Commit 653f7e35 authored by wjf's avatar wjf

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# 所有空行或者以注释符号 # 开头的行都会被 Git 忽略。
# 可以使用标准的 glob 模式匹配。
# 匹配模式最后跟反斜杠(/)说明要忽略的是目录。
# 要忽略指定模式以外的文件或目录,可以在模式前加上惊叹号(! )取反。
# 所谓的 glob 模式是指 shell 所使用的简化了的正则表达式。星号(*)匹配零个或多个任
# 意字符; [abc] 匹配任何一个列在方括号中的字符(这个例子要么匹配一个 a,要么匹配一
# 个 b,要么匹配一个 c);问号(?)只匹配一个任意字符;如果在方括号中使用短划线分
# 隔两个字符,表示所有在这两个字符范围内的都可以匹配(比如 [0-9] 表示匹配所有 0 到
# 9 的数字)。
# 书上的一个例子
# #此为注释 – 将被 Git 忽略
# *.a
# 忽略所有 .a 结尾的文件
# !lib.a
# 但 lib.a 除外
# /TODO
# 仅仅忽略项目根目录下的 TODO 文件,不包括 subdir/TODO
# build/
# 忽略 build/ 目录下的所有文件
# doc/*.txt
# 会忽略 doc/notes.txt 但不包括 doc/server/arch.txt
node_modules
released
/**
* 基础
*/
export abstract class HashObject {
protected _instanceId: number = 0;
protected _instanceType: string = "HashObject";
protected static _object_id = 0;
constructor() {
this._instanceId = HashObject._object_id++;
}
/**
* 每一个对象都会有一个唯一的id码。
* @property instanceId
* @public
* @since 1.0.0
* @return {number}
* @readonly
* @example
* //获取 对象唯一码
* trace(this.instanceId);
*/
public get instanceId(): number {
return this._instanceId;
}
/**
* 每一个类都有一个实例类型字符串,通过这个字符串,你能知道这个实例是从哪个类实例而来
* @property instanceType
* @since 1.0.3
* @public
* @return {string}
* @readonly
*/
public get instanceType(): string {
return this._instanceType;
}
/**
* 销毁一个对象
* 销毁之前一定要从显示对象移除,否则将会出错
* @method destroy
* @since 2.0.0
* @public
* @return {void}
*/
abstract destroy(): void;
}
/**
* Created by rockyl on 2018/11/5.
*/
import { HashObject } from "../HashObject";
import { DisplayObject } from "../display/DisplayObject";
/**
* 组件基类
*/
export class Component extends HashObject {
/**
* 所依附的显示对象
*/
entity: DisplayObject;
/**
* 是否有效
*/
protected _enabled: boolean
constructor() {
super();
this._instanceType = "Component";
this.onCreate();
}
/**
* 是否有效状态
*/
get enabled(): boolean {
return this._enabled;
}
set enabled(value: boolean) {
if (this._enabled !== value) {
this._enabled = value;
if (this._enabled) {
this.onEnable();
} else {
this.onDisable();
}
}
}
/**
* 装配实体
* @param entity
*/
_setup(entity: DisplayObject) {
this.entity = entity;
}
/**
* 卸载实体
*/
_unSetup() {
this.entity = null;
}
/**
* 当组件被创建时
*/
onCreate() {
}
/**
* 当组件生效时
*/
onEnable() {
}
/**
* 当组件失效时
*/
onDisable() {
}
/**
* 更新
*/
onUpdate() {
}
/**
* 当组件被销毁时
*/
onDestroy() {
}
destroy() {
this.onDestroy();
}
}
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import { Event } from "../events/Event";
import { DisplayObject } from "./DisplayObject";
import { devicePixelRatio } from "../const";
/**
* 此类对于需要在canvas上放置html其他类型元素的时候非常有用<br/>
* 比如有时候我们需要放置一个注册,登录或者其他的内容.这些内容包含了输入框<br/>
* 或者下拉框什么的,无法在canvas里实现,但这些元素又跟canvas里面的元素<br/>
* 位置,大小,缩放对应.就相当于是一个显示对象一样。可以随意设置他的<br/>
* 属性,那么将你的html元素通过此类封装成显示对象再合适不过了
* 不能用于容器
* @class FloatDisplay
* @extends DisplayObject
* @public
* @since 1.0.0
*/
export class FloatDisplay extends DisplayObject {
/**
* 需要封装起来的html元素的引用。你可以通过这个引用来调用或设置此元素自身的属性方法和事件,甚至是样式
* @property htmlElement
* @public
* @since 1.0.0
* @type{HtmlElement}
*/
public htmlElement: any = null;
/**
* 是否已经添加了舞台事件
* @property _isAdded
* @since 1.0.0
* @type {boolean}
* @private
*/
private _isAdded: boolean = false;
/**
* 记录是否需要修改位置矩阵
*/
private _transformID: number;
/**
* 构造函数
* @method FloatDisplay
* @since 1.0.0
* @public
* @example
* var floatDisplay = new FloatDisplay();
* floatDisplay.init(document.getElementById('aaa'));
* s.addChild(floatDisplay);
*
* <p><a href="" target="_blank">测试链接</a></p>
*
* @example
* //创建悬浮的html元素
