feat(core): 添加module.json和类型定义更新

This commit is contained in:
yhh
2025-12-03 16:20:59 +08:00
parent 37ab494e4a
commit 13cb670a16
25 changed files with 1107 additions and 198 deletions

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@@ -58,6 +58,7 @@ export class EngineBridge implements IEngineBridge {
private textureIdBuffer: Uint32Array;
private uvBuffer: Float32Array;
private colorBuffer: Uint32Array;
private materialIdBuffer: Uint32Array;
// Statistics | 统计信息
private stats: EngineStats = {
@@ -92,6 +93,7 @@ export class EngineBridge implements IEngineBridge {
this.textureIdBuffer = new Uint32Array(maxSprites);
this.uvBuffer = new Float32Array(maxSprites * 4); // u0, v0, u1, v1
this.colorBuffer = new Uint32Array(maxSprites);
this.materialIdBuffer = new Uint32Array(maxSprites);
}
/**
@@ -235,6 +237,9 @@ export class EngineBridge implements IEngineBridge {
// Color | 颜色
this.colorBuffer[i] = sprite.color;
// Material ID (0 = default) | 材质ID0 = 默认)
this.materialIdBuffer[i] = sprite.materialId ?? 0;
}
// Submit to engine (single WASM call) | 提交到引擎单次WASM调用
@@ -242,7 +247,8 @@ export class EngineBridge implements IEngineBridge {
this.transformBuffer.subarray(0, count * 7),
this.textureIdBuffer.subarray(0, count),
this.uvBuffer.subarray(0, count * 4),
this.colorBuffer.subarray(0, count)
this.colorBuffer.subarray(0, count),
this.materialIdBuffer.subarray(0, count)
);
this.stats.spriteCount = count;

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@@ -74,10 +74,14 @@ export class RenderBatcher {
* @returns Sorted array of sprites | 排序后的精灵数组
*/
getSprites(): SpriteRenderData[] {
// Sort by texture ID for better batching (fewer texture switches)
// 按纹理ID排序以获得更好的批处理效果(减少纹理切换)
// Sort by material ID first, then texture ID for better batching
// 先按材质ID排序按纹理ID排序以获得更好的批处理效果
if (!this.sortByZ) {
this.sprites.sort((a, b) => a.textureId - b.textureId);
this.sprites.sort((a, b) => {
const materialDiff = (a.materialId || 0) - (b.materialId || 0);
if (materialDiff !== 0) return materialDiff;
return a.textureId - b.textureId;
});
}
return this.sprites;
}

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@@ -7,6 +7,7 @@ import { Entity, Component } from '@esengine/ecs-framework';
import type { EngineBridge } from './EngineBridge';
import { RenderBatcher } from './RenderBatcher';
import { SpriteComponent } from '@esengine/sprite';
import { getMaterialManager } from '@esengine/material-system';
import type { SpriteRenderData } from '../types';
/**
@@ -108,6 +109,14 @@ export class SpriteRenderHelper {
// Convert hex color string to packed RGBA
const color = this.hexToPackedColor(sprite.color, sprite.alpha);
// Get material ID from path (0 = default if not found or no path specified)
const materialId = sprite.material
? getMaterialManager().getMaterialIdByPath(sprite.material)
: 0;
// Collect material overrides if any
const hasOverrides = sprite.hasOverrides();
const renderData: SpriteRenderData = {
x: transform.position.x,
y: transform.position.y,
@@ -118,7 +127,10 @@ export class SpriteRenderHelper {
originY: sprite.originY,
textureId: sprite.textureId,
uv,
color
color,
materialId,
// Only include overrides if there are any
...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
};
this.batcher.addSprite(renderData);

