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
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packages/shader-editor/src/stores/ShaderEditorStore.ts
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105
packages/shader-editor/src/stores/ShaderEditorStore.ts
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/**
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* Shader Editor Store.
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* 着色器编辑器状态存储。
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*/
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import { create } from 'zustand';
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/**
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* Shader data structure.
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* 着色器数据结构。
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*/
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export interface ShaderData {
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version: string;
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name: string;
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vertex: string;
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fragment: string;
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}
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/**
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* Shader editor state.
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* 着色器编辑器状态。
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*/
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export interface ShaderEditorState {
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/** Current file path. | 当前文件路径。 */
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filePath: string | null;
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/** Shader data. | 着色器数据。 */
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shaderData: ShaderData | null;
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/** Whether data has been modified. | 数据是否已修改。 */
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isDirty: boolean;
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/** Set file path. | 设置文件路径。 */
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setFilePath: (path: string | null) => void;
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/** Set shader data. | 设置着色器数据。 */
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setShaderData: (data: ShaderData | null) => void;
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/** Set dirty flag. | 设置修改标志。 */
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setDirty: (dirty: boolean) => void;
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/** Reset state. | 重置状态。 */
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reset: () => void;
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}
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/**
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* Create default shader data.
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* 创建默认着色器数据。
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*/
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export function createDefaultShaderData(name: string = 'New Shader'): ShaderData {
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return {
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version: '1.0',
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name,
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vertex: `#version 300 es
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precision highp float;
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layout(location = 0) in vec2 a_position;
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layout(location = 1) in vec2 a_texCoord;
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layout(location = 2) in vec4 a_color;
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uniform mat3 u_projection;
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out vec2 v_texCoord;
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out vec4 v_color;
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void main() {
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vec3 pos = u_projection * vec3(a_position, 1.0);
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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v_texCoord = a_texCoord;
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v_color = a_color;
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}`,
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fragment: `#version 300 es
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precision highp float;
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in vec2 v_texCoord;
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in vec4 v_color;
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uniform sampler2D u_texture;
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out vec4 fragColor;
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void main() {
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vec4 texColor = texture(u_texture, v_texCoord);
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fragColor = texColor * v_color;
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if (fragColor.a < 0.01) {
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discard;
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}
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}`
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};
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}
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/**
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* Shader editor store.
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* 着色器编辑器存储。
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*/
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export const useShaderEditorStore = create<ShaderEditorState>((set) => ({
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filePath: null,
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shaderData: null,
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isDirty: false,
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setFilePath: (path) => set({ filePath: path }),
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setShaderData: (data) => set({ shaderData: data }),
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setDirty: (dirty) => set({ isDirty: dirty }),
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reset: () => set({
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filePath: null,
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shaderData: null,
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isDirty: false
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})
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}));
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