feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)

* feat(platform-common): 添加WASM加载器和环境检测API

* feat(rapier2d): 新增Rapier2D WASM绑定包

* feat(physics-rapier2d): 添加跨平台WASM加载器

* feat(asset-system): 添加运行时资产目录和bundle格式

* feat(asset-system-editor): 新增编辑器资产管理包

* feat(editor-core): 添加构建系统和模块管理

* feat(editor-app): 重构浏览器预览使用import maps

* feat(platform-web): 添加BrowserRuntime和资产读取

* feat(engine): 添加材质系统和着色器管理

* feat(material): 新增材质系统和着色器编辑器

* feat(tilemap): 增强tilemap编辑器和动画系统

* feat(modules): 添加module.json配置

* feat(core): 添加module.json和类型定义更新

* chore: 更新依赖和构建配置

* refactor(plugins): 更新插件模板使用ModuleManifest

* chore: 添加第三方依赖库

* chore: 移除BehaviourTree-ai和ecs-astar子模块

* docs: 更新README和文档主题样式

* fix: 修复Rust文档测试和添加rapier2d WASM绑定

* fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题

* feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea)

* fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖

* fix: 添加缺失的包依赖修复CI构建

* fix: 修复CodeQL检测到的代码问题

* fix: 修复构建错误和缺失依赖

* fix: 修复类型检查错误

* fix(material-system): 修复tsconfig配置支持TypeScript项目引用

* fix(editor-core): 修复Rollup构建配置添加tauri external

* fix: 修复CodeQL检测到的代码问题

* fix: 修复CodeQL检测到的代码问题
This commit is contained in:
YHH
2025-12-03 22:15:22 +08:00
committed by GitHub
parent caf7622aa0
commit 63f006ab62
496 changed files with 77601 additions and 4067 deletions

View File

@@ -185,6 +185,7 @@ impl Engine {
texture_ids: &[u32],
uvs: &[f32],
colors: &[u32],
material_ids: &[u32],
) -> Result<()> {
// Debug: log once
use std::sync::atomic::{AtomicBool, Ordering};
@@ -199,6 +200,7 @@ impl Engine {
texture_ids,
uvs,
colors,
material_ids,
&self.texture_manager,
)
}
@@ -533,4 +535,176 @@ impl Engine {
pub fn viewport_ids(&self) -> Vec<String> {
self.viewport_manager.viewport_ids().into_iter().cloned().collect()
}
// ===== Shader Management =====
// ===== 着色器管理 =====
/// Compile and register a custom shader.
/// 编译并注册自定义着色器。
pub fn compile_shader(
&mut self,
vertex_source: &str,
fragment_source: &str,
) -> Result<u32> {
self.renderer.compile_shader(self.context.gl(), vertex_source, fragment_source)
}
/// Compile a shader with a specific ID.
/// 使用特定ID编译着色器。
pub fn compile_shader_with_id(
&mut self,
shader_id: u32,
vertex_source: &str,
fragment_source: &str,
) -> Result<()> {
self.renderer.compile_shader_with_id(self.context.gl(), shader_id, vertex_source, fragment_source)
}
/// Check if a shader exists.
/// 检查着色器是否存在。
pub fn has_shader(&self, shader_id: u32) -> bool {
self.renderer.has_shader(shader_id)
}
/// Remove a shader.
/// 移除着色器。
pub fn remove_shader(&mut self, shader_id: u32) -> bool {
self.renderer.remove_shader(shader_id)
}
// ===== Material Management =====
// ===== 材质管理 =====
/// Create and register a new material.
/// 创建并注册新材质。
pub fn create_material(
&mut self,
name: &str,
shader_id: u32,
blend_mode: u8,
) -> u32 {
use crate::renderer::material::{Material, BlendMode};
let blend = match blend_mode {
0 => BlendMode::None,
1 => BlendMode::Alpha,
2 => BlendMode::Additive,
3 => BlendMode::Multiply,
4 => BlendMode::Screen,
5 => BlendMode::PremultipliedAlpha,
_ => BlendMode::Alpha,
};
let mut material = Material::with_shader(name, shader_id);
material.blend_mode = blend;
self.renderer.register_material(material)
}
/// Create a material with a specific ID.
/// 使用特定ID创建材质。
pub fn create_material_with_id(
&mut self,
material_id: u32,
name: &str,
shader_id: u32,
blend_mode: u8,
) {
use crate::renderer::material::{Material, BlendMode};
let blend = match blend_mode {
0 => BlendMode::None,
1 => BlendMode::Alpha,
2 => BlendMode::Additive,
3 => BlendMode::Multiply,
4 => BlendMode::Screen,
5 => BlendMode::PremultipliedAlpha,
_ => BlendMode::Alpha,
};
let mut material = Material::with_shader(name, shader_id);
material.blend_mode = blend;
self.renderer.register_material_with_id(material_id, material);
}
/// Check if a material exists.
/// 检查材质是否存在。
pub fn has_material(&self, material_id: u32) -> bool {
self.renderer.has_material(material_id)
}
/// Remove a material.
/// 移除材质。
pub fn remove_material(&mut self, material_id: u32) -> bool {
self.renderer.remove_material(material_id)
}
/// Set a material's float uniform.
/// 设置材质的浮点uniform。
pub fn set_material_float(&mut self, material_id: u32, name: &str, value: f32) -> bool {
self.renderer.set_material_float(material_id, name, value)
}
/// Set a material's vec2 uniform.
/// 设置材质的vec2 uniform。
pub fn set_material_vec2(&mut self, material_id: u32, name: &str, x: f32, y: f32) -> bool {
if let Some(material) = self.renderer.get_material_mut(material_id) {
material.uniforms.set_vec2(name, x, y);
true
} else {
false
}
}
/// Set a material's vec3 uniform.
/// 设置材质的vec3 uniform。
pub fn set_material_vec3(&mut self, material_id: u32, name: &str, x: f32, y: f32, z: f32) -> bool {
if let Some(material) = self.renderer.get_material_mut(material_id) {
material.uniforms.set_vec3(name, x, y, z);
true
} else {
false
}
}
/// Set a material's vec4 uniform.
/// 设置材质的vec4 uniform。
pub fn set_material_vec4(&mut self, material_id: u32, name: &str, x: f32, y: f32, z: f32, w: f32) -> bool {
self.renderer.set_material_vec4(material_id, name, x, y, z, w)
}
/// Set a material's color uniform.
/// 设置材质的颜色uniform。
pub fn set_material_color(&mut self, material_id: u32, name: &str, r: f32, g: f32, b: f32, a: f32) -> bool {
if let Some(material) = self.renderer.get_material_mut(material_id) {
material.uniforms.set_color(name, r, g, b, a);
true
} else {
false
}
}
/// Set a material's blend mode.
/// 设置材质的混合模式。
pub fn set_material_blend_mode(&mut self, material_id: u32, blend_mode: u8) -> bool {
use crate::renderer::material::BlendMode;
let blend = match blend_mode {
0 => BlendMode::None,
1 => BlendMode::Alpha,
2 => BlendMode::Additive,
3 => BlendMode::Multiply,
4 => BlendMode::Screen,
5 => BlendMode::PremultipliedAlpha,
_ => return false,
};
if let Some(material) = self.renderer.get_material_mut(material_id) {
material.blend_mode = blend;
true
} else {
false
}
}
}