* var section = document.createElement('section');
* section.id = "rule";
* section.style.overflowX = "hidden";
* section.style.overflowY = "auto";
* section.style.width = w + "px";
* section.style.height = h + "px";
* section.style.lineHeight = lh + "px";
* section.style.fontFamily = '微软雅黑';
* section.style.fontSize = fs + 'px';
* section.style.color = "#ffffff";
* //创建Floatview 把我们要悬浮的元素封装进去
* var rule = new FloatDisplay();
* stage.addChild(rule);
* rule.x = ox;
* rule.y = oy;
* rule.init(this.section);
* section.innerHTML = DataManager.ins.getData("ajaxElement").data.rule;
*
*/
public constructor() {
super();
let s = this;
s._instanceType = "FloatDisplay";
s.addEventListener(Event.REMOVED_FROM_STAGE, function (e: Event) {
if (s.htmlElement) {
s.htmlElement.style.display = "none";
}
});
s.addEventListener(Event.ADDED_TO_STAGE, function (e: Event) {
if (s.htmlElement) {
let style = s.htmlElement.style;
if (!s._isAdded) {
s._isAdded = true;
s.stage.rootDiv.insertBefore(s.htmlElement, s.stage.rootDiv.childNodes[0]);
s.stage["_floatDisplayList"].push(s);
} else {
if (s.htmlElement && s.visible) {
style.display = "block";
}
}
}
});
this._transformID = -1;
}
/**
* 初始化方法,htmlElement 一定要设置width和height样式,并且一定要用px单位
* @method init
* @public
* @since 1.0.0
* @param {HtmlElement} htmlElement 需要封装起来的html元素的引用。你可以通过这个引用来调用或设置此元素自身的属性方法和事件,甚至是样式
*/
public init(htmlElement: any): void {
let s = this;
let she: any;
if (typeof (htmlElement) == "string") {
she = document.getElementById(htmlElement);
} else if (htmlElement._instanceType == "Video") {
she = htmlElement.media;
} else {
she = htmlElement;
}
let style = she.style;
style.position = "absolute";
style.display = "none";
style.transformOrigin = style.WebkitTransformOrigin = "0 0 0";
let ws = s.getStyle(she, "width");
let hs = s.getStyle(she, "height");
let w = 0, h = 0;
if (ws.indexOf("px")) {
w = parseInt(ws);
}
if (hs.indexOf("px")) {
h = parseInt(hs);
}
// s._bounds.width = w;
// s._bounds.height = h;
s._localBoundsSelf.width = w;
s._localBoundsSelf.height = h;
s.htmlElement = she;
}
/**
* @method getStyle
* @param {HTMLElement} elem
* @param cssName
* @return {any}
*/
private getStyle(elem: HTMLElement, cssName: any): any {
//如果该属性存在于style[]中,则它最近被设置过(且就是当前的)
if (elem.style[cssName]) {
return elem.style[cssName];
}
if (document.defaultView && document.defaultView.getComputedStyle) {
//它使用传统的"text-Align"风格的规则书写方式,而不是"textAlign"
cssName = cssName.replace(/([A-Z])/g, "-$1");
cssName = cssName.toLowerCase();
//获取style对象并取得属性的值(如果存在的话)
let s = document.defaultView.getComputedStyle(elem, "");
return s && s.getPropertyValue(cssName);
}
return null;
}
/**
* @method updateStyle
* @public
* @since 1.1.4
*/
public updateStyle(): void {
let s = this;
let o = s.htmlElement;
if (o) {
let style = o.style;
let visible = s.visible;
//还得考虑是否在stage里
if (!s.stage) {
visible = false
}
if (visible) {
let parent = s.parent;
while (parent) {
if (!parent.visible) {
visible = false;
break;
}
parent = parent.parent;
}
}
let show = visible ? "block" : "none";
if (show != style.display) {
style.display = show;
}
if (visible) {
if (this._transformID != this.transform._worldID) {
this._transformID = this.transform._worldID
let mtx = s.transform.worldMatrix;
let d = devicePixelRatio;
style.transform = style.webkitTransform = "matrix(" + (mtx.a / d).toFixed(4) + "," + (mtx.b / d).toFixed(4) + "," + (mtx.c / d).toFixed(4) + "," + (mtx.d / d).toFixed(4) + "," + (mtx.tx / d).toFixed(4) + "," + (mtx.ty / d).toFixed(4) + ")";