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@@ -5,8 +5,10 @@
import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
import { TransformComponent } from '@esengine/engine-core';
import { Color } from '@esengine/ecs-framework-math';
import { SpriteComponent } from '@esengine/sprite';
import { CameraComponent } from '@esengine/camera';
import { getMaterialManager } from '@esengine/material-system';
import type { EngineBridge } from '../core/EngineBridge';
import { RenderBatcher } from '../core/RenderBatcher';
import type { SpriteRenderData } from '../types';
@@ -279,7 +281,7 @@ export class EngineRenderSystem extends EntitySystem {
: (typeof transform.rotation === 'number' ? transform.rotation : transform.rotation.z);
// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
const color = this.hexToPackedColor(sprite.color, sprite.alpha);
const color = Color.packHexAlpha(sprite.color, sprite.alpha);
// Get texture ID from sprite component
// 从精灵组件获取纹理ID
@@ -290,6 +292,16 @@ export class EngineRenderSystem extends EntitySystem {
textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
}
// Get material ID from path (0 = default if not found or no path specified)
// 从路径获取材质 ID0 = 默认,如果未找到或未指定路径)
const materialId = sprite.material
? getMaterialManager().getMaterialIdByPath(sprite.material)
: 0;
// Collect material overrides if any
// 收集材质覆盖(如果有)
const hasOverrides = sprite.hasOverrides();
// Pass actual display dimensions (sprite size * world transform scale)
// 传递实际显示尺寸sprite尺寸 * 世界变换缩放)
const renderData: SpriteRenderData = {
@@ -302,7 +314,11 @@ export class EngineRenderSystem extends EntitySystem {
originY: sprite.anchorY,
textureId,
uv,
color
color,
materialId,
// Only include overrides if there are any
// 仅在有覆盖时包含
...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
};
renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
@@ -1054,32 +1070,6 @@ export class EngineRenderSystem extends EntitySystem {
return this.transformMode;
}
/**
* Convert hex color string to packed RGBA.
* 将十六进制颜色字符串转换为打包的RGBA。
*/
private hexToPackedColor(hex: string, alpha: number): number {
let r = 255, g = 255, b = 255;
if (typeof hex === 'string' && hex.startsWith('#')) {
const hexValue = hex.slice(1);
if (hexValue.length === 3) {
r = parseInt(hexValue[0] + hexValue[0], 16);
g = parseInt(hexValue[1] + hexValue[1], 16);
b = parseInt(hexValue[2] + hexValue[2], 16);
} else if (hexValue.length === 6) {
r = parseInt(hexValue.slice(0, 2), 16);
g = parseInt(hexValue.slice(2, 4), 16);
b = parseInt(hexValue.slice(4, 6), 16);
}
}
const a = Math.round(alpha * 255);
// Pack as 0xAABBGGRR for WebGL
return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
}
/**
* Register a render data provider.
* 注册渲染数据提供者。

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@@ -3,6 +3,23 @@
* 引擎桥接层的类型定义。
*/
/**
* Material property override for rendering.
* 用于渲染的材质属性覆盖。
*/
export interface MaterialPropertyOverride {
/** Uniform type. | Uniform 类型。 */
type: 'float' | 'vec2' | 'vec3' | 'vec4' | 'color' | 'int';
/** Uniform value. | Uniform 值。 */
value: number | number[];
}
/**
* Material overrides map.
* 材质覆盖映射。
*/
export type MaterialOverrides = Record<string, MaterialPropertyOverride>;
/**
* Sprite render data for batch submission.
* 用于批量提交的精灵渲染数据。
@@ -28,6 +45,13 @@ export interface SpriteRenderData {
uv: [number, number, number, number];
/** Packed RGBA color. | 打包的RGBA颜色。 */
color: number;
/** Material ID (0 = default material). | 材质ID0 = 默认材质)。 */
materialId?: number;
/**
* Material property overrides (instance level).
* 材质属性覆盖(实例级别)。
*/
materialOverrides?: MaterialOverrides;
}
/**

