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:
23
packages/material-system/module.json
Normal file
23
packages/material-system/module.json
Normal file
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"id": "material-system",
|
||||
"name": "@esengine/material-system",
|
||||
"displayName": "Material System",
|
||||
"description": "Material and shader system | 材质和着色器系统",
|
||||
"version": "1.0.0",
|
||||
"category": "Rendering",
|
||||
"icon": "Palette",
|
||||
"tags": ["material", "shader", "rendering"],
|
||||
"isCore": true,
|
||||
"defaultEnabled": true,
|
||||
"isEngineModule": true,
|
||||
"canContainContent": true,
|
||||
"platforms": ["web", "desktop"],
|
||||
"dependencies": ["core", "asset-system"],
|
||||
"exports": {
|
||||
"other": ["Material", "Shader", "MaterialManager"]
|
||||
},
|
||||
"editorPackage": "@esengine/material-editor",
|
||||
"requiresWasm": false,
|
||||
"outputPath": "dist/index.js",
|
||||
"pluginExport": "MaterialSystemPlugin"
|
||||
}
|
||||
48
packages/material-system/package.json
Normal file
48
packages/material-system/package.json
Normal file
@@ -0,0 +1,48 @@
|
||||
{
|
||||
"name": "@esengine/material-system",
|
||||
"version": "1.0.0",
|
||||
"description": "Material and shader system for ES Engine",
|
||||
"esengine": {
|
||||
"plugin": true,
|
||||
"pluginExport": "MaterialSystemPlugin",
|
||||
"category": "rendering",
|
||||
"isEnginePlugin": true
|
||||
},
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
"type": "module",
|
||||
"exports": {
|
||||
".": {
|
||||
"types": "./dist/index.d.ts",
|
||||
"import": "./dist/index.js"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
"dist"
|
||||
],
|
||||
"scripts": {
|
||||
"build": "tsup",
|
||||
"build:watch": "tsup --watch",
|
||||
"type-check": "tsc --noEmit",
|
||||
"clean": "rimraf dist"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/asset-system": "workspace:*",
|
||||
"@esengine/engine-core": "workspace:*",
|
||||
"@esengine/build-config": "workspace:*",
|
||||
"rimraf": "^5.0.5",
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.3.3"
|
||||
},
|
||||
"keywords": [
|
||||
"ecs",
|
||||
"material",
|
||||
"shader",
|
||||
"webgl",
|
||||
"rendering"
|
||||
],
|
||||
"author": "yhh",
|
||||
"license": "MIT"
|
||||
}
|
||||
276
packages/material-system/src/Material.ts
Normal file
276
packages/material-system/src/Material.ts
Normal file
@@ -0,0 +1,276 @@
|
||||
/**
|
||||
* Material class for managing rendering properties.
|
||||
* 用于管理渲染属性的材质类。
|
||||
*/
|
||||
|
||||
import { BlendMode, CullMode, UniformType, UniformValue, MaterialDefinition } from './types';
|
||||
|
||||
/**
|
||||
* Material class that holds shader reference and uniform values.
|
||||
* 持有着色器引用和uniform值的材质类。
|
||||
*/
|
||||
export class Material {
|
||||
/** Material ID assigned by the engine | 引擎分配的材质ID */
|
||||
private _id: number = -1;
|
||||
|
||||
/** Material name for debugging | 材质名称(用于调试) */
|
||||
public name: string;
|
||||
|
||||
/** Shader ID to use | 使用的着色器ID */
|
||||
public shaderId: number;
|
||||
|
||||
/** Blend mode | 混合模式 */
|
||||
public blendMode: BlendMode;
|
||||
|
||||
/** Cull mode | 剔除模式 */
|
||||
public cullMode: CullMode;
|
||||
|
||||
/** Depth test enabled | 是否启用深度测试 */
|
||||
public depthTest: boolean;
|
||||
|
||||
/** Depth write enabled | 是否启用深度写入 */
|
||||
public depthWrite: boolean;
|
||||
|
||||
/** Material uniform values | 材质uniform值 */
|
||||
private uniforms: Map<string, UniformValue> = new Map();
|
||||
|
||||
/** Texture references by uniform name | 按uniform名称引用的纹理 */
|
||||
private textures: Map<string, string> = new Map();
|
||||
|
||||
/** Whether the material needs to sync with engine | 材质是否需要与引擎同步 */
|
||||
private _dirty: boolean = true;
|
||||
|
||||
constructor(name: string = 'Material', shaderId: number = 0) {
|
||||
this.name = name;
|
||||
this.shaderId = shaderId;
|
||||
this.blendMode = BlendMode.Alpha;
|
||||
this.cullMode = CullMode.None;
|
||||
this.depthTest = false;
|
||||
this.depthWrite = false;
|
||||
}
|
||||
|
||||
/** Get the material ID | 获取材质ID */
|
||||
get id(): number {
|
||||
return this._id;
|
||||
}
|
||||
|
||||
/** Set the material ID (called by MaterialManager) | 设置材质ID(由MaterialManager调用) */
|
||||
set id(value: number) {
|
||||
this._id = value;
|
||||
}
|
||||
|
||||
/** Check if material is dirty | 检查材质是否为脏 */
|
||||
get dirty(): boolean {
|
||||
return this._dirty;
|
||||
}
|
||||
|
||||
/** Mark material as clean | 标记材质为干净 */
|
||||
markClean(): void {
|
||||
this._dirty = false;
|
||||
}
|
||||
|
||||
// ============= Uniform Setters =============
|
||||
// ============= Uniform设置方法 =============
|
||||
|
||||
/**
|
||||
* Set a float uniform.
|
||||
* 设置浮点uniform。
|
||||
*/
|
||||
setFloat(name: string, value: number): this {
|
||||
this.uniforms.set(name, { type: UniformType.Float, value });
|
||||
this._dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a vec2 uniform.
|
||||
* 设置vec2 uniform。
|
||||
*/
|
||||
setVec2(name: string, x: number, y: number): this {
|
||||
this.uniforms.set(name, { type: UniformType.Vec2, value: [x, y] });
|
||||
this._dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a vec3 uniform.
|
||||
* 设置vec3 uniform。
|
||||
*/
|
||||
setVec3(name: string, x: number, y: number, z: number): this {
|
||||
this.uniforms.set(name, { type: UniformType.Vec3, value: [x, y, z] });
|
||||
this._dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a vec4 uniform.
|
||||
* 设置vec4 uniform。
|
||||
*/
|
||||
setVec4(name: string, x: number, y: number, z: number, w: number): this {
|
||||
this.uniforms.set(name, { type: UniformType.Vec4, value: [x, y, z, w] });
|
||||
this._dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a color uniform (RGBA, 0.0-1.0).
|
||||
* 设置颜色uniform(RGBA,0.0-1.0)。
|
||||
*/
|
||||
setColor(name: string, r: number, g: number, b: number, a: number = 1.0): this {
|
||||
this.uniforms.set(name, { type: UniformType.Color, value: [r, g, b, a] });
|
||||
this._dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set an integer uniform.
|
||||
* 设置整数uniform。
|
||||
*/
|
||||
setInt(name: string, value: number): this {
|
||||
this.uniforms.set(name, { type: UniformType.Int, value: Math.floor(value) });
|
||||
this._dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a texture uniform.
|
||||
* 设置纹理uniform。
|
||||
*/
|
||||
setTexture(name: string, texturePath: string): this {
|
||||
this.textures.set(name, texturePath);
|
||||
this._dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
// ============= Uniform Getters =============
|
||||
// ============= Uniform获取方法 =============
|
||||
|
||||
/**
|
||||
* Get a uniform value.
|
||||
* 获取uniform值。
|
||||
*/
|
||||
getUniform(name: string): UniformValue | undefined {
|
||||
return this.uniforms.get(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a texture path.
|
||||
* 获取纹理路径。
|
||||
*/
|
||||
getTexture(name: string): string | undefined {
|
||||
return this.textures.get(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all uniforms.
|
||||
* 获取所有uniform。
|
||||
*/
|
||||
getUniforms(): Map<string, UniformValue> {
|
||||
return this.uniforms;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all textures.
|
||||
* 获取所有纹理。
|
||||
*/
|
||||
getTextures(): Map<string, string> {
|
||||
return this.textures;
|
||||
}
|
||||
|
||||
// ============= Serialization =============
|
||||
// ============= 序列化 =============
|
||||
|
||||
/**
|
||||
* Export to material definition.
