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webgl_gpgpu_birds_gltf

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { GPUComputationRenderer } from "three/examples/jsm/misc/GPUComputationRenderer.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_gpgpu_birds_gltf",
  useLoaders: [GLTFLoader],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- webgl gpgpu birds + GLTF mesh"
      }
    ],
    [
      {
        tag: "text",
        content: "Flamingo by"
      },
      {
        tag: "a",
        link: "https://mirada.com/",
        content: "mirada"
      },
      {
        tag: "text",
        content: "from"
      },
      {
        tag: "a",
        link: "http://www.ro.me/",
        content: "rome"
      }
    ],
    [
      {
        tag: "text",
        content: "Move mouse to disturb birds."
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    const fragmentShaderVelocity = `
			uniform float time;
			uniform float testing;
			uniform float delta; // about 0.016
			uniform float separationDistance; // 20
			uniform float alignmentDistance; // 40
			uniform float cohesionDistance; //
			uniform float freedomFactor;
			uniform vec3 predator;

			const float width = resolution.x;
			const float height = resolution.y;

			const float PI = 3.141592653589793;
			const float PI_2 = PI * 2.0;
			// const float VISION = PI * 0.55;

			float zoneRadius = 40.0;
			float zoneRadiusSquared = 1600.0;

			float separationThresh = 0.45;
			float alignmentThresh = 0.65;

			const float UPPER_BOUNDS = BOUNDS;
			const float LOWER_BOUNDS = -UPPER_BOUNDS;

			const float SPEED_LIMIT = 9.0;

			float rand( vec2 co ){
				return fract( sin( dot( co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );
			}

			void main() {

				zoneRadius = separationDistance + alignmentDistance + cohesionDistance;
				separationThresh = separationDistance / zoneRadius;
				alignmentThresh = ( separationDistance + alignmentDistance ) / zoneRadius;
				zoneRadiusSquared = zoneRadius * zoneRadius;


				vec2 uv = gl_FragCoord.xy / resolution.xy;
				vec3 birdPosition, birdVelocity;

				vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
				vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;

				float dist;
				vec3 dir; // direction
				float distSquared;

				float separationSquared = separationDistance * separationDistance;
				float cohesionSquared = cohesionDistance * cohesionDistance;

				float f;
				float percent;

				vec3 velocity = selfVelocity;

				float limit = SPEED_LIMIT;

				dir = predator * UPPER_BOUNDS - selfPosition;
				dir.z = 0.;
				// dir.z *= 0.6;
				dist = length( dir );
				distSquared = dist * dist;

				float preyRadius = 150.0;
				float preyRadiusSq = preyRadius * preyRadius;


				// move birds away from predator
				if ( dist < preyRadius ) {

					f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
					velocity += normalize( dir ) * f;
					limit += 5.0;
				}


				// if (testing == 0.0) {}
				// if ( rand( uv + time ) < freedomFactor ) {}


				// Attract flocks to the center
				vec3 central = vec3( 0., 0., 0. );
				dir = selfPosition - central;
				dist = length( dir );

				dir.y *= 2.5;
				velocity -= normalize( dir ) * delta * 5.;

				for ( float y = 0.0; y < height; y++ ) {
					for ( float x = 0.0; x < width; x++ ) {

						vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
						birdPosition = texture2D( texturePosition, ref ).xyz;

						dir = birdPosition - selfPosition;
						dist = length( dir );

						if ( dist < 0.0001 ) continue;

						distSquared = dist * dist;

						if ( distSquared > zoneRadiusSquared ) continue;

						percent = distSquared / zoneRadiusSquared;

						if ( percent < separationThresh ) { // low

							// Separation - Move apart for comfort
							f = ( separationThresh / percent - 1.0 ) * delta;
							velocity -= normalize( dir ) * f;

						} else if ( percent < alignmentThresh ) { // high

							// Alignment - fly the same direction
							float threshDelta = alignmentThresh - separationThresh;
							float adjustedPercent = ( percent - separationThresh ) / threshDelta;

							birdVelocity = texture2D( textureVelocity, ref ).xyz;

							f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
							velocity += normalize( birdVelocity ) * f;

