3d/gltf/GLTFLoader.ts
+82
-55
ShaderMaterial.ts
src/3d/materials/ShaderMaterial.ts
+25
-1
index.ts
src/index.ts
+4
-1
No files found.
build/fyge.esm.js
View file @
31044481
This diff is collapsed.
Click to expand it.
build/fyge.esm.js.map
View file @
31044481
This diff is collapsed.
Click to expand it.
build/fyge.min.js
View file @
31044481
...
@@ -7488,7 +7488,8 @@
...
@@ -7488,7 +7488,8 @@
gl.shaderSource(shader, src);
gl.shaderSource(shader, src);
gl.compileShader(shader);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader));
console.error(src);
console.error(gl.getShaderInfoLog(shader));
return null;
return null;
}
}
return shader;
return shader;
...
@@ -13908,7 +13909,7 @@
...
@@ -13908,7 +13909,7 @@
*/
*/
_this.renderObj = null;
_this.renderObj = null;
/**
/**
*
相对于stage的可见区域,考虑不对外开放,但是有些地方又有用,比如某点是否在舞台可见区域内viewRect.isPointIn(gp)
*
舞台在设备里截取后的可见区域,有些时候知道可见区域是非常重要的,因为这样你就可以根据舞台的可见区域做自适应了。
* @property viewRect
* @property viewRect
* @public
* @public
* @since 1.0.0
* @since 1.0.0
...
@@ -14015,6 +14016,7 @@
...
@@ -14015,6 +14016,7 @@
_this.canvas = canvas;
_this.canvas = canvas;
var s = _this;
var s = _this;
_this._instanceType = "Stage";
_this._instanceType = "Stage";
Stage._stageList["canvas"] = s;
s.stage = _this;
s.stage = _this;
s.name = "stageInstance_" + s.instanceId;
s.name = "stageInstance_" + s.instanceId;
s.desWidth = desWidth;
s.desWidth = desWidth;
...
@@ -14088,6 +14090,17 @@
...
@@ -14088,6 +14090,17 @@
// }, 200)
// }, 200)
// }
// }
}
}
/**
* 直接获取stage的引用,避免总是从Event.ADD_TO_STAGE 事件中去获取stage引用
* @property getStage
* @param {string} stageName
* @return {any}
* @since 2.0.0
*/
Stage.getStage = function (stageName) {
if (stageName === void 0) { stageName = "cusEngine"; }
return Stage._stageList[stageName];
};
Object.defineProperty(Stage.prototype, "bgColor", {
Object.defineProperty(Stage.prototype, "bgColor", {
/**
/**
* 舞台的背景色,暂时无效,渲染器默认透明背景,且webgl模式下clearColor不会跟着修改,TODO 以后修改
* 舞台的背景色,暂时无效,渲染器默认透明背景,且webgl模式下clearColor不会跟着修改,TODO 以后修改
...
@@ -14578,6 +14591,13 @@
...
@@ -14578,6 +14591,13 @@
s._ml = null;
s._ml = null;
_super.prototype.destroy.call(this);
_super.prototype.destroy.call(this);
};
};
/**
* @property _stageList
* @static
* @type {Object}
* @private
*/
Stage._stageList = {};
return Stage;
return Stage;
}(Container));
}(Container));
...
@@ -32531,9 +32551,9 @@
...
@@ -32531,9 +32551,9 @@
if (frontVert)
if (frontVert)
frontVert += "\n";
frontVert += "\n";
var frontFrag = [
var frontFrag = [
parameters.useNormalMap ? '#extension GL_OES_standard_derivatives : enable' : '',
'precision ' + parameters.precision + ' float;',
'precision ' + parameters.precision + ' float;',
'precision ' + parameters.precision + ' int;',
'precision ' + parameters.precision + ' int;',
parameters.useNormalMap ? '#extension GL_OES_standard_derivatives : enable' : '',
parameters.lightAffect ? '#define USE_LIGHT' : '',
parameters.lightAffect ? '#define USE_LIGHT' : '',
parameters.useMap ? '#define USE_MAP' : '',
parameters.useMap ? '#define USE_MAP' : '',
parameters.useNormalMap ? '#define USE_NORMAL_MAP' : '',
parameters.useNormalMap ? '#define USE_NORMAL_MAP' : '',
...
@@ -32953,14 +32973,14 @@
...