|
||||
* 导出为材质定义。
|
||||
*/
|
||||
toDefinition(): MaterialDefinition {
|
||||
const uniformsObj: Record<string, UniformValue> = {};
|
||||
for (const [key, value] of this.uniforms) {
|
||||
uniformsObj[key] = value;
|
||||
}
|
||||
|
||||
const texturesObj: Record<string, string> = {};
|
||||
for (const [key, value] of this.textures) {
|
||||
texturesObj[key] = value;
|
||||
}
|
||||
|
||||
return {
|
||||
name: this.name,
|
||||
shader: this.shaderId,
|
||||
blendMode: this.blendMode,
|
||||
cullMode: this.cullMode,
|
||||
depthTest: this.depthTest,
|
||||
depthWrite: this.depthWrite,
|
||||
uniforms: Object.keys(uniformsObj).length > 0 ? uniformsObj : undefined,
|
||||
textures: Object.keys(texturesObj).length > 0 ? texturesObj : undefined
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Import from material definition.
|
||||
* 从材质定义导入。
|
||||
*/
|
||||
static fromDefinition(def: MaterialDefinition): Material {
|
||||
const material = new Material(def.name, typeof def.shader === 'number' ? def.shader : 0);
|
||||
material.blendMode = def.blendMode ?? BlendMode.Alpha;
|
||||
material.cullMode = def.cullMode ?? CullMode.None;
|
||||
material.depthTest = def.depthTest ?? false;
|
||||
material.depthWrite = def.depthWrite ?? false;
|
||||
|
||||
if (def.uniforms) {
|
||||
for (const [key, value] of Object.entries(def.uniforms)) {
|
||||
material.uniforms.set(key, value);
|
||||
}
|
||||
}
|
||||
|
||||
if (def.textures) {
|
||||
for (const [key, value] of Object.entries(def.textures)) {
|
||||
material.textures.set(key, value);
|
||||
}
|
||||
}
|
||||
|
||||
return material;
|
||||
}
|
||||
|
||||
// ============= Static Factory Methods =============
|
||||
// ============= 静态工厂方法 =============
|
||||
|
||||
/**
|
||||
* Create a default sprite material.
|
||||
* 创建默认精灵材质。
|
||||
*/
|
||||
static sprite(): Material {
|
||||
return new Material('Sprite', 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an additive (glow) material.
|
||||
* 创建加法(发光)材质。
|
||||
*/
|
||||
static additive(): Material {
|
||||
const mat = new Material('Additive', 0);
|
||||
mat.blendMode = BlendMode.Additive;
|
||||
return mat;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a multiply (shadow) material.
|
||||
* 创建乘法(阴影)材质。
|
||||
*/
|
||||
static multiply(): Material {
|
||||
const mat = new Material('Multiply', 0);
|
||||
mat.blendMode = BlendMode.Multiply;
|
||||
return mat;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an unlit/opaque material.
|
||||
* 创建无光照/不透明材质。
|
||||
*/
|
||||
static unlit(): Material {
|
||||
const mat = new Material('Unlit', 0);
|
||||
mat.blendMode = BlendMode.None;
|
||||
return mat;
|
||||
}
|
||||
}
|
||||
788
packages/material-system/src/MaterialManager.ts
Normal file
788
packages/material-system/src/MaterialManager.ts
Normal file
@@ -0,0 +1,788 @@
|
||||
/**
|
||||
* Material manager service.
|
||||
* 材质管理器服务。
|
||||
*
|
||||
* Manages materials and shaders for the rendering system.
|
||||
* 管理渲染系统的材质和着色器。
|
||||
*/
|
||||
|
||||
import { Material } from './Material';
|
||||
import {
|
||||
Shader,
|
||||
DEFAULT_VERTEX_SHADER,
|
||||
DEFAULT_FRAGMENT_SHADER,
|
||||
GRAYSCALE_FRAGMENT_SHADER,
|
||||
TINT_FRAGMENT_SHADER,
|
||||
FLASH_FRAGMENT_SHADER,
|
||||
OUTLINE_FRAGMENT_SHADER
|
||||
} from './Shader';
|
||||
import { BuiltInMaterials, BuiltInShaders, UniformType } from './types';
|
||||
import type { IAssetManager } from '@esengine/asset-system';
|
||||
import { AssetType } from '@esengine/asset-system';
|
||||
import { MaterialLoader, type IMaterialAssetData } from './loaders/MaterialLoader';
|
||||
import { ShaderLoader, type IShaderAssetData } from './loaders/ShaderLoader';
|
||||
import { createLogger } from '@esengine/ecs-framework';
|
||||
|
||||
/** Logger instance for MaterialManager. | MaterialManager的日志实例。 */
|
||||
const logger = createLogger('MaterialManager');
|
||||
|
||||
/**
|
||||
* Engine bridge interface for communicating with Rust engine.
|
||||
* 与Rust引擎通信的引擎桥接接口。
|
||||
*/
|
||||
export interface IEngineBridge {
|
||||
compileShader(vertexSource: string, fragmentSource: string): Promise<number>;
|
||||
compileShaderWithId(shaderId: number, vertexSource: string, fragmentSource: string): Promise<void>;
|
||||
hasShader(shaderId: number): boolean;
|
||||
removeShader(shaderId: number): boolean;
|
||||
|
||||
createMaterial(name: string, shaderId: number, blendMode: number): number;
|
||||
createMaterialWithId(materialId: number, name: string, shaderId: number, blendMode: number): void;
|
||||
hasMaterial(materialId: number): boolean;
|
||||
removeMaterial(materialId: number): boolean;
|
||||
|
||||
setMaterialFloat(materialId: number, name: string, value: number): boolean;
|
||||
setMaterialVec2(materialId: number, name: string, x: number, y: number): boolean;
|
||||
setMaterialVec3(materialId: number, name: string, x: number, y: number, z: number): boolean;
|
||||
setMaterialVec4(materialId: number, name: string, x: number, y: number, z: number, w: number): boolean;
|
||||
setMaterialColor(materialId: number, name: string, r: number, g: number, b: number, a: number): boolean;
|
||||
setMaterialBlendMode(materialId: number, blendMode: number): boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Material manager service.
|
||||
* 材质管理器服务。
|
||||
*
|
||||
* Manages materials, shaders, and their GPU resources.
|
||||
* 管理材质、着色器及其GPU资源。
|
||||
*/
|
||||
export class MaterialManager {
|
||||
/** Registered shaders. | 已注册的着色器。 */
|
||||
private shaders: Map<number, Shader> = new Map();
|
||||
|
||||
/** Shader name to ID mapping. | 着色器名称到ID的映射。 */
|
||||
private shaderNameToId: Map<string, number> = new Map();
|
||||
|
||||
/** Registered materials. | 已注册的材质。 */
|
||||
private materials: Map<number, Material> = new Map();
|
||||
|
||||
/** Material name to ID mapping. | 材质名称到ID的映射。 */
|
||||
private materialNameToId: Map<string, number> = new Map();
|
||||
|
||||
/** Material path to ID mapping. | 材质路径到ID的映射。 */
|
||||
private materialPathToId: Map<string, number> = new Map();
|
||||
|
||||
/** Shader path to ID mapping. | 着色器路径到ID的映射。 */
|
||||
private shaderPathToId: Map<string, number> = new Map();
|
||||
|
||||
/** Pending material loads (path -> promise). | 等待加载的材质(路径 -> Promise)。 */
|
||||
private pendingMaterialLoads: Map<string, Promise<number>> = new Map();
|
||||
|
||||
/** Pending shader loads (path -> promise). | 等待加载的着色器(路径 -> Promise)。 */
|
||||
private pendingShaderLoads: Map<string, Promise<number>> = new Map();
|
||||
|
||||
/** Next shader ID for custom shaders. | 下一个自定义着色器ID。 */
|
||||
private nextShaderId: number = 100;
|
||||
|
||||
/** Next material ID for custom materials. | 下一个自定义材质ID。 */
|
||||
private nextMaterialId: number = 100;
|
||||
|
||||
/** Engine bridge for GPU operations. | 用于GPU操作的引擎桥接。 */
|
||||
private engineBridge: IEngineBridge | null = null;
|
||||
|
||||
/** Asset manager for loading material files. | 用于加载材质文件的资产管理器。 */
|
||||
private assetManager: IAssetManager | null = null;
|
||||
|
||||
constructor() {
|
||||
// Register built-in shaders and materials.