						} else {

							// Attraction / Cohesion - move closer
							float threshDelta = 1.0 - alignmentThresh;
							float adjustedPercent;
							if( threshDelta == 0. ) adjustedPercent = 1.;
							else adjustedPercent = ( percent - alignmentThresh ) / threshDelta;

							f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;

							velocity += normalize( dir ) * f;

						}

					}

				}

				// this make tends to fly around than down or up
				// if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);

				// Speed Limits
				if ( length( velocity ) > limit ) {
					velocity = normalize( velocity ) * limit;
				}

				gl_FragColor = vec4( velocity, 1.0 );

			}
		`;
    const fragmentShaderPosition = `

			uniform float time;
			uniform float delta;

			void main()	{

				vec2 uv = gl_FragCoord.xy / resolution.xy;
				vec4 tmpPos = texture2D( texturePosition, uv );
				vec3 position = tmpPos.xyz;
				vec3 velocity = texture2D( textureVelocity, uv ).xyz;

				float phase = tmpPos.w;

				phase = mod( ( phase + delta +
					length( velocity.xz ) * delta * 3. +
					max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );

				gl_FragColor = vec4( position + velocity * delta * 15. , phase );

			}

		`;
    const WIDTH = 64;
    const BIRDS = WIDTH * WIDTH;
    const BirdGeometry = new THREE.BufferGeometry();
    let textureAnimation, durationAnimation, birdMesh, materialShader, indicesPerBird;
    function nextPowerOf2(n) {
      return Math.pow(2, Math.ceil(Math.log(n) / Math.log(2)));
    }
    Math.lerp = function(value1, value2, amount) {
      amount = Math.max(Math.min(amount, 1), 0);
      return value1 + (value2 - value1) * amount;
    };
    const gltfs = ["models/gltf/Parrot.glb", "models/gltf/Flamingo.glb"];
    const colors = [13434879, 16768767];
    const sizes = [0.2, 0.1];
    const selectModel = Math.floor(Math.random() * gltfs.length);
    new GLTFLoader().load(gltfs[selectModel], function(gltf) {
      const animations = gltf.animations;
      durationAnimation = Math.round(animations[0].duration * 60);
      const birdGeo = gltf.scene.children[0].geometry;
      const morphAttributes = birdGeo.morphAttributes.position;
      const tHeight = nextPowerOf2(durationAnimation);
      const tWidth = nextPowerOf2(birdGeo.getAttribute("position").count);
      indicesPerBird = birdGeo.index.count;
      const tData = new Float32Array(4 * tWidth * tHeight);
      for (let i = 0; i < tWidth; i++) {
        for (let j = 0; j < tHeight; j++) {
          const offset = j * tWidth * 4;
          const curMorph = Math.floor(j / durationAnimation * morphAttributes.length);
          const nextMorph = (Math.floor(j / durationAnimation * morphAttributes.length) + 1) % morphAttributes.length;
          const lerpAmount = j / durationAnimation * morphAttributes.length % 1;
          if (j < durationAnimation) {
            let d0, d1;
            d0 = morphAttributes[curMorph].array[i * 3];
            d1 = morphAttributes[nextMorph].array[i * 3];
            if (d0 !== void 0 && d1 !== void 0)
              tData[offset + i * 4] = Math.lerp(d0, d1, lerpAmount);
            d0 = morphAttributes[curMorph].array[i * 3 + 1];
            d1 = morphAttributes[nextMorph].array[i * 3 + 1];
            if (d0 !== void 0 && d1 !== void 0)
              tData[offset + i * 4 + 1] = Math.lerp(d0, d1, lerpAmount);
            d0 = morphAttributes[curMorph].array[i * 3 + 2];
            d1 = morphAttributes[nextMorph].array[i * 3 + 2];
            if (d0 !== void 0 && d1 !== void 0)
              tData[offset + i * 4 + 2] = Math.lerp(d0, d1, lerpAmount);
            tData[offset + i * 4 + 3] = 1;
          }
        }
      }
      textureAnimation = new THREE.DataTexture(
        tData,
        tWidth,
        tHeight,
        THREE.RGBAFormat,
        THREE.FloatType