}
style.opacity = s._worldAlpha;
}
}
}
public destroy(): void {
//清除相应的数据引用
let s = this;
let elem = s.htmlElement;
if (elem) {
elem.style.display = "none";
if (elem.parentNode) {
elem.parentNode.removeChild(elem);
}
s._isAdded = false;
s.htmlElement = null;
}
let sf: any = s.stage["_floatDisplayList"];
let len = sf.length;
for (let i = 0; i < len; i++) {
if (sf[i] == s) {
sf.splice(i, 1);
break;
}
}
super.destroy();
}
}
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export { default as Container } from "./Container"
export * from "./DisplayObject"
export * from "./FloatDisplay"
export { default as Sprite } from "./Sprite"
export * from "./Stage"
\ No newline at end of file
import { HashObject } from "../HashObject";
/**
* 事件类,引擎中一切事件的基类
* @class Event
* @extends AObject
* @public
* @since 1.0.0
*/
export class Event extends HashObject {
// public static IMAGE_LOADED: string = "onImageLoaded"
/**
* 舞台尺寸发生变化时触发
* @Event
* @property RESIZE
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static RESIZE: string = "onResize";
/**
* ScrollPage组件滑动到开始位置事件
* @property SCROLL_TO_HEAD
* @static
* @since 1.1.0
* @type {string}
*/
public static SCROLL_TO_HEAD: string = "onScrollToHead";
/**
* ScrollPage组件停止滑动事件
* @property SCROLL_STOP
* @static
* @since 1.1.0
* @type {string}
*/
public static SCROLL_STOP: string = "onScrollStop";
/**
* ScrollPage组件开始滑动事件
* @property SCROLL_START
* @static
* @since 1.1.0
* @type {string}
*/
public static SCROLL_START: string = "onScrollStart";
/**
* ScrollPage组件滑动到结束位置事件
* @property ON_SCROLL_TO_END
* @static
* @since 1.1.0
* @type {string}
*/
public static SCROLL_TO_END: string = "onScrollToEnd";
/**
* 舞台初始化完成后会触发的事件
* @property INIT_STAGE
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static INIT_STAGE: string = "onInitStage";
/**
* 显示对象加入到舞台事件
* @Event
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static ADDED_TO_STAGE: string = "onAddedToStage";
/**
* 显示对象从舞台移出事件
* @Event
* @property REMOVE_TO_STAGE
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static REMOVED_FROM_STAGE: string = "onRemovedFromStage";
/**
* 显示对象 循环帧事件
* @Event
* @property ENTER_FRAME
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static ENTER_FRAME: string = "onEnterFrame";
/**
* MovieClip 播放完成事件
* @Event
* @property END_FRAME
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static END_FRAME: string = "onEndFrame";
/**
* MovieClip 帧标签事件
* @Event
* @property CALL_FRAME
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static CALL_FRAME: string = "onCallFrame";
/**
* 完成事件
* @Event
* @property COMPLETE
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static COMPLETE: string = "onComplete";
/**
* 加载过程事件
* @Event
* @property PROGRESS
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static PROGRESS: string = "onProgress";
/**
* 出错事件
* @Event
* @property ERROR
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static ERROR: string = "onError";
/**
* 中断事件
* @Event
* @property ABORT
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static ABORT: string = "onAbort";
/**
* 开始事件
* @Event
* @property START
* @type {string}
* @static
* @public
* @since 1.0.0
*/
public static START: string = "onStart";
/**
* 定时器触发事件
* @property TIMER
* @static
* @since 1.0.9
* @public
* @type {string}
*/
public static TIMER: string = "onTimer";
/**
* 定时器完成事件
* @property TIMER_COMPLETE
* @since 1.0.9
* @static
* @public
* @type {string}
*/