|
||||
// 注册内置着色器和材质。
|
||||
this.registerBuiltInAssets();
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the engine bridge for GPU operations.
|
||||
* 设置用于GPU操作的引擎桥接。
|
||||
*
|
||||
* @param bridge - Engine bridge instance. | 引擎桥接实例。
|
||||
*/
|
||||
setEngineBridge(bridge: IEngineBridge): void {
|
||||
this.engineBridge = bridge;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the asset manager for loading material files.
|
||||
* 设置用于加载材质文件的资产管理器。
|
||||
*
|
||||
* Also registers Material and Shader loaders with the asset manager.
|
||||
* 同时向资产管理器注册材质和着色器加载器。
|
||||
*
|
||||
* @param manager - Asset manager instance. | 资产管理器实例。
|
||||
*/
|
||||
setAssetManager(manager: IAssetManager): void {
|
||||
this.assetManager = manager;
|
||||
|
||||
// Register loaders with asset manager.
|
||||
// 向资产管理器注册加载器。
|
||||
if (manager.registerLoader) {
|
||||
manager.registerLoader(AssetType.Material, new MaterialLoader());
|
||||
manager.registerLoader(AssetType.Shader, new ShaderLoader());
|
||||
logger.info('Registered Material and Shader loaders');
|
||||
}
|
||||
}
|
||||
|
||||
private registerBuiltInAssets(): void {
|
||||
// Built-in shaders
|
||||
const builtInShaders = [
|
||||
{ id: BuiltInShaders.DefaultSprite, name: 'DefaultSprite', vertex: DEFAULT_VERTEX_SHADER, fragment: DEFAULT_FRAGMENT_SHADER },
|
||||
{ id: BuiltInShaders.Grayscale, name: 'Grayscale', vertex: DEFAULT_VERTEX_SHADER, fragment: GRAYSCALE_FRAGMENT_SHADER },
|
||||
{ id: BuiltInShaders.Tint, name: 'Tint', vertex: DEFAULT_VERTEX_SHADER, fragment: TINT_FRAGMENT_SHADER },
|
||||
{ id: BuiltInShaders.Flash, name: 'Flash', vertex: DEFAULT_VERTEX_SHADER, fragment: FLASH_FRAGMENT_SHADER },
|
||||
{ id: BuiltInShaders.Outline, name: 'Outline', vertex: DEFAULT_VERTEX_SHADER, fragment: OUTLINE_FRAGMENT_SHADER },
|
||||
];
|
||||
|
||||
for (const { id, name, vertex, fragment } of builtInShaders) {
|
||||
const shader = new Shader(name, vertex, fragment);
|
||||
shader.id = id;
|
||||
this.shaders.set(id, shader);
|
||||
this.shaderNameToId.set(name, id);
|
||||
}
|
||||
|
||||
// Built-in materials
|
||||
const builtInMaterials = [
|
||||
{ id: BuiltInMaterials.Default, material: Material.sprite() },
|
||||
{ id: BuiltInMaterials.Additive, material: Material.additive() },
|
||||
{ id: BuiltInMaterials.Multiply, material: Material.multiply() },
|
||||
{ id: BuiltInMaterials.Unlit, material: Material.unlit() },
|
||||
];
|
||||
|
||||
for (const { id, material } of builtInMaterials) {
|
||||
material.id = id;
|
||||
this.materials.set(id, material);
|
||||
this.materialNameToId.set(material.name, id);
|
||||
}
|
||||
}
|
||||
|
||||
// ============= Shader Management =============
|
||||
// ============= 着色器管理 =============
|
||||
|
||||
/**
|
||||
* Register a shader.
|
||||
* 注册着色器。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `shader` - Shader instance to register. | 要注册的着色器实例。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Shader ID for referencing this shader. | 用于引用此着色器的ID。
|
||||
*/
|
||||
async registerShader(shader: Shader): Promise<number> {
|
||||
const shaderId = this.nextShaderId++;
|
||||
shader.id = shaderId;
|
||||
|
||||
// Compile on GPU if engine bridge is available
|
||||
if (this.engineBridge) {
|
||||
await this.engineBridge.compileShaderWithId(
|
||||
shaderId,
|
||||
shader.vertexSource,
|
||||
shader.fragmentSource
|
||||
);
|
||||
shader.markCompiled();
|
||||
}
|
||||
|
||||
this.shaders.set(shaderId, shader);
|
||||
this.shaderNameToId.set(shader.name, shaderId);
|
||||
|
||||
return shaderId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a shader by ID.
|
||||
* 按ID获取着色器。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `shaderId` - Shader ID to look up. | 要查找的着色器ID。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Shader instance or undefined if not found. | 着色器实例,未找到则返回 undefined。
|
||||
*/
|
||||
getShader(shaderId: number): Shader | undefined {
|
||||
return this.shaders.get(shaderId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a shader by name.
|
||||
* 按名称获取着色器。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `name` - Shader name to look up. | 要查找的着色器名称。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Shader instance or undefined if not found. | 着色器实例,未找到则返回 undefined。
|
||||
*/
|
||||
getShaderByName(name: string): Shader | undefined {
|
||||
const id = this.shaderNameToId.get(name);
|
||||
return id !== undefined ? this.shaders.get(id) : undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a shader exists.
|
||||
* 检查着色器是否存在。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `shaderId` - Shader ID to check. | 要检查的着色器ID。
|
||||
*/
|
||||
hasShader(shaderId: number): boolean {
|
||||
return this.shaders.has(shaderId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove a shader.
|
||||
* 移除着色器。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `shaderId` - Shader ID to remove. | 要移除的着色器ID。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* True if shader was removed, false if not found or is built-in. | 移除成功返回 true,未找到或是内置着色器返回 false。
|
||||
*/
|
||||
removeShader(shaderId: number): boolean {
|
||||
if (shaderId < 100) {
|
||||
logger.warn('Cannot remove built-in shader:', shaderId);
|
||||
return false;
|
||||
}
|
||||
|
||||
const shader = this.shaders.get(shaderId);
|
||||
if (shader) {
|
||||
this.shaderNameToId.delete(shader.name);
|
||||
this.shaders.delete(shaderId);
|
||||
|
||||
if (this.engineBridge) {
|
||||
this.engineBridge.removeShader(shaderId);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// ============= Path-based Shader Loading =============
|
||||
// ============= 基于路径的着色器加载 =============
|
||||
|
||||
/**
|
||||
* Get shader ID by file path.
|
||||
* 通过文件路径获取着色器ID。
|
||||
*
|
||||
* Returns 0 (default shader) if not loaded.
|
||||
* 如果未加载则返回0(默认着色器)。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Shader file path (.shader). | 着色器文件路径(.shader)。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Shader ID or 0 if not found. | 着色器ID,未找到则返回0。
|
||||
*/
|
||||
getShaderIdByPath(path: string): number {
|
||||
if (!path) return 0;
|
||||
return this.shaderPathToId.get(path) ?? 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a shader is loaded from a path.
|
||||
* 检查着色器是否已从路径加载。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Shader file path to check. | 要检查的着色器文件路径。
|
||||
*/
|
||||
hasShaderByPath(path: string): boolean {
|
||||
return this.shaderPathToId.has(path);
|
||||
}
|
||||
|
||||
/**
|
||||
* Load a shader from a .shader file path.
|
||||
* 从 .shader 文件路径加载着色器。
|
||||
*
|
||||
* Uses asset-system for file loading and caches the result.
|
||||
* 使用 asset-system 进行文件加载并缓存结果。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Shader file path. | 着色器文件路径。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Shader ID (0 if load failed). | 着色器ID(加载失败返回0)。
|
||||
*/
|
||||
async loadShaderFromPath(path: string): Promise<number> {
|
||||
// Return cached ID if already loaded.
|
||||
// 如果已加载则返回缓存的ID。
|
||||
const existingId = this.shaderPathToId.get(path);
|
||||
if (existingId !== undefined) {
|
||||
return existingId;
|
||||
}
|
||||
|
||||
// Return pending promise if already loading.