      );
      textureAnimation.needsUpdate = true;
      const vertices = [], color = [], reference = [], seeds = [], indices = [];
      const totalVertices = birdGeo.getAttribute("position").count * 3 * BIRDS;
      for (let i = 0; i < totalVertices; i++) {
        const bIndex = i % (birdGeo.getAttribute("position").count * 3);
        vertices.push(birdGeo.getAttribute("position").array[bIndex]);
        color.push(birdGeo.getAttribute("color").array[bIndex]);
      }
      let r = Math.random();
      for (let i = 0; i < birdGeo.getAttribute("position").count * BIRDS; i++) {
        const bIndex = i % birdGeo.getAttribute("position").count;
        const bird = Math.floor(i / birdGeo.getAttribute("position").count);
        if (bIndex == 0) r = Math.random();
        const j = ~~bird;
        const x = j % WIDTH / WIDTH;
        const y = ~~(j / WIDTH) / WIDTH;
        reference.push(x, y, bIndex / tWidth, durationAnimation / tHeight);
        seeds.push(bird, r, Math.random(), Math.random());
      }
      for (let i = 0; i < birdGeo.index.array.length * BIRDS; i++) {
        const offset = Math.floor(i / birdGeo.index.array.length) * birdGeo.getAttribute("position").count;
        indices.push(birdGeo.index.array[i % birdGeo.index.array.length] + offset);
      }
      BirdGeometry.setAttribute(
        "position",
        new THREE.BufferAttribute(new Float32Array(vertices), 3)
      );
      BirdGeometry.setAttribute("birdColor", new THREE.BufferAttribute(new Float32Array(color), 3));
      BirdGeometry.setAttribute("color", new THREE.BufferAttribute(new Float32Array(color), 3));
      BirdGeometry.setAttribute(
        "reference",
        new THREE.BufferAttribute(new Float32Array(reference), 4)
      );
      BirdGeometry.setAttribute("seeds", new THREE.BufferAttribute(new Float32Array(seeds), 4));
      BirdGeometry.setIndex(indices);
      init();
    });
    let stats;
    let camera, scene, renderer;
    let mouseX = 0, mouseY = 0;
    let windowHalfX = window.innerWidth / 2;
    let windowHalfY = window.innerHeight / 2;
    const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
    let last = Date.now();
    let gpuCompute;
    let velocityVariable;
    let positionVariable;
    let positionUniforms;
    let velocityUniforms;
    function init() {
      camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 3e3);
      camera.position.z = 350;
      scene = new THREE.Scene();
      scene.background = new THREE.Color(colors[selectModel]);
      scene.fog = new THREE.Fog(colors[selectModel], 100, 1e3);
      const hemiLight = new THREE.HemisphereLight(colors[selectModel], 16777215, 4.5);
      hemiLight.color.setHSL(0.6, 1, 0.6, THREE.SRGBColorSpace);
      hemiLight.groundColor.setHSL(0.095, 1, 0.75, THREE.SRGBColorSpace);
      hemiLight.position.set(0, 50, 0);
      scene.add(hemiLight);
      const dirLight = new THREE.DirectionalLight(52945, 2);
      dirLight.color.setHSL(0.1, 1, 0.95, THREE.SRGBColorSpace);
      dirLight.position.set(-1, 1.75, 1);
      dirLight.position.multiplyScalar(30);
      scene.add(dirLight);
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      initComputeRenderer();
      stats = new Stats(renderer);
      canvas.addEventListener("pointermove", onPointerMove);
      window.addEventListener("resize", onWindowResize);
      const gui = new GUI();
      const effectController = {
        separation: 20,
        alignment: 20,
        cohesion: 20,
        freedom: 0.75,
        size: sizes[selectModel],
        count: Math.floor(BIRDS / 4)
      };
      const valuesChanger = function() {
        velocityUniforms["separationDistance"].value = effectController.separation;
        velocityUniforms["alignmentDistance"].value = effectController.alignment;
        velocityUniforms["cohesionDistance"].value = effectController.cohesion;