public static TIMER_COMPLETE: string = "onTimerComplete";
/**
* 事件类型名
* @property type
* @type {string}
* @public
* @since 1.0.0
*/
public type: string = "";
/**
* 触发此事件的对象
* @property target
* @public
* @since 1.0.0
* @type {any}
*/
public target: any = null;
/**
* 随着事件一起附带的信息对象
* 所有需要随事件一起发送的信息都可以放在此对象中
* @property data
* @public
* @since 1.0.0
* @type {any}
* @default null
*/
public data: any = null;
/**
* @method Event
* @param {string} type 事件类型
* @public
* @since 1.0.0
*/
public constructor(type: string) {
super();
this._instanceType = "Event";
this.type = type;
}
/**
* 防止对事件流中当前节点的后续节点中的所有事件侦听器进行处理。
* @method stopPropagation
* @public
* @since 2.0.0
* @return {void}
*/
public stopPropagation(): void {
this._pd = true;
}
/**
* 是否阻止事件向下冒泡
* @property _pd
* @type {boolean}
* @private
* @since 1.0.0
*/
private _pd: boolean = false;
public destroy(): void {
let s = this;
s.target = null;
s.data = null;
}
/**
* 重围事件到初始状态方便重复利用
* @method reset
* @param {string} type
* @param target
* @since 2.0.0
* @return {void}
* @public
*/
public reset(type: string, target: any): void {
let s = this;
s.target = target;
s._pd = false;
s.type = type;
}
}
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export class GDispatcher {
/**
* 事件回调池
*/
private static callbackPool: any = {};
/**
* 事件作用域池
*/
private static thisObjPool: any = {};
/**
*
* @param name 事件名
* @param callback 回调
* @param thisObj 作用域
*/
public static addEvent(name: string, callback, thisObj?: any): void {
if (!this.callbackPool[name]) {
this.callbackPool[name] = [];
this.thisObjPool[name] = [];
}
const index: number = this.callbackPool[name].indexOf(callback);
if (index != -1) {
this.callbackPool[name][index] = callback;
this.thisObjPool[name][index] = thisObj;
} else {
this.callbackPool[name].push(callback);
this.thisObjPool[name].push(thisObj);
}
}
/**
*
* @param name 事件名
* @param callback 回调
* @param thisObj 作用域
*/
public static removeEvent(name: string, callback, thisObj?: any): void {
if (this.callbackPool[name]) {
var len = this.callbackPool[name].length;
for (let i = len - 1; i >= 0; i--) {
if (this.callbackPool[name][i] === callback && this.thisObjPool[name][i] == thisObj) {
this.callbackPool[name].splice(i, 1);
this.thisObjPool[name].splice(i, 1);
}
}
// const index: number = this.callbackPool[name].indexOf(callback);
// if (index != -1) {
// this.callbackPool[name].splice(index, 1);
// this.thisObjPool[name].splice(index, 1);
// }
}
}
/**
* 派发事件
* @param name 事件名
* @param args 任意参数
*/
public static dispatchEvent(name: string, ...args): void {
const callbacks: Function[] = this.callbackPool[name];
const thisObjs: any = this.thisObjPool[name];
if (callbacks) {
let i = 0;
const len: number = callbacks.length;
for (i; i < len; i++) {
callbacks[i].apply(thisObjs[i], args);
}
}
}
}
\ No newline at end of file
import { Event } from "./Event";
import { DisplayObject } from "../display/DisplayObject";
/**
* 鼠标事件类,电脑端鼠标,移动设备端的触摸都使用此事件来监听
* @class MouseEvent
* @extends Event
* @public
* @since 1.0.0
*/
export class MouseEvent extends Event {
/**
* 鼠标或者手指按下事件
* @property MOUSE_DOWN
* @static
* @public
* @since 1.0.0
* @type {string}
*/
public static MOUSE_DOWN: string = "onMouseDown";
/**
* 鼠标或者手指抬起事件
* @property MOUSE_UP
* @static
* @public
* @since 1.0.0
* @type {string}
*/
public static MOUSE_UP: string = "onMouseUp";
/**
* 鼠标或者手指单击
* @property CLICK
* @static
* @public
* @since 1.0.0
* @type {string}
*/
public static CLICK: string = "onMouseClick";