|
||||
// 如果正在加载则返回等待中的 Promise。
|
||||
const pendingLoad = this.pendingShaderLoads.get(path);
|
||||
if (pendingLoad) {
|
||||
return pendingLoad;
|
||||
}
|
||||
|
||||
// Create loading promise.
|
||||
// 创建加载 Promise。
|
||||
const loadPromise = this.doLoadShaderFromPath(path);
|
||||
this.pendingShaderLoads.set(path, loadPromise);
|
||||
|
||||
try {
|
||||
const shaderId = await loadPromise;
|
||||
return shaderId;
|
||||
} finally {
|
||||
this.pendingShaderLoads.delete(path);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal method to load shader from path.
|
||||
* 内部方法,从路径加载着色器。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Shader file path. | 着色器文件路径。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Shader ID, or 0 if load failed. | 着色器ID,加载失败返回0。
|
||||
*/
|
||||
private async doLoadShaderFromPath(path: string): Promise<number> {
|
||||
if (!this.assetManager) {
|
||||
logger.warn('No asset manager set, cannot load shader from path:', path);
|
||||
return 0;
|
||||
}
|
||||
|
||||
try {
|
||||
// Use asset-system to load shader file.
|
||||
// 使用 asset-system 加载着色器文件。
|
||||
const result = await this.assetManager.loadAssetByPath<IShaderAssetData>(path);
|
||||
|
||||
// Get shader from asset data.
|
||||
// 从资产数据获取着色器。
|
||||
const shader = result.asset.shader;
|
||||
if (!shader) {
|
||||
logger.error('Shader asset is null for path:', path);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Register the shader.
|
||||
// 注册着色器。
|
||||
const shaderId = await this.registerShader(shader);
|
||||
|
||||
// Cache path -> ID mapping.
|
||||
// 缓存路径到ID的映射。
|
||||
this.shaderPathToId.set(path, shaderId);
|
||||
|
||||
return shaderId;
|
||||
} catch (error) {
|
||||
logger.error('Failed to load shader from path:', path, error);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Unload a shader loaded from a path.
|
||||
* 卸载从路径加载的着色器。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Shader file path to unload. | 要卸载的着色器文件路径。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* True if unloaded successfully. | 卸载成功返回 true。
|
||||
*/
|
||||
unloadShaderByPath(path: string): boolean {
|
||||
const shaderId = this.shaderPathToId.get(path);
|
||||
if (shaderId === undefined) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.shaderPathToId.delete(path);
|
||||
return this.removeShader(shaderId);
|
||||
}
|
||||
|
||||
// ============= Material Management =============
|
||||
// ============= 材质管理 =============
|
||||
|
||||
/**
|
||||
* Register a material.
|
||||
* 注册材质。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `material` - Material instance to register. | 要注册的材质实例。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Material ID for referencing this material. | 用于引用此材质的ID。
|
||||
*/
|
||||
registerMaterial(material: Material): number {
|
||||
const materialId = this.nextMaterialId++;
|
||||
material.id = materialId;
|
||||
|
||||
// Create on GPU if engine bridge is available
|
||||
if (this.engineBridge) {
|
||||
this.engineBridge.createMaterialWithId(
|
||||
materialId,
|
||||
material.name,
|
||||
material.shaderId,
|
||||
material.blendMode
|
||||
);
|
||||
this.syncMaterialUniforms(material);
|
||||
}
|
||||
|
||||
this.materials.set(materialId, material);
|
||||
this.materialNameToId.set(material.name, materialId);
|
||||
|
||||
return materialId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a material by ID.
|
||||
* 按ID获取材质。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `materialId` - Material ID to look up. | 要查找的材质ID。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Material instance or undefined if not found. | 材质实例,未找到则返回 undefined。
|
||||
*/
|
||||
getMaterial(materialId: number): Material | undefined {
|
||||
return this.materials.get(materialId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a material by name.
|
||||
* 按名称获取材质。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `name` - Material name to look up. | 要查找的材质名称。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Material instance or undefined if not found. | 材质实例,未找到则返回 undefined。
|
||||
*/
|
||||
getMaterialByName(name: string): Material | undefined {
|
||||
const id = this.materialNameToId.get(name);
|
||||
return id !== undefined ? this.materials.get(id) : undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a material exists.
|
||||
* 检查材质是否存在。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `materialId` - Material ID to check. | 要检查的材质ID。
|
||||
*/
|
||||
hasMaterial(materialId: number): boolean {
|
||||
return this.materials.has(materialId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove a material.
|
||||
* 移除材质。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `materialId` - Material ID to remove. | 要移除的材质ID。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* True if material was removed, false if not found or is built-in. | 移除成功返回 true,未找到或是内置材质返回 false。
|
||||
*/
|
||||
removeMaterial(materialId: number): boolean {
|
||||
if (materialId < 100) {
|
||||
logger.warn('Cannot remove built-in material:', materialId);
|
||||
return false;
|
||||
}
|
||||
|
||||
const material = this.materials.get(materialId);
|
||||
if (material) {
|
||||
this.materialNameToId.delete(material.name);
|
||||
this.materials.delete(materialId);
|
||||
|
||||
if (this.engineBridge) {
|
||||
this.engineBridge.removeMaterial(materialId);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sync material uniforms to GPU.
|
||||
* 同步材质 uniform 到GPU。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `material` - Material to sync. | 要同步的材质。
|
||||
*/
|
||||
syncMaterialUniforms(material: Material): void {
|
||||
if (!this.engineBridge || material.id < 0) return;
|
||||
|
||||
for (const [name, uniform] of material.getUniforms()) {
|
||||
switch (uniform.type) {
|
||||
case UniformType.Float:
|
||||
this.engineBridge.setMaterialFloat(material.id, name, uniform.value as number);
|
||||
break;
|
||||
case UniformType.Vec2: {
|
||||
const v2 = uniform.value as number[];
|
||||
this.engineBridge.setMaterialVec2(material.id, name, v2[0], v2[1]);
|
||||
break;
|
||||
}
|
||||
case UniformType.Vec3: {
|
||||
const v3 = uniform.value as number[];
|
||||
this.engineBridge.setMaterialVec3(material.id, name, v3[0], v3[1], v3[2]);
|
||||
break;
|
||||
}
|
||||
case UniformType.Vec4: {
|
||||
const v4 = uniform.value as number[];
|
||||
this.engineBridge.setMaterialVec4(material.id, name, v4[0], v4[1], v4[2], v4[3]);
|
||||
break;
|
||||
}
|
||||
case UniformType.Color: {
|
||||
const c = uniform.value as number[];
|
||||
this.engineBridge.setMaterialColor(material.id, name, c[0], c[1], c[2], c[3]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material.markClean();
|
||||
}
|
||||
|
||||
/**
|
||||
* Update all dirty materials.
|
||||
* 更新所有脏材质。
|
||||
*
|
||||
* Syncs all materials that have been modified since last sync.
|
||||
* 同步所有自上次同步以来被修改过的材质。
|
||||
*/
|
||||
syncDirtyMaterials(): void {
|
||||
for (const material of this.materials.values()) {
|
||||
if (material.dirty) {
|
||||
this.syncMaterialUniforms(material);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============= Path-based Material Loading =============
|
||||
// ============= 基于路径的材质加载 =============
|
||||
|
||||
/**
|
||||
* Get material ID by file path.
|
||||
* 通过文件路径获取材质ID。
|
||||
*
|
||||
* Returns 0 (default material) if not loaded.
|
||||
* 如果未加载则返回0(默认材质)。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Material file path (.mat). | 材质文件路径(.mat)。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Material ID or 0 if not found. | 材质ID,未找到则返回0。
|
||||
*/
|
||||
getMaterialIdByPath(path: string): number {
|
||||
if (!path) return 0;
|
||||
return this.materialPathToId.get(path) ?? 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a material is loaded from a path.
|
||||
* 检查材质是否已从路径加载。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Material file path to check. | 要检查的材质文件路径。
|
||||
*/
|
||||
hasMaterialByPath(path: string): boolean {
|
||||
return this.materialPathToId.has(path);
|
||||
}
|
||||
|
||||
/**
|
||||
* Load a material from a .mat file path.
|
||||
* 从 .mat 文件路径加载材质。
|
||||
*
|
||||
* Uses asset-system for file loading and caches the result.
