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tianmo committed 2026-09-12 18:10:52 +08:00
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'use strict';
const patterns = new WeakMap();
// Called with the same world-to-canvas transform used to draw the skeleton.
function drawCheckerboard(ctx, width, height) {
let pattern = patterns.get(ctx);
if (!pattern) {
const tile = ctx.canvas.ownerDocument.createElement('canvas');
tile.width = tile.height = 100;
const paint = tile.getContext('2d');
paint.fillStyle = '#505052'; paint.fillRect(0, 0, 100, 100);
paint.fillStyle = '#5a5a5c'; paint.fillRect(0, 0, 50, 50); paint.fillRect(50, 50, 50, 50);
pattern = ctx.createPattern(tile, 'repeat'); patterns.set(ctx, pattern);
}
const m = ctx.getTransform().inverse();
const corners = [[0,0], [width,0], [width,height], [0,height]].map(([x,y]) => [m.a*x+m.c*y+m.e, m.b*x+m.d*y+m.f]);
const xs = corners.map(p => p[0]), ys = corners.map(p => p[1]);
const x = Math.min(...xs), y = Math.min(...ys);
if (!Number.isFinite(x + y)) return;
ctx.save();
try { ctx.imageSmoothingEnabled = false; ctx.fillStyle = pattern; ctx.fillRect(x, y, Math.max(...xs)-x, Math.max(...ys)-y); }
finally { ctx.restore(); }
}
module.exports = { drawCheckerboard };
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'use strict';
// The official spine-canvas SkeletonRenderer does not process clipping
// attachments. Keep its triangle rasterizer, but feed it geometry produced by
// SkeletonClipping so the viewer matches Spine's draw order and clipping rules.
const QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
const BLEND_MODES = ['source-over', 'lighter', 'multiply', 'screen'];
const unpremultipliedImages = new WeakMap();
function rendererConstructor(spine) {
return (spine.canvas && spine.canvas.SkeletonRenderer) || spine.SkeletonRenderer;
}
function imageFromAttachment(attachment) {
const region = attachment && attachment.region;
// 4.0 stores the texture on the atlas page, while the other bundled
// runtimes expose it directly on the attachment region.
const renderRegion = region && region.renderObject;
const texture = region && (region.texture
|| (region.page && region.page.texture)
|| (renderRegion && renderRegion.texture)
|| (renderRegion && renderRegion.page && renderRegion.page.texture));
return texture && typeof texture.getImage === 'function' ? texture.getImage() : null;
}
// Canvas 2D always applies source-alpha blending. A Spine texture exported
// with PMA already has RGB multiplied by alpha, so drawing it directly would
// multiply translucent edge pixels a second time. Convert it once to straight
// alpha and cache the result; Canvas can then blend it correctly.
function imageForCanvas(image, context, premultipliedAlpha) {
if (!premultipliedAlpha || !image || (typeof image !== 'object' && typeof image !== 'function')) return image;
const cached = unpremultipliedImages.get(image);
if (cached) return cached;
try {
const ownerDocument = context.canvas && context.canvas.ownerDocument;
const doc = ownerDocument || (typeof document !== 'undefined' ? document : null);
if (!image.width || !image.height) return image;
let canvas;
if (doc) canvas = doc.createElement('canvas');
else {
try { canvas = require('@napi-rs/canvas').createCanvas(image.width, image.height); }
catch (e) { return image; }
}
canvas.width = image.width;
canvas.height = image.height;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
ctx.drawImage(image, 0, 0);
const pixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = pixels.data;
for (let i = 0; i < data.length; i += 4) {
const alpha = data[i + 3];
if (alpha > 0 && alpha < 255) {
const factor = 255 / alpha;
data[i] = Math.min(255, Math.round(data[i] * factor));
data[i + 1] = Math.min(255, Math.round(data[i + 1] * factor));
data[i + 2] = Math.min(255, Math.round(data[i + 2] * factor));
}
}
ctx.putImageData(pixels, 0, 0);
unpremultipliedImages.set(image, canvas);
return canvas;
} catch (e) {
// If pixel access is unavailable, retain the original texture so preview
// remains usable instead of failing the whole frame.
