新增3.4版本支持
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'use strict';
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// Rasterize adjacent mesh triangles together, with GPU edge ownership rules.
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// Canvas clip()+drawImage() anti-aliases each triangle separately and exposes
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// the background along shared edges, which looks like a wireframe overlay.
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function createRasterizer(context) {
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const document = context.canvas && context.canvas.ownerDocument;
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if (!document || typeof context.getTransform !== 'function') return null;
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const canvas = document.createElement('canvas');
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const gl = canvas.getContext('webgl', {
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alpha: true, premultipliedAlpha: true, antialias: true,
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preserveDrawingBuffer: true, depth: false, stencil: false
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});
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if (!gl) return null;
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function shader(type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source); gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(shader));
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return shader;
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}
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const vertex = shader(gl.VERTEX_SHADER, `
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attribute vec2 position;
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attribute vec2 uv;
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uniform vec2 resolution;
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varying vec2 textureUV;
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void main() {
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vec2 p = position / resolution * 2.0 - 1.0;
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gl_Position = vec4(p.x, -p.y, 0.0, 1.0);
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textureUV = uv;
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}`);
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const fragment = shader(gl.FRAGMENT_SHADER, `
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precision mediump float;
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uniform sampler2D image;
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uniform float opacity;
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varying vec2 textureUV;
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void main() {
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vec4 color = texture2D(image, textureUV);
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float alpha = color.a * opacity;
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gl_FragColor = vec4(color.rgb * opacity, alpha);
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}`);
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const program = gl.createProgram(); gl.attachShader(program, vertex); gl.attachShader(program, fragment); gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(program));
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gl.deleteShader(vertex); gl.deleteShader(fragment);
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const buffer = gl.createBuffer();
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const position = gl.getAttribLocation(program, 'position'), uv = gl.getAttribLocation(program, 'uv');
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const resolution = gl.getUniformLocation(program, 'resolution'), opacity = gl.getUniformLocation(program, 'opacity');
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const textures = new Map();
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let coordinates = [], currentImage = null, currentAlpha = 1, transform;
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let disposed = false, lost = false;
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canvas.addEventListener('webglcontextlost', event => { event.preventDefault(); lost = true; });
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function texture(image) {
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if (textures.has(image)) return textures.get(image);
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const t = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, t);
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// Premultiply before interpolation so translucent edges do not darken.
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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textures.set(image, t); return t;
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}
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function flush() {
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if (!coordinates.length) return;
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gl.bindTexture(gl.TEXTURE_2D, texture(currentImage));
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gl.uniform1f(opacity, currentAlpha);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(coordinates), gl.STREAM_DRAW);
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gl.drawArrays(gl.TRIANGLES, 0, coordinates.length / 4);
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coordinates.length = 0;
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}
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return {
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begin() {
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if (disposed || lost || gl.isContextLost()) return false;
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const target = context.canvas;
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if (canvas.width !== target.width) canvas.width = target.width;
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if (canvas.height !== target.height) canvas.height = target.height;
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transform = context.getTransform(); coordinates.length = 0; currentImage = null;
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT);
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gl.useProgram(program); gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.enableVertexAttribArray(position); gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 16, 0);
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gl.enableVertexAttribArray(uv); gl.vertexAttribPointer(uv, 2, gl.FLOAT, false, 16, 8);
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gl.uniform2f(resolution, canvas.width, canvas.height);
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gl.activeTexture(gl.TEXTURE0); gl.uniform1i(gl.getUniformLocation(program, 'image'), 0);
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gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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return true;
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},
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triangle(image, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) {
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const alpha = context.globalAlpha;
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if (image !== currentImage || alpha !== currentAlpha) { flush(); currentImage = image; currentAlpha = alpha; }
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const t = transform;
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coordinates.push(
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t.a * x0 + t.c * y0 + t.e, t.b * x0 + t.d * y0 + t.f, u0, v0,
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t.a * x1 + t.c * y1 + t.e, t.b * x1 + t.d * y1 + t.f, u1, v1,
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t.a * x2 + t.c * y2 + t.e, t.b * x2 + t.d * y2 + t.f, u2, v2);
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},
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end() {
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flush();
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context.save();
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try { context.setTransform(1, 0, 0, 1, 0, 0); context.globalAlpha = 1; context.drawImage(canvas, 0, 0); }
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finally { context.restore(); }
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},
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dispose() {
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if (disposed) return; disposed = true;
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for (const value of textures.values()) gl.deleteTexture(value);
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textures.clear(); gl.deleteBuffer(buffer); gl.deleteProgram(program);
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const extension = gl.getExtension('WEBGL_lose_context'); if (extension) extension.loseContext();
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}
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};
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}
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function attach(renderer, context) {
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let rasterizer;
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try { rasterizer = createRasterizer(context); } catch (e) { return renderer; }
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if (!rasterizer) return renderer;
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const draw = renderer.draw.bind(renderer), triangle = renderer.drawTriangle.bind(renderer);
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renderer.draw = skeleton => {
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if (!rasterizer.begin()) return draw(skeleton);
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renderer.drawTriangle = rasterizer.triangle;
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try { draw(skeleton); rasterizer.end(); }
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finally { renderer.drawTriangle = triangle; }
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};
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renderer.dispose = rasterizer.dispose;
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renderer.rasterization = 'webgl';
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return renderer;
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}
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module.exports = { createRasterizer, attach };
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