|
||||
* 使用 asset-system 进行文件加载并缓存结果。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Material file path. | 材质文件路径。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Material ID (0 if load failed). | 材质ID(加载失败返回0)。
|
||||
*/
|
||||
async loadMaterialFromPath(path: string): Promise<number> {
|
||||
// Return cached ID if already loaded
|
||||
const existingId = this.materialPathToId.get(path);
|
||||
if (existingId !== undefined) {
|
||||
return existingId;
|
||||
}
|
||||
|
||||
// Return pending promise if already loading
|
||||
const pendingLoad = this.pendingMaterialLoads.get(path);
|
||||
if (pendingLoad) {
|
||||
return pendingLoad;
|
||||
}
|
||||
|
||||
// Create loading promise
|
||||
const loadPromise = this.doLoadMaterialFromPath(path);
|
||||
this.pendingMaterialLoads.set(path, loadPromise);
|
||||
|
||||
try {
|
||||
const materialId = await loadPromise;
|
||||
return materialId;
|
||||
} finally {
|
||||
this.pendingMaterialLoads.delete(path);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal method to load material from path.
|
||||
* 内部方法,从路径加载材质。
|
||||
*
|
||||
* @param path - Material file path. | 材质文件路径。
|
||||
* @returns Material ID, or 0 if load failed. | 材质ID,加载失败返回0。
|
||||
*/
|
||||
private async doLoadMaterialFromPath(path: string): Promise<number> {
|
||||
if (!this.assetManager) {
|
||||
logger.warn('No asset manager set, cannot load material from path:', path);
|
||||
return 0;
|
||||
}
|
||||
|
||||
try {
|
||||
// Use asset-system to load material file.
|
||||
// 使用 asset-system 加载材质文件。
|
||||
const result = await this.assetManager.loadAssetByPath<IMaterialAssetData>(path);
|
||||
|
||||
// Get material from asset data.
|
||||
// 从资产数据获取材质。
|
||||
const material = result.asset.material;
|
||||
if (!material) {
|
||||
logger.error('Material asset is null for path:', path);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Register the material.
|
||||
// 注册材质。
|
||||
const materialId = this.registerMaterial(material);
|
||||
|
||||
// Cache path -> ID mapping.
|
||||
// 缓存路径到ID的映射。
|
||||
this.materialPathToId.set(path, materialId);
|
||||
|
||||
return materialId;
|
||||
} catch (error) {
|
||||
logger.error('Failed to load material from path:', path, error);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Preload multiple materials from paths.
|
||||
* 从路径预加载多个材质。
|
||||
*
|
||||
* Loads all materials in parallel for better performance.
|
||||
* 并行加载所有材质以获得更好的性能。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `paths` - Array of material file paths. | 材质文件路径数组。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Map of path to material ID. | 路径到材质ID的映射。
|
||||
*/
|
||||
async preloadMaterials(paths: string[]): Promise<Map<string, number>> {
|
||||
const results = new Map<string, number>();
|
||||
|
||||
await Promise.all(
|
||||
paths.map(async (path) => {
|
||||
const id = await this.loadMaterialFromPath(path);
|
||||
results.set(path, id);
|
||||
})
|
||||
);
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/**
|
||||
* Unload a material loaded from a path.
|
||||
* 卸载从路径加载的材质。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `path` - Material file path to unload. | 要卸载的材质文件路径。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* True if unloaded successfully. | 卸载成功返回 true。
|
||||
*/
|
||||
unloadMaterialByPath(path: string): boolean {
|
||||
const materialId = this.materialPathToId.get(path);
|
||||
if (materialId === undefined) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.materialPathToId.delete(path);
|
||||
return this.removeMaterial(materialId);
|
||||
}
|
||||
|
||||
// ============= Convenience Methods =============
|
||||
// ============= 便捷方法 =============
|
||||
|
||||
/**
|
||||
* Create a sprite material with optional tint.
|
||||
* 创建带有可选着色的精灵材质。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `name` - Material name. | 材质名称。
|
||||
* * `tintR` - Red tint (0-1). | 红色着色(0-1)。
|
||||
* * `tintG` - Green tint (0-1). | 绿色着色(0-1)。
|
||||
* * `tintB` - Blue tint (0-1). | 蓝色着色(0-1)。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* New Material instance. | 新的材质实例。
|
||||
*/
|
||||
createSpriteMaterial(name: string, tintR: number = 1, tintG: number = 1, tintB: number = 1): Material {
|
||||
const material = new Material(name, BuiltInShaders.DefaultSprite);
|
||||
material.setColor('u_tint', tintR, tintG, tintB, 1.0);
|
||||
return material;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all shader IDs.
|
||||
* 获取所有着色器ID。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Array of all registered shader IDs. | 所有已注册着色器ID的数组。
|
||||
*/
|
||||
getShaderIds(): number[] {
|
||||
return Array.from(this.shaders.keys());
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all material IDs.
|
||||
* 获取所有材质ID。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* Array of all registered material IDs. | 所有已注册材质ID的数组。
|
||||
*/
|
||||
getMaterialIds(): number[] {
|
||||
return Array.from(this.materials.keys());
|
||||
}
|
||||
}
|
||||
|
||||
// Singleton instance.
|
||||
// 单例实例。
|
||||
let materialManagerInstance: MaterialManager | null = null;
|
||||
|
||||
/**
|
||||
* Get the global MaterialManager instance.
|
||||
* 获取全局 MaterialManager 实例。
|
||||
*
|
||||
* Creates a new instance if one doesn't exist.
|
||||
* 如果实例不存在则创建新实例。
|
||||
*
|
||||
* # Returns | 返回
|
||||
* The global MaterialManager instance. | 全局 MaterialManager 实例。
|
||||
*/
|
||||
export function getMaterialManager(): MaterialManager {
|
||||
if (!materialManagerInstance) {
|
||||
materialManagerInstance = new MaterialManager();
|
||||
}
|
||||
return materialManagerInstance;
|
||||
}
|
||||
96
packages/material-system/src/MaterialSystemPlugin.ts
Normal file
96
packages/material-system/src/MaterialSystemPlugin.ts
Normal file
@@ -0,0 +1,96 @@
|
||||
/**
|
||||
* MaterialSystemPlugin for ES Engine.
|
||||
* ES引擎的材质系统插件。
|
||||
*
|
||||
* 注意:材质系统不注册独立组件,材质作为渲染组件(如 SpriteComponent)的属性使用
|
||||
*/
|
||||
|
||||
import { MaterialManager, getMaterialManager } from './MaterialManager';
|
||||
import { createLogger } from '@esengine/ecs-framework';
|
||||
import type { IPlugin, ModuleManifest, IRuntimeModule } from '@esengine/engine-core';
|
||||
|
||||
/** Logger instance for MaterialRuntimeModule. | MaterialRuntimeModule的日志实例。 */
|
||||
const logger = createLogger('MaterialRuntimeModule');
|
||||
|
||||
/**
|
||||
* Runtime module interface for Material system.
|
||||
* 材质系统的运行时模块接口。
|
||||
*/
|
||||
export interface IMaterialRuntimeModule {
|
||||
onInitialize?(): Promise<void>;
|
||||
onDestroy?(): void;
|
||||
getMaterialManager(): MaterialManager;
|
||||
}
|
||||
|
||||
/**
|
||||
* Runtime module that provides material and shader functionality.
|
||||
* 提供材质和着色器功能的运行时模块。
|
||||
*
|
||||
* 该模块提供:
|
||||
* - MaterialManager: 材质资产管理
|
||||
* - 材质文件加载和缓存
|
||||
* - 与 Rust 引擎的材质/着色器桥接
|
||||
*/
|
||||
export class MaterialRuntimeModule implements IMaterialRuntimeModule {
|
||||
private materialManager: MaterialManager;
|
||||
|
||||
constructor() {
|
||||
this.materialManager = getMaterialManager();
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the material system.
|
||||
* 初始化材质系统。
|
||||
*/
|
||||
async onInitialize(): Promise<void> {
|
||||
logger.info('Initialized');
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleanup the material system.
|
||||
* 清理材质系统。
|
||||
*/
|
||||
onDestroy(): void {
|
||||
logger.info('Destroyed');
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the material manager.