return image;
}
}
function unpackVertices(vertices, count) {
const positions = new Array(count * 2);
const uvs = new Array(count * 2);
for (let i = 0, p = 0; i < count; i++, p += 2) {
const source = i * 8;
positions[p] = vertices[source];
positions[p + 1] = vertices[source + 1];
uvs[p] = vertices[source + 6];
uvs[p + 1] = vertices[source + 7];
}
return { positions, uvs };
}
function drawInterleaved(base, image, vertices, triangles, darkColor) {
for (let i = 0; i < triangles.length; i += 3) {
const a = triangles[i] * 8;
const b = triangles[i + 1] * 8;
const c = triangles[i + 2] * 8;
base.drawTriangle(image,
vertices[a], vertices[a + 1], vertices[a + 6], vertices[a + 7],
vertices[b], vertices[b + 1], vertices[b + 6], vertices[b + 7],
vertices[c], vertices[c + 1], vertices[c + 6], vertices[c + 7],
[...vertices.slice(a+2,a+6), ...vertices.slice(b+2,b+6), ...vertices.slice(c+2,c+6)],
darkColor ? Array.from({length:3}, () => [darkColor.r,darkColor.g,darkColor.b,0]).flat() : undefined);
}
}
function createLegacyRenderer(spine, context) {
const Renderer = rendererConstructor(spine);
if (!Renderer || !spine.SkeletonClipping) throw new Error('Spine Canvas 渲染器不完整');
const base = new Renderer(context);
base.triangleRendering = true;
base.premultipliedAlpha = false;
const clipper = new spine.SkeletonClipping();
const dark = new spine.Color(0, 0, 0, 0);
base.draw = function drawWithClipping(skeleton) {
const composite = context.globalCompositeOperation;
const drawOrder = skeleton.drawOrder;
const pma = !!base.premultipliedAlpha;
try {
for (let i = 0; i < drawOrder.length; i++) {
const slot = drawOrder[i];
if (slot.bone && slot.bone.active === false) {
clipper.clipEndWithSlot(slot);
continue;
}
const attachment = slot.getAttachment();
if (attachment instanceof spine.ClippingAttachment) {
clipper.clipStart(slot, attachment);
continue;
}
try {
if (!attachment) continue;
let vertices;
let triangles;
let vertexCount;
if (attachment instanceof spine.RegionAttachment) {
vertices = base.computeRegionVertices(slot, attachment, false);
triangles = Renderer.QUAD_TRIANGLES || QUAD_TRIANGLES;
vertexCount = 4;
} else if (attachment instanceof spine.MeshAttachment) {
vertices = base.computeMeshVertices(slot, attachment, false);
triangles = attachment.triangles;
vertexCount = attachment.worldVerticesLength >> 1;
} else {
continue;
}
const sourceImage = imageFromAttachment(attachment);
const image = base.gpuDrawing ? sourceImage : imageForCanvas(sourceImage, context, pma);
if (!image) continue;
context.globalAlpha = base.tempColor.a;
context.globalCompositeOperation = BLEND_MODES[slot.data.blendMode] || 'source-over';
if (clipper.isClipping()) {
const unpacked = unpackVertices(vertices, vertexCount);
clipper.clipTriangles(unpacked.positions, unpacked.positions.length,
triangles, triangles.length, unpacked.uvs, base.tempColor, dark, false);
drawInterleaved(base, image, clipper.clippedVertices, clipper.clippedTriangles, slot.darkColor);
} else {
drawInterleaved(base, image, vertices, triangles, slot.darkColor);
}
} finally {
clipper.clipEndWithSlot(slot);
}
}
} finally {
clipper.clipEnd();
context.globalAlpha = 1;
context.globalCompositeOperation = composite;
}
};
base.clipper = clipper;
return base;
}
// 3.4/3.5 predate clipping attachments and compute packed vertices on attachments.