        velocityUniforms["freedomFactor"].value = effectController.freedom;
        if (materialShader) materialShader.uniforms["size"].value = effectController.size;
        BirdGeometry.setDrawRange(0, indicesPerBird * effectController.count);
      };
      valuesChanger();
      gui.add(effectController, "separation", 0, 100, 1).onChange(valuesChanger);
      gui.add(effectController, "alignment", 0, 100, 1e-3).onChange(valuesChanger);
      gui.add(effectController, "cohesion", 0, 100, 0.025).onChange(valuesChanger);
      gui.add(effectController, "size", 0, 1, 0.01).onChange(valuesChanger);
      gui.add(effectController, "count", 0, BIRDS, 1).onChange(valuesChanger);
      gui.close();
      initBirds(effectController);
    }
    function initComputeRenderer() {
      gpuCompute = new GPUComputationRenderer(WIDTH, WIDTH, renderer);
      const dtPosition = gpuCompute.createTexture();
      const dtVelocity = gpuCompute.createTexture();
      fillPositionTexture(dtPosition);
      fillVelocityTexture(dtVelocity);
      velocityVariable = gpuCompute.addVariable(
        "textureVelocity",
        fragmentShaderVelocity,
        dtVelocity
      );
      positionVariable = gpuCompute.addVariable(
        "texturePosition",
        fragmentShaderPosition,
        dtPosition
      );
      gpuCompute.setVariableDependencies(velocityVariable, [positionVariable, velocityVariable]);
      gpuCompute.setVariableDependencies(positionVariable, [positionVariable, velocityVariable]);
      positionUniforms = positionVariable.material.uniforms;
      velocityUniforms = velocityVariable.material.uniforms;
      positionUniforms["time"] = { value: 0 };
      positionUniforms["delta"] = { value: 0 };
      velocityUniforms["time"] = { value: 1 };
      velocityUniforms["delta"] = { value: 0 };
      velocityUniforms["testing"] = { value: 1 };
      velocityUniforms["separationDistance"] = { value: 1 };
      velocityUniforms["alignmentDistance"] = { value: 1 };
      velocityUniforms["cohesionDistance"] = { value: 1 };
      velocityUniforms["freedomFactor"] = { value: 1 };
      velocityUniforms["predator"] = { value: new THREE.Vector3() };
      velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed(2);
      velocityVariable.wrapS = THREE.RepeatWrapping;
      velocityVariable.wrapT = THREE.RepeatWrapping;
      positionVariable.wrapS = THREE.RepeatWrapping;
      positionVariable.wrapT = THREE.RepeatWrapping;
      const error = gpuCompute.init();
      if (error !== null) {
        console.error(error);
      }
    }
    function initBirds(effectController) {
      const geometry = BirdGeometry;
      const m = new THREE.MeshStandardMaterial({
        vertexColors: true,
        flatShading: true,
        roughness: 1,
        metalness: 0
      });
      m.onBeforeCompile = (shader) => {
        shader.uniforms.texturePosition = { value: null };
        shader.uniforms.textureVelocity = { value: null };
        shader.uniforms.textureAnimation = { value: textureAnimation };
        shader.uniforms.time = { value: 1 };
        shader.uniforms.size = { value: effectController.size };
        shader.uniforms.delta = { value: 0 };
        let token = "#define STANDARD";
        let insert = (
          /* glsl */
          `
						attribute vec4 reference;
						attribute vec4 seeds;
						attribute vec3 birdColor;
						uniform sampler2D texturePosition;
						uniform sampler2D textureVelocity;
						uniform sampler2D textureAnimation;
						uniform float size;
						uniform float time;
					`
        );
        shader.vertexShader = shader.vertexShader.replace(token, token + insert);
        token = "#include <begin_vertex>";
        insert = /* glsl */
        `
						vec4 tmpPos = texture2D( texturePosition, reference.xy );