|
||||
* 获取材质管理器。
|
||||
*/
|
||||
getMaterialManager(): MaterialManager {
|
||||
return this.materialManager;
|
||||
}
|
||||
}
|
||||
|
||||
// Export singleton instance
|
||||
export const materialRuntimeModule = new MaterialRuntimeModule();
|
||||
|
||||
/**
|
||||
* Plugin manifest for Material System.
|
||||
* 材质系统的插件清单。
|
||||
*/
|
||||
const manifest: ModuleManifest = {
|
||||
id: 'material-system',
|
||||
name: '@esengine/material-system',
|
||||
displayName: 'Material System',
|
||||
version: '1.0.0',
|
||||
description: '材质和着色器系统',
|
||||
category: 'Rendering',
|
||||
icon: 'Palette',
|
||||
isCore: true,
|
||||
defaultEnabled: true,
|
||||
isEngineModule: true,
|
||||
dependencies: ['core', 'asset-system'],
|
||||
exports: { other: ['Material', 'Shader', 'MaterialManager'] },
|
||||
requiresWasm: false
|
||||
};
|
||||
|
||||
/**
|
||||
* Material System Plugin.
|
||||
* 材质系统插件。
|
||||
*/
|
||||
export const MaterialSystemPlugin: IPlugin = {
|
||||
manifest,
|
||||
runtimeModule: materialRuntimeModule as IRuntimeModule
|
||||
};
|
||||
311
packages/material-system/src/Shader.ts
Normal file
311
packages/material-system/src/Shader.ts
Normal file
@@ -0,0 +1,311 @@
|
||||
/**
|
||||
* Shader class for managing GLSL shaders.
|
||||
* 用于管理GLSL着色器的类。
|
||||
*/
|
||||
|
||||
import { ShaderDefinition, UniformValue, UniformType } from './types';
|
||||
|
||||
/**
|
||||
* Shader class that holds vertex and fragment shader source.
|
||||
* 持有顶点和片段着色器源代码的着色器类。
|
||||
*/
|
||||
export class Shader {
|
||||
/** Shader ID assigned by the engine | 引擎分配的着色器ID */
|
||||
private _id: number = -1;
|
||||
|
||||
/** Shader name for reference | 着色器名称用于引用 */
|
||||
public name: string;
|
||||
|
||||
/** Vertex shader GLSL source | 顶点着色器GLSL源代码 */
|
||||
public vertexSource: string;
|
||||
|
||||
/** Fragment shader GLSL source | 片段着色器GLSL源代码 */
|
||||
public fragmentSource: string;
|
||||
|
||||
/** Shader uniforms with default values | 着色器uniform及其默认值 */
|
||||
private uniforms: Map<string, UniformValue> = new Map();
|
||||
|
||||
/** Whether the shader has been compiled | 着色器是否已编译 */
|
||||
private _compiled: boolean = false;
|
||||
|
||||
constructor(name: string, vertexSource: string, fragmentSource: string) {
|
||||
this.name = name;
|
||||
this.vertexSource = vertexSource;
|
||||
this.fragmentSource = fragmentSource;
|
||||
}
|
||||
|
||||
/** Get the shader ID | 获取着色器ID */
|
||||
get id(): number {
|
||||
return this._id;
|
||||
}
|
||||
|
||||
/** Set the shader ID (called by ShaderManager) | 设置着色器ID(由ShaderManager调用) */
|
||||
set id(value: number) {
|
||||
this._id = value;
|
||||
}
|
||||
|
||||
/** Check if shader is compiled | 检查着色器是否已编译 */
|
||||
get compiled(): boolean {
|
||||
return this._compiled;
|
||||
}
|
||||
|
||||
/** Mark shader as compiled | 标记着色器为已编译 */
|
||||
markCompiled(): void {
|
||||
this._compiled = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Define a uniform with default value.
|
||||
* 定义带有默认值的uniform。
|
||||
*/
|
||||
defineUniform(name: string, type: UniformType, defaultValue: number | number[] | string): this {
|
||||
this.uniforms.set(name, { type, value: defaultValue });
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get uniform definition.
|
||||
* 获取uniform定义。
|
||||
*/
|
||||
getUniform(name: string): UniformValue | undefined {
|
||||
return this.uniforms.get(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all uniform definitions.
|
||||
* 获取所有uniform定义。
|
||||
*/
|
||||
getUniforms(): Map<string, UniformValue> {
|
||||
return this.uniforms;
|
||||
}
|
||||
|
||||
/**
|
||||
* Export to shader definition.
|
||||
* 导出为着色器定义。
|
||||
*/
|
||||
toDefinition(): ShaderDefinition {
|
||||
const uniformsObj: Record<string, UniformValue> = {};
|
||||
for (const [key, value] of this.uniforms) {
|
||||
uniformsObj[key] = value;
|
||||
}
|
||||
|
||||
return {
|
||||
name: this.name,
|
||||
vertexSource: this.vertexSource,
|
||||
fragmentSource: this.fragmentSource,
|
||||
uniforms: Object.keys(uniformsObj).length > 0 ? uniformsObj : undefined
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Import from shader definition.
|
||||
* 从着色器定义导入。
|
||||
*/
|
||||
static fromDefinition(def: ShaderDefinition): Shader {
|
||||
const shader = new Shader(def.name, def.vertexSource, def.fragmentSource);
|
||||
|
||||
if (def.uniforms) {
|
||||
for (const [key, value] of Object.entries(def.uniforms)) {
|
||||
shader.uniforms.set(key, value);
|
||||
}
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
}
|
||||
|
||||
// ============= Built-in Shaders =============
|
||||
// ============= 内置着色器 =============
|
||||
|
||||
/**
|
||||
* Default sprite vertex shader source.
|
||||
* 默认精灵顶点着色器源代码。
|
||||
*/
|
||||
export const DEFAULT_VERTEX_SHADER = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
// Vertex attributes | 顶点属性
|
||||
layout(location = 0) in vec2 a_position;
|
||||
layout(location = 1) in vec2 a_texCoord;
|
||||
layout(location = 2) in vec4 a_color;
|
||||
|
||||
// Uniforms | 统一变量
|
||||
uniform mat3 u_projection;
|
||||
|
||||
// Outputs to fragment shader | 输出到片段着色器
|
||||
out vec2 v_texCoord;
|
||||
out vec4 v_color;
|
||||
|
||||
void main() {
|
||||
// Apply projection matrix | 应用投影矩阵
|
||||
vec3 pos = u_projection * vec3(a_position, 1.0);
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
|
||||
// Pass through to fragment shader | 传递到片段着色器
|
||||
v_texCoord = a_texCoord;
|
||||
v_color = a_color;
|
||||
}
|
||||
`;
|
||||
|
||||
/**
|
||||
* Default sprite fragment shader source.
|
||||
* 默认精灵片段着色器源代码。
|
||||
*/
|
||||
export const DEFAULT_FRAGMENT_SHADER = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
// Inputs from vertex shader | 来自顶点着色器的输入
|
||||
in vec2 v_texCoord;
|
||||
in vec4 v_color;
|
||||
|
||||
// Texture sampler | 纹理采样器
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
// Output color | 输出颜色
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
// Sample texture and multiply by vertex color | 采样纹理并乘以顶点颜色
|
||||
vec4 texColor = texture(u_texture, v_texCoord);
|
||||
fragColor = texColor * v_color;
|
||||
|
||||
// Discard fully transparent pixels | 丢弃完全透明的像素
|
||||
if (fragColor.a < 0.01) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
`;
|
||||
|
||||
/**
|
||||
* Grayscale fragment shader for desaturation effect.
|
||||
* 灰度片段着色器用于去饱和效果。
|
||||
*/
|
||||
export const GRAYSCALE_FRAGMENT_SHADER = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
in vec4 v_color;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform float u_grayscale; // 0.0 = full color, 1.0 = full grayscale
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 texColor = texture(u_texture, v_texCoord);
|
||||
vec4 color = texColor * v_color;
|
||||
|
||||
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
|
||||
vec3 grayscaleColor = vec3(gray);
|
||||
|
||||
fragColor = vec4(mix(color.rgb, grayscaleColor, u_grayscale), color.a);
|
||||
|
||||
if (fragColor.a < 0.01) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
`;
|
||||
|
||||
/**
|
||||
* Color tint fragment shader.