function create34Renderer(spine, context) {
const base = new (rendererConstructor(spine))(context);
base.triangleRendering = true;
base.premultipliedAlpha = false;
base.draw = skeleton => {
const composite = context.globalCompositeOperation;
try {
for (const slot of skeleton.drawOrder) {
const attachment = slot.getAttachment();
if (!(attachment instanceof spine.RegionAttachment) && !(attachment instanceof spine.MeshAttachment)) continue;
const vertices = attachment.updateWorldVertices(slot, false);
const sourceImage = imageFromAttachment(attachment);
const image = base.gpuDrawing ? sourceImage : imageForCanvas(sourceImage, context, base.premultipliedAlpha);
if (!image) continue;
context.globalAlpha = vertices[5];
context.globalCompositeOperation = BLEND_MODES[slot.data.blendMode] || 'source-over';
drawInterleaved(base, image, vertices, attachment instanceof spine.MeshAttachment ? attachment.triangles : QUAD_TRIANGLES);
}
} finally { context.globalAlpha = 1; context.globalCompositeOperation = composite; }
};
return base;
}
function create43Renderer(spine, context) {
const Renderer = rendererConstructor(spine);
if (!Renderer || !spine.SkeletonRendererCore) throw new Error('Spine 4.3 Canvas 渲染器不完整');
const base = new Renderer(context);
base.triangleRendering = true;
base.premultipliedAlpha = false;
const core = new spine.SkeletonRendererCore();
base.draw = function drawWithCoreClipping(skeleton) {
const composite = context.globalCompositeOperation;
try {
const pma = !!base.premultipliedAlpha;
for (let command = core.render(skeleton, false); command; command = command.next) {
const sourceImage = command.texture && command.texture.getImage && command.texture.getImage();
const image = base.gpuDrawing ? sourceImage : imageForCanvas(sourceImage, context, pma);
if (!image) continue;
context.globalAlpha = ((command.colors[0] >>> 24) & 255) / 255;
context.globalCompositeOperation = BLEND_MODES[command.blendMode] || 'source-over';
const positions = command.positions;
const uvs = command.uvs;
const indices = command.indices;
for (let i = 0; i < command.numIndices; i += 3) {
const a = indices[i] * 2;
const b = indices[i + 1] * 2;
const c = indices[i + 2] * 2;
const unpack = packed => [((packed>>>16)&255)/255,((packed>>>8)&255)/255,(packed&255)/255,((packed>>>24)&255)/255];
const colors = [a,b,c].flatMap(index => unpack(command.colors[index/2]));
const darkColors = [a,b,c].flatMap(index => unpack(command.darkColors[index/2]));
base.drawTriangle(image,
positions[a], positions[a + 1], uvs[a], uvs[a + 1],
positions[b], positions[b + 1], uvs[b], uvs[b + 1],
positions[c], positions[c + 1], uvs[c], uvs[c + 1], colors, darkColors);
}
}
} finally {
context.globalAlpha = 1;
context.globalCompositeOperation = composite;
}
};
base.clipper = core.clipping;
return base;
}
function createRenderer(spine, context, runtimeDir) {
const renderer = (runtimeDir === '3.4' || runtimeDir === '3.5') ? create34Renderer(spine, context) : runtimeDir === '4.3'
? create43Renderer(spine, context)
: createLegacyRenderer(spine, context);
// Explicitly disable debug drawing in every supported runtime.
renderer.debugRendering = false;
return require('./spine-webgl-rasterizer.js').attach(renderer, context);
}
module.exports = { createRenderer };
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'use strict';
// Decode file bytes without the Canvas 2D premultiply/unpremultiply round trip.