@@ -32953,14 +32973,14 @@
" #ifdef USE_MAP",
" #ifdef USE_MAP",
" vec4 mapColor = texture2D( uMap, vTextureCoord );",
" vec4 mapColor = texture2D( uMap, vTextureCoord );",
" color *= mapColor;",
" color *= mapColor;",
" vec2 s = step(vec2(uFrameUvs.x,
uFrameUvs.y),vTextureCoord) - step(vec2(uFrameUvs.z,uFrameUvs.w),
vTextureCoord);",
" vec2 s = step(vec2(uFrameUvs.x,
uFrameUvs.y),vTextureCoord) - step(vec2(uFrameUvs.z, uFrameUvs.w),
vTextureCoord);",
// " vec2 s = step(vec2(0.6669921875,0.4111328125),vTextureCoord) - step(vec2(0.951171875,0.65625),vTextureCoord);",
// " vec2 s = step(vec2(0.6669921875,0.4111328125),vTextureCoord) - step(vec2(0.951171875,0.65625),vTextureCoord);",
" color *= abs(s.x * s.y);",
" color *= abs(s.x * s.y);",
" #endif",
" #endif",
" vec3 normal = vNormal;",
" vec3 normal = vNormal;",
"
#ifdef USE_NORMAL_MAP",
" #ifdef USE_NORMAL_MAP",
"
normal = getNormalFromMap();",
" normal = getNormalFromMap();",
"
#endif",
" #endif",
//计算顶点颜色
//计算顶点颜色
" #ifdef USE_VERTEXCOLOR",
" #ifdef USE_VERTEXCOLOR",
" color *= vec4(vColor,1.0);",
" color *= vec4(vColor,1.0);",
...
@@ -33118,20 +33138,21 @@
...
@@ -33118,20 +33138,21 @@
if (!obj.geometry || !obj.material)
if (!obj.geometry || !obj.material)
return;
return;
var mat = obj.material;
var mat = obj.material;
obj.geometry
;
var meshes = this.meshes
;
//提取渲染对象及材质,分组渲染,怎么考虑同一个geometry只需要处理一次attr,
//提取渲染对象及材质,分组渲染,怎么考虑同一个geometry只需要处理一次attr,
//分组按
//分组按
// if (!this.meshes.length) {
// if (!this.meshes.length) {
// this.meshes.push(obj);
// this.meshes.push(obj);
// } else {
// } else {
for (var i = 0; i < this.meshes.length; i++) {
var len = meshes.length;
if (this.meshes[i].material == mat) { //没啥软用
for (var i = 0; i < len; i++) {
this.meshes.splice(i, 0, obj);
if (meshes[i].material == mat) { //没啥软用
meshes.splice(i, 0, obj);
return;
return;
}
}
}
}
// }
// }
this.
meshes.push(obj);
meshes.push(obj);
};
};
D3Renderer.prototype.flush = function () {
D3Renderer.prototype.flush = function () {
//生成一张阴影的深度贴图
//生成一张阴影的深度贴图
...
@@ -33169,6 +33190,13 @@
...
@@ -33169,6 +33190,13 @@
//模型矩阵也默认加上
//模型矩阵也默认加上
if (uniforms["uModelMatrix"])
if (uniforms["uModelMatrix"])
uniforms["uModelMatrix"] = mesh._worldMatrix.toArray();
uniforms["uModelMatrix"] = mesh._worldMatrix.toArray();
if (uniforms.uNormalMatrix) {
var modelViewMatrix_1 = tempMatrix4.multiplyMatrices(this.camera.worldMatrixInverse, mesh._worldMatrix);
var normalMatrix_1 = modelViewMatrix_1.invert().transpose();
// var normalMatrix = mesh._worldMatrix.invert().transpose();
uniforms["uNormalMatrix"] = normalMatrix_1.toArray();
// this.setShaderUniform(curShader, "uNormalMatrix", normalMatrix.toArray());
}
//处理所有自定义属性
//处理所有自定义属性
for (var u in cusUniforms) {
for (var u in cusUniforms) {
var uniform = cusUniforms[u];
var uniform = cusUniforms[u];
...
@@ -39567,6 +39595,10 @@
...
@@ -39567,6 +39595,10 @@
exports.FloatDisplay = FloatDisplay;
exports.FloatDisplay = FloatDisplay;
exports.FpsPanel = FpsPanel;
exports.FpsPanel = FpsPanel;
exports.FrameAni = FrameAni;
exports.FrameAni = FrameAni;
exports.GLBuffer = GLBuffer;
exports.GLFramebuffer = GLFramebuffer;
exports.GLShader = GLShader;
exports.GLTexture = GLTexture;
exports.Geometry = Geometry;
exports.Geometry = Geometry;
exports.GlobalLoader = GlobalLoader;
exports.GlobalLoader = GlobalLoader;
exports.Graphics = Graphics;
exports.Graphics = Graphics;
...
@@ -39627,20 +39659,24 @@
...