|
||||
* 颜色着色片段着色器。
|
||||
*/
|
||||
export const TINT_FRAGMENT_SHADER = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
in vec4 v_color;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform vec4 u_tintColor; // Tint color to apply
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 texColor = texture(u_texture, v_texCoord);
|
||||
vec4 color = texColor * v_color;
|
||||
|
||||
// Apply tint by multiplying RGB and keeping alpha
|
||||
fragColor = vec4(color.rgb * u_tintColor.rgb, color.a * u_tintColor.a);
|
||||
|
||||
if (fragColor.a < 0.01) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
`;
|
||||
|
||||
/**
|
||||
* Flash/hit effect fragment shader.
|
||||
* 闪白/受击效果片段着色器。
|
||||
*/
|
||||
export const FLASH_FRAGMENT_SHADER = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
in vec4 v_color;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform vec4 u_flashColor; // Flash color
|
||||
uniform float u_flashAmount; // 0.0 = no flash, 1.0 = full flash
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 texColor = texture(u_texture, v_texCoord);
|
||||
vec4 color = texColor * v_color;
|
||||
|
||||
// Mix original color with flash color
|
||||
vec3 flashedColor = mix(color.rgb, u_flashColor.rgb, u_flashAmount);
|
||||
fragColor = vec4(flashedColor, color.a);
|
||||
|
||||
if (fragColor.a < 0.01) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
`;
|
||||
|
||||
/**
|
||||
* Outline fragment shader.
|
||||
* 描边片段着色器。
|
||||
*/
|
||||
export const OUTLINE_FRAGMENT_SHADER = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
in vec4 v_color;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform vec4 u_outlineColor;
|
||||
uniform float u_outlineWidth;
|
||||
uniform vec2 u_texelSize; // 1.0 / textureSize
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 texColor = texture(u_texture, v_texCoord);
|
||||
vec4 color = texColor * v_color;
|
||||
|
||||
// Check if this pixel should be outline
|
||||
if (color.a < 0.1) {
|
||||
// Sample neighbors
|
||||
float a = 0.0;
|
||||
for (float x = -1.0; x <= 1.0; x += 1.0) {
|
||||
for (float y = -1.0; y <= 1.0; y += 1.0) {
|
||||
vec2 offset = vec2(x, y) * u_texelSize * u_outlineWidth;
|
||||
a += texture(u_texture, v_texCoord + offset).a;
|
||||
}
|
||||
}
|
||||
|
||||
if (a > 0.0) {
|
||||
fragColor = u_outlineColor;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
fragColor = color;
|
||||
|
||||
if (fragColor.a < 0.01) {
|
||||
discard;
|
||||
}
|
||||
}
|
||||
`;
|
||||
56
packages/material-system/src/index.ts
Normal file
56
packages/material-system/src/index.ts
Normal file
@@ -0,0 +1,56 @@
|
||||
/**
|
||||
* Material System for ES Engine.
|
||||
* ES引擎材质系统。
|
||||
*
|
||||
* This system provides:
|
||||
* 该系统提供:
|
||||
*
|
||||
* - Material: Material definition class with shader and uniform parameters.
|
||||
* 材质定义类,包含着色器和 uniform 参数。
|
||||
* - Shader: Shader definition class with vertex and fragment shader code.
|
||||
* 着色器定义类,包含顶点和片段着色器代码。
|
||||
* - MaterialManager: Material asset manager.
|
||||
* 材质资产管理器。
|
||||
* - MaterialLoader: Asset loader for .mat files.
|
||||
* .mat 文件的资产加载器。
|
||||
*
|
||||
* Note: Materials are not standalone components, but used as properties of
|
||||
* render components (such as SpriteComponent).
|
||||
* 注意:材质不是独立组件,而是作为渲染组件(如 SpriteComponent)的属性使用。
|
||||
*
|
||||
* @packageDocumentation
|
||||
*/
|
||||
|
||||
// Types.
|
||||
// 类型。
|
||||
export * from './types';
|
||||
|
||||
// Core classes.
|
||||
// 核心类。
|
||||
export { Material } from './Material';
|
||||
export {
|
||||
Shader,
|
||||
DEFAULT_VERTEX_SHADER,
|
||||
DEFAULT_FRAGMENT_SHADER,
|
||||
GRAYSCALE_FRAGMENT_SHADER,
|
||||
TINT_FRAGMENT_SHADER,
|
||||
FLASH_FRAGMENT_SHADER,
|
||||
OUTLINE_FRAGMENT_SHADER
|
||||
} from './Shader';
|
||||
|
||||
// Manager.
|
||||
// 管理器。
|
||||
export { MaterialManager, getMaterialManager } from './MaterialManager';
|
||||
export type { IEngineBridge } from './MaterialManager';
|
||||
|
||||
// Loaders.
|
||||
// 加载器。
|
||||
export { MaterialLoader } from './loaders/MaterialLoader';
|
||||
export type { IMaterialAssetData } from './loaders/MaterialLoader';
|
||||
export { ShaderLoader } from './loaders/ShaderLoader';
|
||||
export type { IShaderAssetData, ShaderFileFormat } from './loaders/ShaderLoader';
|
||||
|
||||
// Runtime Module.
|
||||
// 运行时模块。
|
||||
export { MaterialRuntimeModule, materialRuntimeModule, MaterialSystemPlugin } from './MaterialSystemPlugin';
|
||||
export type { IMaterialRuntimeModule } from './MaterialSystemPlugin';
|
||||
64
packages/material-system/src/loaders/MaterialLoader.ts
Normal file
64
packages/material-system/src/loaders/MaterialLoader.ts
Normal file
@@ -0,0 +1,64 @@
|
||||
/**
|
||||
* Material asset loader.
|
||||
* 材质资产加载器。
|
||||
*/
|
||||
|
||||
import {
|
||||
AssetType,
|
||||
IAssetContent,
|
||||
IAssetParseContext
|
||||
} from '@esengine/asset-system';
|
||||
import type { IAssetLoader, AssetContentType } from '@esengine/asset-system';
|
||||
import { Material } from '../Material';
|
||||
|
||||
/**
|
||||
* Material asset data structure.
|
||||
* 材质资产数据结构。
|
||||
*/
|
||||
export interface IMaterialAssetData {
|
||||
/** Material instance. | 材质实例。 */
|
||||
material: Material;
|
||||
/** Material definition data. | 材质定义数据。 */
|
||||
definition: Record<string, unknown>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Material file loader.
|
||||
* 材质文件加载器。
|
||||
*/
|
||||
export class MaterialLoader implements IAssetLoader<IMaterialAssetData> {
|
||||
readonly supportedType = AssetType.Material;
|
||||
readonly supportedExtensions = ['.mat'];
|
||||
readonly contentType: AssetContentType = 'text';
|
||||
|
||||
/**
|
||||
* Parse material from content.
|
||||
* 从内容解析材质。
|
||||
*/
|
||||
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IMaterialAssetData> {
|
||||
if (!content.text) {
|
||||
throw new Error('Material content is empty');
|
||||
}
|
||||
|
||||
const data = JSON.parse(content.text);
|
||||
|
||||
// Support wrapper format: { material: {...} }
|
||||
const materialDef = data.material || data;
|
||||
|
||||
// Create material from definition.
|
||||
const material = Material.fromDefinition(materialDef);
|
||||
|
||||
return {
|
||||
material,
|
||||
definition: materialDef
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Dispose material asset.
|
||||
* 释放材质资产。
|
||||
*/
|
||||
dispose(_asset: IMaterialAssetData): void {
|
||||
// Material cleanup if needed.
|
||||
}
|
||||
}
|
||||
87
packages/material-system/src/loaders/ShaderLoader.ts
Normal file
87
packages/material-system/src/loaders/ShaderLoader.ts
Normal file
@@ -0,0 +1,87 @@
|
||||
/**
|
||||
* Shader asset loader.
|
||||
* 着色器资产加载器。
|
||||
*/
|
||||
|
||||
import {
|
||||
AssetType,
|
||||
IAssetContent,
|
||||
IAssetParseContext
|
||||
} from '@esengine/asset-system';
|
||||
import type { IAssetLoader, AssetContentType } from '@esengine/asset-system';
|
||||
import { Shader } from '../Shader';
|
||||
import type { ShaderDefinition } from '../types';
|
||||
|
||||
/**
|
||||
* Shader asset data structure.