// In low-alpha PMA pixels that round trip destroys RGB precision before blending.
const preparedTextures = new WeakMap();
async function prepareTexture(image, blob) {
if (typeof createImageBitmap !== 'function') return;
const options = { colorSpaceConversion: 'none' };
const [pma, straight] = await Promise.all([
createImageBitmap(blob, { ...options, premultiplyAlpha: 'none' }),
createImageBitmap(blob, { ...options, premultiplyAlpha: 'premultiply' })
]);
preparedTextures.set(image, { pma, straight });
}
// Rasterize adjacent mesh triangles together, with GPU edge ownership rules.
// Canvas clip()+drawImage() anti-aliases each triangle separately and exposes
// the background along shared edges, which looks like a wireframe overlay.
function createRasterizer(context) {
const document = context.canvas && context.canvas.ownerDocument;
if (!document || typeof context.getTransform !== 'function') return null;
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl', {
alpha: true, premultipliedAlpha: true, antialias: true,
preserveDrawingBuffer: true, depth: false, stencil: false
});
if (!gl) return null;
function shader(type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source); gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(shader));
return shader;
}
const vertex = shader(gl.VERTEX_SHADER, `
attribute vec2 position;
attribute vec2 uv;
attribute vec4 light;
attribute vec4 dark;
uniform vec2 resolution;
varying vec2 textureUV;
varying vec4 lightColor;
varying vec4 darkColor;
void main() {
vec2 p = position / resolution * 2.0 - 1.0;
gl_Position = vec4(p.x, -p.y, 0.0, 1.0);
textureUV = uv;
lightColor = light; darkColor = dark;
}`);
const fragment = shader(gl.FRAGMENT_SHADER, `
precision mediump float;
uniform sampler2D image;
varying vec2 textureUV;
varying vec4 lightColor;
varying vec4 darkColor;
void main() {
vec4 color = texture2D(image, textureUV);
float alpha = color.a * lightColor.a;
// Textures are PMA in GPU memory. Light/dark colors arrive straight.
vec3 rgb = (color.rgb * lightColor.rgb + (color.a - color.rgb) * darkColor.rgb) * lightColor.a;
gl_FragColor = vec4(rgb, alpha);
}`);
const program = gl.createProgram(); gl.attachShader(program, vertex); gl.attachShader(program, fragment); gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(program));
gl.deleteShader(vertex); gl.deleteShader(fragment);
const buffer = gl.createBuffer();
const position = gl.getAttribLocation(program, 'position'), uv = gl.getAttribLocation(program, 'uv');
const resolution = gl.getUniformLocation(program, 'resolution');
const light = gl.getAttribLocation(program, 'light'), dark = gl.getAttribLocation(program, 'dark');
const textures = new Map();
let coordinates = [], currentImage = null, currentAlpha = 1, currentMode = 'source-over', transform;
let disposed = false, lost = false;
let premultipliedAlpha = false;
canvas.addEventListener('webglcontextlost', event => { event.preventDefault(); lost = true; });
function texture(image) {
const pma = image !== context.canvas && premultipliedAlpha;
let pair = textures.get(image);
if (!pair) { pair = {}; textures.set(image, pair); }
const key = pma ? 'pma' : 'straight';
if (pair[key] && image !== context.canvas) return pair[key];
const t = pair[key] || gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, t);
// Premultiply before interpolation so translucent edges do not darken.
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !pma);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const prepared = preparedTextures.get(image);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, prepared ? prepared[key] : image);
pair[key] = t; return t;
}
function flush() {
if (!coordinates.length) return;
gl.bindTexture(gl.TEXTURE_2D, texture(currentImage));
// Premultiplied RGB factors; keep source-over alpha independently.