/**
* 鼠标或者手指移动事件
* @property MOUSE_MOVE
* @static
* @public
* @since 1.0.0
* @type {string}
*/
public static MOUSE_MOVE: string = "onMouseMove";
/**
* 鼠标或者手指移入到显示对象上里触发的事件
* @property MOUSE_OVER
* @static
* @public
* @since 1.0.0
* @type {string}
*/
public static MOUSE_OVER: string = "onMouseOver";
/**
* 鼠标或者手指移出显示对象边界触发的事件
* @property MOUSE_OUT
* @static
* @public
* @since 1.0.0
* @type {string}
*/
public static MOUSE_OUT: string = "onMouseOut";
/**
* mouse或touch事件时rootDiv坐标x点
* @property clientX
* @public
* @since 1.0.0
* @type {number}
*/
public clientX: number = 0;
/**
* mouse或touch事件时rootDiv坐标y点
* @property clientY
* @public
* @since 1.0.0
* @type {number}
*/
public clientY: number = 0;
/**
* mouse或touch事件时全局坐标x点
* @property stageX
* @public
* @since 1.0.0
* @type {number}
*/
public stageX: number = 0;
/**
* mouse或touch事件时全局坐标y点
* @property stageY
* @public
* @since 1.0.0
* @type {number}
*/
public stageY: number = 0;
/**
* mouse或touch事件时本地坐标x点
* @property localX
* @public
* @since 1.0.0
* @type {number}
*/
public localX: number = 0;
/**
* mouse或touch事件时本地坐标y点
* @property localY
* @public
* @since 1.0.0
* @type {number}
*/
public localY: number = 0;
/**
* 触发事件的终点对象
* @property currentTarget
* @public
* @since 1.0.0
* @type{DisplayObject}
* @default null
*/
public currentTarget: DisplayObject = null;
/**
* 触摸或者鼠标事件的手指唯一标识
* @property identifier
* @type {number}
* @since 1.1.2
* @public
*/
public identifier: any = 0;
/**
* @method MouseEvent
* @public
* @since 1.0.0
* @param {string} type
*/
public constructor(type: string) {
super(type);
this._instanceType = "MouseEvent";
}
/**
* 事件后立即更新显示列表状态
* @method updateAfterEvent
* @since 1.0.9
* @public
*/
public updateAfterEvent() {
this.target.stage._cp = true;
}
public destroy(): void {
//清除相应的数据引用
let s = this;
s.currentTarget = null;
super.destroy();
}
}
\ No newline at end of file
export * from "./Event";
export * from "./EventDispatcher";
export * from "./GDispatcher";
export * from "./MouseEvent";
\ No newline at end of file
import extractUniformsFromSrc from './extractUniformsFromSrc';
import { BLEND_MODES } from '../const';
import { uid } from '../utils';
import RenderTarget from '../renderers/renderTarget/RenderTarget';
const SOURCE_KEY_MAP = {};
/**
* 基本就是一个着色器,暂时不考虑集成GLShader,还不晓得咋搞
*/
export default class Filter {
//顶点着色器
vertexSrc: string;
//片元着色器
fragmentSrc: string;
// state,新的用stat,以后处理
private _blendMode: BLEND_MODES;
get blendMode(): BLEND_MODES {
return this._blendMode;
}
/**
* 别用先
*/
set blendMode(value: BLEND_MODES) {
this._blendMode = value;
}
uniformData: any;
/**
* An object containing the current values of custom uniforms.
* @example <caption>Updating the value of a custom uniform</caption>
* filter.uniforms.time = performance.now();
*
* @member {object}
*/
uniforms: any;
glShaders: any;
glShaderKey: string;
/**
* The padding of the filter. Some filters require extra space to breath such as a blur.
* Increasing this will add extra width and height to the bounds of the object that the
* filter is applied to.
*
* @member {number}
*/
padding: number;
/**
* The resolution of the filter. Setting this to be lower will lower the quality but
* increase the performance of the filter.
*
* @member {number}
*/
resolution: number;
/**
* If enabled is true the filter is applied, if false it will not.
*
* @member {boolean}
*/
enabled: boolean;
/**
* If enabled, PixiJS will fit the filter area into boundaries for better performance.