|
||||
* 着色器资产数据结构。
|
||||
*/
|
||||
export interface IShaderAssetData {
|
||||
/** Shader instance. | 着色器实例。 */
|
||||
shader: Shader;
|
||||
/** Shader definition data. | 着色器定义数据。 */
|
||||
definition: ShaderDefinition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shader file format.
|
||||
* 着色器文件格式。
|
||||
*
|
||||
* ```json
|
||||
* {
|
||||
* "version": 1,
|
||||
* "shader": {
|
||||
* "name": "CustomShader",
|
||||
* "vertexSource": "...",
|
||||
* "fragmentSource": "...",
|
||||
* "uniforms": { ... }
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export interface ShaderFileFormat {
|
||||
version: number;
|
||||
shader: ShaderDefinition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shader file loader.
|
||||
* 着色器文件加载器。
|
||||
*/
|
||||
export class ShaderLoader implements IAssetLoader<IShaderAssetData> {
|
||||
readonly supportedType = AssetType.Shader;
|
||||
readonly supportedExtensions = ['.shader'];
|
||||
readonly contentType: AssetContentType = 'text';
|
||||
|
||||
/**
|
||||
* Parse shader from content.
|
||||
* 从内容解析着色器。
|
||||
*/
|
||||
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IShaderAssetData> {
|
||||
if (!content.text) {
|
||||
throw new Error('Shader content is empty');
|
||||
}
|
||||
|
||||
const data = JSON.parse(content.text) as ShaderFileFormat;
|
||||
|
||||
if (!data.shader) {
|
||||
throw new Error('Invalid shader file: missing shader definition');
|
||||
}
|
||||
|
||||
const shaderDef = data.shader;
|
||||
const shader = Shader.fromDefinition(shaderDef);
|
||||
|
||||
return {
|
||||
shader,
|
||||
definition: shaderDef
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Dispose shader asset.
|
||||
* 释放着色器资产。
|
||||
*/
|
||||
dispose(_asset: IShaderAssetData): void {
|
||||
// Shader cleanup if needed.
|
||||
}
|
||||
}
|
||||
144
packages/material-system/src/types.ts
Normal file
144
packages/material-system/src/types.ts
Normal file
@@ -0,0 +1,144 @@
|
||||
/**
|
||||
* Material and shader types for ES Engine
|
||||
* ES引擎的材质和着色器类型
|
||||
*/
|
||||
|
||||
/**
|
||||
* Blend modes for material rendering.
|
||||
* 材质渲染的混合模式。
|
||||
*/
|
||||
export enum BlendMode {
|
||||
/** No blending, fully opaque | 无混合,完全不透明 */
|
||||
None = 0,
|
||||
/** Standard alpha blending | 标准透明度混合 */
|
||||
Alpha = 1,
|
||||
/** Additive blending (good for glow effects) | 加法混合(适用于发光效果) */
|
||||
Additive = 2,
|
||||
/** Multiplicative blending (good for shadows) | 乘法混合(适用于阴影) */
|
||||
Multiply = 3,
|
||||
/** Screen blending (opposite of multiply) | 滤色混合(与乘法相反) */
|
||||
Screen = 4,
|
||||
/** Premultiplied alpha | 预乘透明度 */
|
||||
PremultipliedAlpha = 5
|
||||
}
|
||||
|
||||
/**
|
||||
* Cull modes for material rendering.
|
||||
* 材质渲染的剔除模式。
|
||||
*/
|
||||
export enum CullMode {
|
||||
/** No face culling | 不剔除 */
|
||||
None = 0,
|
||||
/** Cull front faces | 剔除正面 */
|
||||
Front = 1,
|
||||
/** Cull back faces | 剔除背面 */
|
||||
Back = 2
|
||||
}
|
||||
|
||||
/**
|
||||
* Uniform value types supported by the material system.
|
||||
* 材质系统支持的uniform值类型。
|
||||
*/
|
||||
export enum UniformType {
|
||||
Float = 'float',
|
||||
Vec2 = 'vec2',
|
||||
Vec3 = 'vec3',
|
||||
Vec4 = 'vec4',
|
||||
Color = 'color',
|
||||
Int = 'int',
|
||||
Mat3 = 'mat3',
|
||||
Mat4 = 'mat4',
|
||||
Sampler = 'sampler'
|
||||
}
|
||||
|
||||
/**
|
||||
* Uniform value definition.
|
||||
* Uniform值定义。
|
||||
*/
|
||||
export interface UniformValue {
|
||||
type: UniformType;
|
||||
value: number | number[] | string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shader definition.
|
||||
* 着色器定义。
|
||||
*/
|
||||
export interface ShaderDefinition {
|
||||
/** Shader name for reference | 着色器名称用于引用 */
|
||||
name: string;
|
||||
/** Vertex shader GLSL source | 顶点着色器GLSL源代码 */
|
||||
vertexSource: string;
|
||||
/** Fragment shader GLSL source | 片段着色器GLSL源代码 */
|
||||
fragmentSource: string;
|
||||
/** Shader uniforms with default values | 着色器uniform及其默认值 */
|
||||
uniforms?: Record<string, UniformValue>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Material definition.
|
||||
* 材质定义。
|
||||
*/
|
||||
export interface MaterialDefinition {
|
||||
/** Material name | 材质名称 */
|
||||
name: string;
|
||||
/** Shader ID or name to use | 使用的着色器ID或名称 */
|
||||
shader: number | string;
|
||||
/** Blend mode | 混合模式 */
|
||||
blendMode?: BlendMode;
|
||||
/** Cull mode | 剔除模式 */
|
||||
cullMode?: CullMode;
|
||||
/** Depth test enabled | 是否启用深度测试 */
|
||||
depthTest?: boolean;
|
||||
/** Depth write enabled | 是否启用深度写入 */
|
||||
depthWrite?: boolean;
|
||||
/** Material uniform values | 材质uniform值 */
|
||||
uniforms?: Record<string, UniformValue>;
|
||||
/** Texture references by uniform name | 按uniform名称引用的纹理 */
|
||||
textures?: Record<string, string>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Material asset data for serialization.
|
||||
* 用于序列化的材质资产数据。
|
||||
*/
|
||||
export interface MaterialAssetData {
|
||||
version: number;
|
||||
material: MaterialDefinition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shader asset data for serialization.
|
||||
* 用于序列化的着色器资产数据。
|
||||
*/
|
||||
export interface ShaderAssetData {
|
||||
version: number;
|
||||
shader: ShaderDefinition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Built-in shader IDs.
|
||||
* 内置着色器ID。
|
||||
*/
|
||||
export const BuiltInShaders = {
|
||||
DefaultSprite: 0,
|
||||
Grayscale: 1,
|
||||
Tint: 2,
|
||||
Flash: 3,
|
||||
Outline: 4
|
||||
} as const;
|
||||
|
||||
/**
|
||||
* Built-in material IDs.
|
||||
* 内置材质ID。
|
||||
*/
|
||||
export const BuiltInMaterials = {
|
||||
/** Default sprite material | 默认精灵材质 */
|
||||
Default: 0,
|
||||
/** Additive blend material | 加法混合材质 */
|
||||
Additive: 1,
|
||||
/** Multiply blend material | 乘法混合材质 */
|
||||
Multiply: 2,
|
||||
/** Unlit/opaque material | 无光照/不透明材质 */
|
||||
Unlit: 3
|
||||
} as const;
|
||||
12
packages/material-system/tsconfig.build.json
Normal file
12
packages/material-system/tsconfig.build.json
Normal file
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"extends": "../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"composite": false,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src"
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist", "**/*.test.ts"]
|
||||
}
|
||||
12
packages/material-system/tsconfig.json
Normal file
12
packages/material-system/tsconfig.json
Normal file
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"extends": "../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"composite": true,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src"
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist", "**/*.test.ts"]
|
||||
}
|
||||
7
packages/material-system/tsup.config.ts
Normal file
7
packages/material-system/tsup.config.ts
Normal file
@@ -0,0 +1,7 @@
|
||||
import { defineConfig } from 'tsup';
|
||||
import { runtimeOnlyPreset } from '../build-config/src/presets/plugin-tsup';
|
||||
|
||||
export default defineConfig({
|
||||
...runtimeOnlyPreset(),
|
||||
tsconfig: 'tsconfig.build.json'
|
||||
});
|
||||
Reference in New Issue
Block a user