						vec3 pos = tmpPos.xyz;
						vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);
						vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( time + ( seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;
						vec3 newPosition = position;

						newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );
						newPosition *= size + seeds.y * size * 0.2;

						velocity.z *= -1.;
						float xz = length( velocity.xz );
						float xyz = 1.;
						float x = sqrt( 1. - velocity.y * velocity.y );

						float cosry = velocity.x / xz;
						float sinry = velocity.z / xz;

						float cosrz = x / xyz;
						float sinrz = velocity.y / xyz;

						mat3 maty =  mat3( cosry, 0, -sinry, 0    , 1, 0     , sinry, 0, cosry );
						mat3 matz =  mat3( cosrz , sinrz, 0, -sinrz, cosrz, 0, 0     , 0    , 1 );

						newPosition =  maty * matz * newPosition;
						newPosition += pos;

						vec3 transformed = vec3( newPosition );
					`;
        shader.vertexShader = shader.vertexShader.replace(token, insert);
        materialShader = shader;
      };
      birdMesh = new THREE.Mesh(geometry, m);
      birdMesh.rotation.y = Math.PI / 2;
      birdMesh.castShadow = true;
      birdMesh.receiveShadow = true;
      scene.add(birdMesh);
    }
    function fillPositionTexture(texture) {
      const theArray = texture.image.data;
      for (let k = 0, kl = theArray.length; k < kl; k += 4) {
        const x = Math.random() * BOUNDS - BOUNDS_HALF;
        const y = Math.random() * BOUNDS - BOUNDS_HALF;
        const z = Math.random() * BOUNDS - BOUNDS_HALF;
        theArray[k + 0] = x;
        theArray[k + 1] = y;
        theArray[k + 2] = z;
        theArray[k + 3] = 1;
      }
    }
    function fillVelocityTexture(texture) {
      const theArray = texture.image.data;
      for (let k = 0, kl = theArray.length; k < kl; k += 4) {
        const x = Math.random() - 0.5;
        const y = Math.random() - 0.5;
        const z = Math.random() - 0.5;
        theArray[k + 0] = x * 10;
        theArray[k + 1] = y * 10;
        theArray[k + 2] = z * 10;
        theArray[k + 3] = 1;
      }
    }
    function onWindowResize() {
      windowHalfX = window.innerWidth / 2;
      windowHalfY = window.innerHeight / 2;
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function onPointerMove(event) {
      if (event.isPrimary === false) return;
      mouseX = event.clientX - windowHalfX;
      mouseY = event.clientY - windowHalfY;
    }
    function animate() {
      render();
      stats.update();
    }
    function render() {
      const now = Date.now();
      let delta = (now - last) / 1e3;
      if (delta > 1) delta = 1;
      last = now;
      positionUniforms["time"].value = now;
      positionUniforms["delta"].value = delta;
      velocityUniforms["time"].value = now;
      velocityUniforms["delta"].value = delta;
      if (materialShader) materialShader.uniforms["time"].value = now / 1e3;
      if (materialShader) materialShader.uniforms["delta"].value = delta;
      velocityUniforms["predator"].value.set(
        0.5 * mouseX / windowHalfX,
        -0.5 * mouseY / windowHalfY,
        0
      );
      mouseX = 1e4;
      mouseY = 1e4;
      gpuCompute.compute();
      if (materialShader)
        materialShader.uniforms["texturePosition"].value = gpuCompute.getCurrentRenderTarget(positionVariable).texture;
      if (materialShader)
        materialShader.uniforms["textureVelocity"].value = gpuCompute.getCurrentRenderTarget(velocityVariable).texture;
      renderer.render(scene, camera);
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;