* Switch it off if it does not work for specific shader.
*
* @member {boolean}
*/
autoFit: boolean;
/**
* @param {string} [vertexSrc] - The source of the vertex shader.
* @param {string} [fragmentSrc] - The source of the fragment shader.
* @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.
*/
constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: any) {
this.vertexSrc = vertexSrc || Filter.defaultVertexSrc;
this.fragmentSrc = fragmentSrc || Filter.defaultFragmentSrc;
this._blendMode = BLEND_MODES.NORMAL;
this.uniformData = uniforms || extractUniformsFromSrc(this.vertexSrc, this.fragmentSrc);
this.uniforms = {};
for (const i in this.uniformData) {
this.uniforms[i] = this.uniformData[i].value;
if (this.uniformData[i].type) {
this.uniformData[i].type = this.uniformData[i].type.toLowerCase();
}
}
// this is where we store shader references..
// TODO we could cache this!
this.glShaders = {};
// used for cacheing.. sure there is a better way!
if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) {
SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = uid();
}
this.glShaderKey = SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc];
this.padding = 4;
this.resolution = 1;
this.enabled = true;
this.autoFit = true;
}
/**
* Applies the filter
*
* @param {FilterManager} filterManager - The renderer to retrieve the filter from
* @param {RenderTarget} input - The input render target.
* @param {RenderTarget} output - The target to output to.
* @param {boolean} clear - Should the output be cleared before rendering to it
* @param {object} [currentState] - It's current state of filter.
* There are some useful properties in the currentState :
* target, filters, sourceFrame, destinationFrame, renderTarget, resolution
*/
apply(filterManager, input: RenderTarget, output: RenderTarget, clear: boolean) {
filterManager.applyFilter(this, input, output, clear);
}
/**
* The default vertex shader source
*
* @static
* @constant
*/
private static get defaultVertexSrc() {
return [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'uniform mat3 projectionMatrix;',
'uniform mat3 filterMatrix;',
'varying vec2 vTextureCoord;',
'varying vec2 vFilterCoord;',
'void main(void){',
' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);',
' vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;',
' vTextureCoord = aTextureCoord ;',
'}',
].join('\n');
}
/**
* The default fragment shader source
*
* @static
* @constant
*/
private static get defaultFragmentSrc() {
return [
'varying vec2 vTextureCoord;',
'varying vec2 vFilterCoord;',
'uniform sampler2D uSampler;',
'uniform sampler2D filterSampler;',
'void main(void){',
' vec4 masky = texture2D(filterSampler, vFilterCoord);',
' vec4 sample = texture2D(uSampler, vTextureCoord);',
' vec4 color;',
' if(mod(vFilterCoord.x, 1.0) > 0.5)',
' {',
' color = vec4(1.0, 0.0, 0.0, 1.0);',
' }',
' else',
' {',
' color = vec4(0.0, 1.0, 0.0, 1.0);',
' }',
// ' gl_FragColor = vec4(mod(vFilterCoord.x, 1.5), vFilterCoord.y,0.0,1.0);',
' gl_FragColor = mix(sample, masky, 0.5);',
' gl_FragColor *= sample.a;',
'}',
].join('\n');
}
}
import Filter from "../Filter";
import { defaultVert } from "../defaultVerts";
const adjustmentFrag = [
"precision mediump float;",
'varying vec2 vTextureCoord;',
'uniform sampler2D uSampler;',
'uniform float gamma;',
'uniform float contrast;',
'uniform float saturation;',
'uniform float brightness;',
'uniform float red;',
'uniform float green;',
'uniform float blue;',
'uniform float alpha;',
'void main(void)',
'{',
'vec4 c = texture2D(uSampler, vTextureCoord);',
'if (c.a > 0.0) {',
'c.rgb /= c.a;',
'vec3 rgb = pow(c.rgb, vec3(1. / gamma));',
'rgb = mix(vec3(.5), mix(vec3(dot(vec3(.2125, .7154, .0721), rgb)), rgb, saturation), contrast);',
'rgb.r *= red;',
'rgb.g *= green;',
'rgb.b *= blue;',
'c.rgb = rgb * brightness;',
'c.rgb *= c.a;',
'}',
'gl_FragColor = c * alpha;',
'}'
].join("\n")
interface OptionsInt {
gamma?: number;
saturation?: number;
contrast?: number;
brightness?: number;
red?: number;
green?: number;
blue?: number;
alpha?: number;
}
/**
*
* @param {object} [options] - The optional parameters of the filter.