const factors = currentMode === 'lighter' ? [gl.ONE, gl.ONE]
: currentMode === 'multiply' ? [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]
: currentMode === 'screen' ? [gl.ONE, gl.ONE_MINUS_SRC_COLOR]
: [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
gl.blendFuncSeparate(factors[0], factors[1], gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(coordinates), gl.STREAM_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, coordinates.length / 12);
coordinates.length = 0;
}
return {
begin(pma = false) {
if (disposed || lost || gl.isContextLost()) return false;
premultipliedAlpha = pma;
const target = context.canvas;
if (canvas.width !== target.width) canvas.width = target.width;
if (canvas.height !== target.height) canvas.height = target.height;
transform = context.getTransform(); coordinates.length = 0; currentImage = null;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program); gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(position); gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 48, 0);
gl.enableVertexAttribArray(uv); gl.vertexAttribPointer(uv, 2, gl.FLOAT, false, 48, 8);
gl.enableVertexAttribArray(light); gl.vertexAttribPointer(light, 4, gl.FLOAT, false, 48, 16);
gl.enableVertexAttribArray(dark); gl.vertexAttribPointer(dark, 4, gl.FLOAT, false, 48, 32);
gl.uniform2f(resolution, canvas.width, canvas.height);
gl.activeTexture(gl.TEXTURE0); gl.uniform1i(gl.getUniformLocation(program, 'image'), 0);
gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
// Seed the same framebuffer with the actual Canvas pixels (solid or
// checkerboard background). CSS backgrounds cannot participate in blending.
currentImage = target; currentAlpha = 1; currentMode = 'source-over';
const w = canvas.width, h = canvas.height;
for (const vertex of [[0,0,0,0],[w,0,1,0],[w,h,1,1],[0,0,0,0],[w,h,1,1],[0,h,0,1]])
coordinates.push(...vertex, 1,1,1,1, 0,0,0,0);
flush(); currentImage = null;
return true;
},
triangle(image, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2, colors, darkColors) {
const alpha = context.globalAlpha;
const mode = context.globalCompositeOperation || 'source-over';
if (image !== currentImage || alpha !== currentAlpha || mode !== currentMode) { flush(); currentImage = image; currentAlpha = alpha; currentMode = mode; }
const t = transform;
const points = [[x0,y0,u0,v0],[x1,y1,u1,v1],[x2,y2,u2,v2]];
for (let i=0; i<3; i++) {
const [x,y,u,v] = points[i], j=i*4;
coordinates.push(t.a*x+t.c*y+t.e, t.b*x+t.d*y+t.f, u,v,
...(colors ? colors.slice(j,j+4) : [1,1,1,alpha]),
...(darkColors ? darkColors.slice(j,j+4) : [0,0,0,0]));
}
},
end() {
flush();
context.save();
try { context.setTransform(1, 0, 0, 1, 0, 0); context.globalAlpha = 1; context.globalCompositeOperation = 'copy'; context.drawImage(canvas, 0, 0); }
finally { context.restore(); }
},
dispose() {
if (disposed) return; disposed = true;
for (const pair of textures.values()) for (const value of Object.values(pair)) gl.deleteTexture(value);
textures.clear(); gl.deleteBuffer(buffer); gl.deleteProgram(program);
const extension = gl.getExtension('WEBGL_lose_context'); if (extension) extension.loseContext();
}
};
}
function attach(renderer, context) {
let rasterizer;
try { rasterizer = createRasterizer(context); } catch (e) { return renderer; }
if (!rasterizer) return renderer;
const draw = renderer.draw.bind(renderer), triangle = renderer.drawTriangle.bind(renderer);
renderer.draw = skeleton => {
if (!rasterizer.begin(!!renderer.premultipliedAlpha)) return draw(skeleton);
renderer.gpuDrawing = true;
renderer.drawTriangle = rasterizer.triangle;
try { draw(skeleton); rasterizer.end(); }
finally { renderer.drawTriangle = triangle; renderer.gpuDrawing = false; }
};
renderer.dispose = rasterizer.dispose;
renderer.rasterization = 'webgl';
return renderer;
}
module.exports = { createRasterizer, attach, prepareTexture };