* 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
186 lines
5.5 KiB
Rust
186 lines
5.5 KiB
Rust
//! Material uniform values and types.
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//! 材质uniform值和类型。
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use std::collections::HashMap;
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use web_sys::{WebGl2RenderingContext, WebGlUniformLocation};
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use crate::renderer::shader::ShaderProgram;
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/// Uniform value types supported by the material system.
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/// 材质系统支持的uniform值类型。
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#[derive(Clone, Debug)]
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pub enum UniformValue {
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/// Single float value | 单精度浮点值
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Float(f32),
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/// Two component vector | 二维向量
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Vec2([f32; 2]),
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/// Three component vector | 三维向量
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Vec3([f32; 3]),
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/// Four component vector (also used for colors) | 四维向量(也用于颜色)
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Vec4([f32; 4]),
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/// Single integer value | 整数值
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Int(i32),
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/// 3x3 matrix | 3x3矩阵
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Mat3([f32; 9]),
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/// 4x4 matrix | 4x4矩阵
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Mat4([f32; 16]),
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/// Texture sampler slot | 纹理采样器槽位
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Sampler(i32),
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}
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impl UniformValue {
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/// Apply this uniform value to a shader.
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/// 将此uniform值应用到着色器。
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pub fn apply(&self, gl: &WebGl2RenderingContext, location: &WebGlUniformLocation) {
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match self {
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UniformValue::Float(v) => {
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gl.uniform1f(Some(location), *v);
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}
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UniformValue::Vec2(v) => {
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gl.uniform2f(Some(location), v[0], v[1]);
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}
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UniformValue::Vec3(v) => {
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gl.uniform3f(Some(location), v[0], v[1], v[2]);
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}
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UniformValue::Vec4(v) => {
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gl.uniform4f(Some(location), v[0], v[1], v[2], v[3]);
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}
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UniformValue::Int(v) => {
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gl.uniform1i(Some(location), *v);
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}
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UniformValue::Mat3(v) => {
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gl.uniform_matrix3fv_with_f32_array(Some(location), false, v);
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}
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UniformValue::Mat4(v) => {
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gl.uniform_matrix4fv_with_f32_array(Some(location), false, v);
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}
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UniformValue::Sampler(slot) => {
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gl.uniform1i(Some(location), *slot);
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}
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}
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}
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}
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/// Collection of material uniform values.
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/// 材质uniform值集合。
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#[derive(Clone, Debug, Default)]
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pub struct MaterialUniforms {
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/// Named uniform values | 命名的uniform值
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values: HashMap<String, UniformValue>,
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}
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impl MaterialUniforms {
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/// Create empty uniforms collection.
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/// 创建空的uniform集合。
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pub fn new() -> Self {
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Self {
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values: HashMap::new(),
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}
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}
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/// Set a uniform value.
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/// 设置uniform值。
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pub fn set(&mut self, name: &str, value: UniformValue) {
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self.values.insert(name.to_string(), value);
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}
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/// Get a uniform value.
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/// 获取uniform值。
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pub fn get(&self, name: &str) -> Option<&UniformValue> {
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self.values.get(name)
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}
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/// Remove a uniform value.
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/// 移除uniform值。
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pub fn remove(&mut self, name: &str) -> Option<UniformValue> {
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self.values.remove(name)
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}
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/// Check if a uniform exists.
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/// 检查uniform是否存在。
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pub fn has(&self, name: &str) -> bool {
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self.values.contains_key(name)
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}
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/// Apply all uniforms to a shader program.
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/// 将所有uniform应用到着色器程序。
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pub fn apply_to_shader(&self, gl: &WebGl2RenderingContext, shader: &ShaderProgram) {
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for (name, value) in &self.values {
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if let Some(location) = shader.get_uniform_location(gl, name) {
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value.apply(gl, &location);
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}
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}
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}
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/// Get all uniform names.
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/// 获取所有uniform名称。
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pub fn names(&self) -> Vec<&String> {
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self.values.keys().collect()
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}
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/// Clear all uniforms.
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/// 清除所有uniform。
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pub fn clear(&mut self) {
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self.values.clear();
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}
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/// Get uniform count.
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/// 获取uniform数量。
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pub fn len(&self) -> usize {
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self.values.len()
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}
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/// Check if empty.
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/// 检查是否为空。
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pub fn is_empty(&self) -> bool {
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self.values.is_empty()
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}
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}
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// ============= Convenience setters =============
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// ============= 便捷设置方法 =============
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impl MaterialUniforms {
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/// Set a float uniform.
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/// 设置浮点uniform。
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pub fn set_float(&mut self, name: &str, value: f32) {
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self.set(name, UniformValue::Float(value));
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}
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/// Set a vec2 uniform.
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/// 设置vec2 uniform。
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pub fn set_vec2(&mut self, name: &str, x: f32, y: f32) {
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self.set(name, UniformValue::Vec2([x, y]));
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}
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/// Set a vec3 uniform.
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/// 设置vec3 uniform。
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pub fn set_vec3(&mut self, name: &str, x: f32, y: f32, z: f32) {
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self.set(name, UniformValue::Vec3([x, y, z]));
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}
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/// Set a vec4 uniform (also used for colors).
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/// 设置vec4 uniform(也用于颜色)。
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pub fn set_vec4(&mut self, name: &str, x: f32, y: f32, z: f32, w: f32) {
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self.set(name, UniformValue::Vec4([x, y, z, w]));
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}
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/// Set a color uniform (RGBA, 0.0-1.0).
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/// 设置颜色uniform(RGBA,0.0-1.0)。
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pub fn set_color(&mut self, name: &str, r: f32, g: f32, b: f32, a: f32) {
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self.set(name, UniformValue::Vec4([r, g, b, a]));
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}
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/// Set an integer uniform.
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/// 设置整数uniform。
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pub fn set_int(&mut self, name: &str, value: i32) {
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self.set(name, UniformValue::Int(value));
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}
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/// Set a texture sampler uniform.
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/// 设置纹理采样器uniform。
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pub fn set_sampler(&mut self, name: &str, slot: i32) {
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self.set(name, UniformValue::Sampler(slot));
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}
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}
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