* @param {number} [options.gamma=1] - The amount of luminance
* @param {number} [options.saturation=1] - The amount of color saturation
* @param {number} [options.contrast=1] - The amount of contrast
* @param {number} [options.brightness=1] - The overall brightness
* @param {number} [options.red=1] - The multipled red channel
* @param {number} [options.green=1] - The multipled green channel
* @param {number} [options.blue=1] - The multipled blue channel
* @param {number} [options.alpha=1] - The overall alpha amount
*/
export class AdjustmentFilter extends Filter {
/**
* The amount of luminance
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
gamma: number = 1;
/**
* The amount of saturation
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
saturation: number = 1;
/**
* The amount of contrast
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
contrast: number = 1;
/**
* The amount of brightness
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
brightness: number = 1;
/**
* The amount of red channel
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
red: number = 1;
/**
* The amount of green channel
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
green: number = 1;
/**
* The amount of blue channel
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
blue: number = 1;
/**
* The amount of alpha channel
* @member {number}
* @memberof filters.AdjustmentFilter#
* @default 1
*/
alpha: number = 1;
constructor(options?: OptionsInt) {
super(defaultVert, adjustmentFrag);
if (typeof options == "object") {
Object.keys(options).forEach(e => { this[e] = options[e]; });
}
}
/**
* Override existing apply method in Filter
* @private
*/
apply(filterManager, input, output, clear) {
this.uniforms.gamma = Math.max(this.gamma, 0.0001);
this.uniforms.saturation = this.saturation;
this.uniforms.contrast = this.contrast;
this.uniforms.brightness = this.brightness;
this.uniforms.red = this.red;
this.uniforms.green = this.green;
this.uniforms.blue = this.blue;
this.uniforms.alpha = this.alpha;
filterManager.applyFilter(this, input, output, clear);
}
}
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import Filter from "../Filter";
import { defaultVert } from "../defaultVerts";
const extractBrightnessFrag = [
"precision mediump float;",
'uniform sampler2D uSampler;',
'varying vec2 vTextureCoord;',
'uniform float threshold;',
'void main() {',
'vec4 color = texture2D(uSampler, vTextureCoord);',
// A simple & fast algorithm for getting brightness.
// It's inaccuracy , but good enought for this feature.
'float _max = max(max(color.r, color.g), color.b);',
'float _min = min(min(color.r, color.g), color.b);',
'float brightness = (_max + _min) * 0.5;',
'if(brightness > threshold) {',
'gl_FragColor = color;',
'} else {',
'gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);',
'}',
'}'
].join("\n")
/**
* Internal filter for AdvancedBloomFilter to get brightness.
* @class
* @private
* @param {number} [threshold=0.5] Defines how bright a color needs to be extracted.
*/
export class ExtractBrightnessFilter extends Filter {
constructor(threshold = 0.5) {
super(defaultVert, extractBrightnessFrag);
this.threshold = threshold;
}
/**
* Defines how bright a color needs to be extracted.
*
* @member {number}
* @default 0.5
*/
get threshold() {
return this.uniforms.threshold;
}
set threshold(value) {
this.uniforms.threshold = value;
}
}
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export default function getMaxBlurKernelSize(gl) {
const maxVaryings = (gl.getParameter(gl.MAX_VARYING_VECTORS));
let kernelSize = 15;
while (kernelSize > maxVaryings) {
kernelSize -= 2;
}
return kernelSize;
}
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export { default as Graphics } from "./Graphics";
// export * from "./GraphicsData";//暂时不导。外部用不到暂时
export * from "./Shape";
\ No newline at end of file
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export {default as Circle} from './Circle';
export {default as Ellipse} from './Ellipse';
export {default as Polygon} from './Polygon';
export {default as RoundedRectangle} from './RoundedRectangle';
\ No newline at end of file
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export * from "./Loader"
\ No newline at end of file
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export { Matrix } from './Matrix';
export { Point } from './Point';
export { ObservablePoint } from './ObservablePoint';
export { Rectangle } from './Rectangle';
// export {default as Transform} from './Transform';
export { default as Transform } from './Transform';
export { default as GroupD8 } from './GroupD8';
\ No newline at end of file
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