@@ -39627,20 +39659,24 @@
exports.VERSION = VERSION;
exports.VERSION = VERSION;
exports.Vector2 = Vector2;
exports.Vector2 = Vector2;
exports.Vector3 = Vector3;
exports.Vector3 = Vector3;
exports.VertexArrayObject = VertexArrayObject;
exports.WebglRenderer = WebglRenderer;
exports.WebglRenderer = WebglRenderer;
exports.abs = abs;
exports.abs = abs;
exports.calculatePlaneIndices = calculatePlaneIndices;
exports.calculatePlaneIndices = calculatePlaneIndices;
exports.cancelAnimationFrame = cancelAnimationFrame;
exports.cancelAnimationFrame = cancelAnimationFrame;
exports.checkMaxIfStatementsInShader = checkMaxIfStatementsInShader;
exports.clamp = clamp;
exports.clamp = clamp;
exports.clearTextureCache = clearTextureCache;
exports.clearTextureCache = clearTextureCache;
exports.cos = cos;
exports.cos = cos;
exports.countTrailingZeros = countTrailingZeros;
exports.countTrailingZeros = countTrailingZeros;
exports.createCanvas = createCanvas;
exports.createCanvas = createCanvas;
exports.createContext = createContext;
exports.createImage = createImage;
exports.createImage = createImage;
exports.createTextureSheet = createTextureSheet;
exports.createTextureSheet = createTextureSheet;
exports.createTexturesByAtlas = createTexturesByAtlas;
exports.createTexturesByAtlas = createTexturesByAtlas;
exports.decodeText = decodeText;
exports.decodeText = decodeText;
exports.defaultFragmentShader3d = defaultFragmentShader3d;
exports.defaultFragmentShader3d = defaultFragmentShader3d;
exports.defaultValue = defaultValue;
exports.defaultVertexShader3d = defaultVertexShader3d;
exports.defaultVertexShader3d = defaultVertexShader3d;
exports.deinterleave2 = deinterleave2;
exports.deinterleave2 = deinterleave2;
exports.deinterleave3 = deinterleave3;
exports.deinterleave3 = deinterleave3;
build/fyge.min.js.map
View file @
31044481
This diff is collapsed.
Click to expand it.
src/3d/Mesh3D.ts
View file @
31044481
...
@@ -176,22 +176,3 @@ function checkIntersection(
...
@@ -176,22 +176,3 @@ function checkIntersection(
object
:
object
object
:
object
};
};
}
}
//交付分
var
a
=
5
//时间分每天
var
b
=
1
//极限时间
var
j
=
15
//项目基础时间
var
i
=
4
function
aaa
(
t
)
{
t
-=
i
return
a
+
t
*
b
+
(
t
*
t
)
/
j
*
a
/
i
/
i
;
}
function
bbb
(
t
)
{
//完整项目按4天
t
-=
i
return
a
+
t
*
b
+
(
t
*
t
)
/
j
*
a
/
i
/
i
;
}
\ No newline at end of file
src/3d/gltf/GLTFLoader.ts
View file @
31044481
This diff is collapsed.
Click to expand it.
src/3d/materials/ShaderMaterial.ts
View file @
31044481
import
{
Dict
}
from
"../../2d/utils"
;
import
{
Dict
,
hex2rgb
}
from
"../../2d/utils"
;
import
{
HashObject
}
from
"../../2d/HashObject"
;
import
{
HashObject
}
from
"../../2d/HashObject"
;
import
{
WebglRenderer
}
from
"../../2d/renderers/WebglRenderer"
;
import
{
WebglRenderer
}
from
"../../2d/renderers/WebglRenderer"
;
import
{
GLShader
}
from
"../../glCore"
;
import
{
GLShader
}
from
"../../glCore"
;
...
@@ -44,6 +44,30 @@ export class ShaderMaterial extends HashObject {
...
@@ -44,6 +44,30 @@ export class ShaderMaterial extends HashObject {
alpha
:
1
;
alpha
:
1
;
/**
* 十六进制 hex2rgb ,转成0到1的数组
*/
private
_color
:
number
=
0xffffff
;
private
_colorArr
:
Float32Array
=
new
Float32Array
([
1.0
,
1.0
,
1.0
]);
get
color
()
{
return
this
.
_color
;
}
set
color
(
value
:
number
)
{
if
(
this
.
_color
===
value
)
return
;
this
.
_color
=
value
;
var
arr
=
hex2rgb
(
value
)
this
.
_colorArr
[
0
]
=
arr
[
0
];
this
.
_colorArr
[
1
]
=
arr
[
1
];
this
.
_colorArr
[
2
]
=
arr
[
2
];
}
//获取
get
colorArr
()
{
return
this
.
_colorArr
;
}
/**
/**
* key就是渲染器唯一id
* key就是渲染器唯一id
*/
*/
...
...
src/index.ts
View file @
31044481
...
@@ -33,8 +33,11 @@ export * from "./tween";
...
@@ -33,8 +33,11 @@ export * from "./tween";
//3D
//3D
export
*
from
"./3d"
;
export
*
from
"./3d"
;
// glCore
export
*
from
"./glCore"
;
//spine
//spine
export
*
from
"./spine"
;
export
*
from
"./spine"
;
//fps面板,后续可以加入每次drawCall,总绘制对象等等
//fps面板,后续可以加入每次drawCall,总绘制对象等等
export
*
from
"./2d/FpsPanel"
;
export
*
from
"./2d/FpsPanel"
;
\ No newline at end of file
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment