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:
64
packages/material-system/src/loaders/MaterialLoader.ts
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64
packages/material-system/src/loaders/MaterialLoader.ts
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/**
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* Material asset loader.
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* 材质资产加载器。
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*/
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import {
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AssetType,
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IAssetContent,
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IAssetParseContext
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} from '@esengine/asset-system';
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import type { IAssetLoader, AssetContentType } from '@esengine/asset-system';
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import { Material } from '../Material';
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/**
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* Material asset data structure.
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* 材质资产数据结构。
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*/
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export interface IMaterialAssetData {
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/** Material instance. | 材质实例。 */
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material: Material;
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/** Material definition data. | 材质定义数据。 */
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definition: Record<string, unknown>;
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}
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/**
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* Material file loader.
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* 材质文件加载器。
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*/
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export class MaterialLoader implements IAssetLoader<IMaterialAssetData> {
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readonly supportedType = AssetType.Material;
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readonly supportedExtensions = ['.mat'];
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readonly contentType: AssetContentType = 'text';
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/**
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* Parse material from content.
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* 从内容解析材质。
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*/
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async parse(content: IAssetContent, context: IAssetParseContext): Promise<IMaterialAssetData> {
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if (!content.text) {
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throw new Error('Material content is empty');
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}
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const data = JSON.parse(content.text);
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// Support wrapper format: { material: {...} }
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const materialDef = data.material || data;
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// Create material from definition.
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const material = Material.fromDefinition(materialDef);
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return {
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material,
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definition: materialDef
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};
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}
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/**
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* Dispose material asset.
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* 释放材质资产。
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*/
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dispose(_asset: IMaterialAssetData): void {
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// Material cleanup if needed.
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}
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}
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87
packages/material-system/src/loaders/ShaderLoader.ts
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87
packages/material-system/src/loaders/ShaderLoader.ts
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/**
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* Shader asset loader.
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* 着色器资产加载器。
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*/
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import {
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AssetType,
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IAssetContent,
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IAssetParseContext
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} from '@esengine/asset-system';
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import type { IAssetLoader, AssetContentType } from '@esengine/asset-system';
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import { Shader } from '../Shader';
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import type { ShaderDefinition } from '../types';
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/**
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* Shader asset data structure.
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* 着色器资产数据结构。
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*/
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export interface IShaderAssetData {
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/** Shader instance. | 着色器实例。 */
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shader: Shader;
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/** Shader definition data. | 着色器定义数据。 */
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definition: ShaderDefinition;
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}
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/**
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* Shader file format.
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* 着色器文件格式。
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*
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* ```json
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* {
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* "version": 1,
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* "shader": {
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* "name": "CustomShader",
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* "vertexSource": "...",
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* "fragmentSource": "...",
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* "uniforms": { ... }
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* }
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* }
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* ```
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*/
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export interface ShaderFileFormat {
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version: number;
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shader: ShaderDefinition;
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}
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/**
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* Shader file loader.
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* 着色器文件加载器。
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*/
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export class ShaderLoader implements IAssetLoader<IShaderAssetData> {
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readonly supportedType = AssetType.Shader;
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readonly supportedExtensions = ['.shader'];
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readonly contentType: AssetContentType = 'text';
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/**
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* Parse shader from content.
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* 从内容解析着色器。
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*/
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async parse(content: IAssetContent, context: IAssetParseContext): Promise<IShaderAssetData> {
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if (!content.text) {
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throw new Error('Shader content is empty');
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}
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const data = JSON.parse(content.text) as ShaderFileFormat;
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if (!data.shader) {
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throw new Error('Invalid shader file: missing shader definition');
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}
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const shaderDef = data.shader;
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const shader = Shader.fromDefinition(shaderDef);
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return {
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shader,
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definition: shaderDef
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};
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}
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/**
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* Dispose shader asset.
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* 释放着色器资产。
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*/
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dispose(_asset: IShaderAssetData): void {
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// Shader cleanup if needed.
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}
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}
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