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@@ -23,6 +23,11 @@ export class GameEngine {
* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
*/
getCamera(): Float32Array;
/**
* Check if a shader exists.
* 检查着色器是否存在。
*/
hasShader(shader_id: number): boolean;
/**
* Set camera position, zoom, and rotation.
* 设置相机位置、缩放和旋转。
@@ -42,6 +47,11 @@ export class GameEngine {
* * `key_code` - The key code to check | 要检查的键码
*/
isKeyDown(key_code: string): boolean;
/**
* Check if a material exists.
* 检查材质是否存在。
*/
hasMaterial(material_id: number): boolean;
/**
* Load a texture from URL.
* 从URL加载纹理。
@@ -64,6 +74,11 @@ export class GameEngine {
* 适用于微信小游戏等环境。
*/
static fromExternal(gl_context: any, width: number, height: number): GameEngine;
/**
* Remove a shader.
* 移除着色器。
*/
removeShader(shader_id: number): boolean;
/**
* Set grid visibility.
* 设置网格可见性。
@@ -90,6 +105,18 @@ export class GameEngine {
* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
*/
addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
/**
* Compile and register a custom shader.
* 编译并注册自定义着色器。
*
* # Arguments | 参数
* * `vertex_source` - Vertex shader GLSL source | 顶点着色器GLSL源代码
* * `fragment_source` - Fragment shader GLSL source | 片段着色器GLSL源代码
*
* # Returns | 返回
* The shader ID for referencing this shader | 用于引用此着色器的ID
*/
compileShader(vertex_source: string, fragment_source: string): number;
/**
* Render sprites as overlay (without clearing screen).
* 渲染精灵作为叠加层(不清除屏幕)。
@@ -98,6 +125,24 @@ export class GameEngine {
* 用于在世界内容上渲染 UI。
*/
renderOverlay(): void;
/**
* Create and register a new material.
* 创建并注册新材质。
*
* # Arguments | 参数
* * `name` - Material name for debugging | 材质名称(用于调试)
* * `shader_id` - Shader ID to use | 使用的着色器ID
* * `blend_mode` - Blend mode: 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
*
* # Returns | 返回
* The material ID for referencing this material | 用于引用此材质的ID
*/
createMaterial(name: string, shader_id: number, blend_mode: number): number;
/**
* Remove a material.
* 移除材质。
*/
removeMaterial(material_id: number): boolean;
/**
* Resize a specific viewport.
* 调整特定视口大小。
@@ -140,11 +185,36 @@ export class GameEngine {
* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
*/
registerViewport(id: string, canvas_id: string): void;
/**
* Set a material's vec2 uniform.
* 设置材质的vec2 uniform。
*/
setMaterialVec2(material_id: number, name: string, x: number, y: number): boolean;
/**
* Set a material's vec3 uniform.
* 设置材质的vec3 uniform。
*/
setMaterialVec3(material_id: number, name: string, x: number, y: number, z: number): boolean;
/**
* Set a material's vec4 uniform (also used for colors).
* 设置材质的vec4 uniform也用于颜色
*/
setMaterialVec4(material_id: number, name: string, x: number, y: number, z: number, w: number): boolean;
/**
* Render to a specific viewport.
* 渲染到特定视口。
*/
renderToViewport(viewport_id: string): void;
/**
* Set a material's color uniform (RGBA, 0.0-1.0).
* 设置材质的颜色uniformRGBA0.0-1.0)。
*/
setMaterialColor(material_id: number, name: string, r: number, g: number, b: number, a: number): boolean;
/**
* Set a material's float uniform.
* 设置材质的浮点uniform。
*/
setMaterialFloat(material_id: number, name: string, value: number): boolean;
/**
* Set transform tool mode.
* 设置变换工具模式。
@@ -191,8 +261,9 @@ export class GameEngine {
* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
* * `material_ids` - Uint32Array of material IDs (0 = default) | 材质ID数组0 = 默认)
*/
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array): void;
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array, material_ids: Uint32Array): void;
/**
* Unregister a viewport.
* 注销视口。
@@ -206,6 +277,11 @@ export class GameEngine {
* * `path` - Image path/URL to load | 要加载的图片路径/URL
*/
loadTextureByPath(path: string): number;
/**
* Compile a shader with a specific ID.
* 使用特定ID编译着色器。
*/
compileShaderWithId(shader_id: number, vertex_source: string, fragment_source: string): void;
/**
* Get texture ID by path.
* 按路径获取纹理ID。
@@ -214,6 +290,19 @@ export class GameEngine {
* * `path` - Image path to lookup | 要查找的图片路径
*/
getTextureIdByPath(path: string): number | undefined;
/**
* Create a material with a specific ID.
* 使用特定ID创建材质。
*/
createMaterialWithId(material_id: number, name: string, shader_id: number, blend_mode: number): void;
/**
* Set a material's blend mode.
* 设置材质的混合模式。
*
* # Arguments | 参数
* * `blend_mode` - 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
*/
setMaterialBlendMode(material_id: number, blend_mode: number): boolean;
/**
* Create a new game engine instance.
* 创建新的游戏引擎实例。
@@ -272,18 +361,26 @@ export interface InitOutput {
readonly gameengine_addGizmoLine: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_compileShader: (a: number, b: number, c: number, d: number, e: number) => [number, number, number];
readonly gameengine_compileShaderWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => [number, number];
readonly gameengine_createMaterial: (a: number, b: number, c: number, d: number, e: number) => number;
readonly gameengine_createMaterialWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
readonly gameengine_getCamera: (a: number) => [number, number];
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
readonly gameengine_getViewportIds: (a: number) => [number, number];
readonly gameengine_hasMaterial: (a: number, b: number) => number;
readonly gameengine_hasShader: (a: number, b: number) => number;
readonly gameengine_height: (a: number) => number;
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_new: (a: number, b: number) => [number, number, number];
readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
readonly gameengine_removeMaterial: (a: number, b: number) => number;
readonly gameengine_removeShader: (a: number, b: number) => number;
readonly gameengine_render: (a: number) => [number, number];
readonly gameengine_renderOverlay: (a: number) => [number, number];
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
@@ -292,12 +389,18 @@ export interface InitOutput {
readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setMaterialBlendMode: (a: number, b: number, c: number) => number;
readonly gameengine_setMaterialColor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
readonly gameengine_setMaterialFloat: (a: number, b: number, c: number, d: number, e: number) => number;
readonly gameengine_setMaterialVec2: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly gameengine_setMaterialVec3: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
readonly gameengine_setMaterialVec4: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
readonly gameengine_setShowGizmos: (a: number, b: number) => void;
readonly gameengine_setShowGrid: (a: number, b: number) => void;
readonly gameengine_setTransformMode: (a: number, b: number) => void;
readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => [number, number];
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => [number, number];
readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
readonly gameengine_updateInput: (a: number) => void;
readonly gameengine_width: (a: number) => number;