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@@ -0,0 +1,25 @@
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'use strict';
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const patterns = new WeakMap();
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// Called with the same world-to-canvas transform used to draw the skeleton.
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function drawCheckerboard(ctx, width, height) {
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let pattern = patterns.get(ctx);
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if (!pattern) {
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const tile = ctx.canvas.ownerDocument.createElement('canvas');
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tile.width = tile.height = 100;
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const paint = tile.getContext('2d');
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paint.fillStyle = '#505052'; paint.fillRect(0, 0, 100, 100);
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paint.fillStyle = '#5a5a5c'; paint.fillRect(0, 0, 50, 50); paint.fillRect(50, 50, 50, 50);
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pattern = ctx.createPattern(tile, 'repeat'); patterns.set(ctx, pattern);
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}
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const m = ctx.getTransform().inverse();
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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]);
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const xs = corners.map(p => p[0]), ys = corners.map(p => p[1]);
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const x = Math.min(...xs), y = Math.min(...ys);
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if (!Number.isFinite(x + y)) return;
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ctx.save();
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try { ctx.imageSmoothingEnabled = false; ctx.fillStyle = pattern; ctx.fillRect(x, y, Math.max(...xs)-x, Math.max(...ys)-y); }
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finally { ctx.restore(); }
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}
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module.exports = { drawCheckerboard };
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File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,243 @@
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'use strict';
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// The official spine-canvas SkeletonRenderer does not process clipping
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// attachments. Keep its triangle rasterizer, but feed it geometry produced by
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// SkeletonClipping so the viewer matches Spine's draw order and clipping rules.
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const QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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const BLEND_MODES = ['source-over', 'lighter', 'multiply', 'screen'];
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const unpremultipliedImages = new WeakMap();
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function rendererConstructor(spine) {
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return (spine.canvas && spine.canvas.SkeletonRenderer) || spine.SkeletonRenderer;
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}
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function imageFromAttachment(attachment) {
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const region = attachment && attachment.region;
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// 4.0 stores the texture on the atlas page, while the other bundled
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// runtimes expose it directly on the attachment region.
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const renderRegion = region && region.renderObject;
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const texture = region && (region.texture
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|| (region.page && region.page.texture)
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|| (renderRegion && renderRegion.texture)
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|| (renderRegion && renderRegion.page && renderRegion.page.texture));
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return texture && typeof texture.getImage === 'function' ? texture.getImage() : null;
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}
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// Canvas 2D always applies source-alpha blending. A Spine texture exported
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// with PMA already has RGB multiplied by alpha, so drawing it directly would
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// multiply translucent edge pixels a second time. Convert it once to straight
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// alpha and cache the result; Canvas can then blend it correctly.
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function imageForCanvas(image, context, premultipliedAlpha) {
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if (!premultipliedAlpha || !image || (typeof image !== 'object' && typeof image !== 'function')) return image;
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const cached = unpremultipliedImages.get(image);
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if (cached) return cached;
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try {
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const ownerDocument = context.canvas && context.canvas.ownerDocument;
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const doc = ownerDocument || (typeof document !== 'undefined' ? document : null);
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if (!image.width || !image.height) return image;
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let canvas;
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if (doc) canvas = doc.createElement('canvas');
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else {
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try { canvas = require('@napi-rs/canvas').createCanvas(image.width, image.height); }
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catch (e) { return image; }
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}
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canvas.width = image.width;
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canvas.height = image.height;
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const ctx = canvas.getContext('2d', { willReadFrequently: true });
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ctx.drawImage(image, 0, 0);
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const pixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
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const data = pixels.data;
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for (let i = 0; i < data.length; i += 4) {
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const alpha = data[i + 3];
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if (alpha > 0 && alpha < 255) {
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const factor = 255 / alpha;
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data[i] = Math.min(255, Math.round(data[i] * factor));
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data[i + 1] = Math.min(255, Math.round(data[i + 1] * factor));
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data[i + 2] = Math.min(255, Math.round(data[i + 2] * factor));
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}
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}
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ctx.putImageData(pixels, 0, 0);
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unpremultipliedImages.set(image, canvas);
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return canvas;
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} catch (e) {
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// If pixel access is unavailable, retain the original texture so preview
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// remains usable instead of failing the whole frame.
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return image;
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}
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}
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function unpackVertices(vertices, count) {
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const positions = new Array(count * 2);
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const uvs = new Array(count * 2);
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for (let i = 0, p = 0; i < count; i++, p += 2) {
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const source = i * 8;
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positions[p] = vertices[source];
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positions[p + 1] = vertices[source + 1];
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uvs[p] = vertices[source + 6];
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uvs[p + 1] = vertices[source + 7];
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}
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return { positions, uvs };
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}
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function drawInterleaved(base, image, vertices, triangles, darkColor) {
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for (let i = 0; i < triangles.length; i += 3) {
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const a = triangles[i] * 8;
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const b = triangles[i + 1] * 8;
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const c = triangles[i + 2] * 8;
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base.drawTriangle(image,
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vertices[a], vertices[a + 1], vertices[a + 6], vertices[a + 7],
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vertices[b], vertices[b + 1], vertices[b + 6], vertices[b + 7],
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vertices[c], vertices[c + 1], vertices[c + 6], vertices[c + 7],
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[...vertices.slice(a+2,a+6), ...vertices.slice(b+2,b+6), ...vertices.slice(c+2,c+6)],
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darkColor ? Array.from({length:3}, () => [darkColor.r,darkColor.g,darkColor.b,0]).flat() : undefined);
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}
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}
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function createLegacyRenderer(spine, context) {
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const Renderer = rendererConstructor(spine);
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if (!Renderer || !spine.SkeletonClipping) throw new Error('Spine Canvas 渲染器不完整');
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const base = new Renderer(context);
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base.triangleRendering = true;
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base.premultipliedAlpha = false;
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const clipper = new spine.SkeletonClipping();
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const dark = new spine.Color(0, 0, 0, 0);
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base.draw = function drawWithClipping(skeleton) {
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const composite = context.globalCompositeOperation;
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const drawOrder = skeleton.drawOrder;
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const pma = !!base.premultipliedAlpha;
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try {
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for (let i = 0; i < drawOrder.length; i++) {
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const slot = drawOrder[i];
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if (slot.bone && slot.bone.active === false) {
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clipper.clipEndWithSlot(slot);
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continue;
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}
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const attachment = slot.getAttachment();
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if (attachment instanceof spine.ClippingAttachment) {
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clipper.clipStart(slot, attachment);
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continue;
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}
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try {
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if (!attachment) continue;
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let vertices;
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let triangles;
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let vertexCount;
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if (attachment instanceof spine.RegionAttachment) {
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vertices = base.computeRegionVertices(slot, attachment, false);
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triangles = Renderer.QUAD_TRIANGLES || QUAD_TRIANGLES;
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vertexCount = 4;
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} else if (attachment instanceof spine.MeshAttachment) {
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vertices = base.computeMeshVertices(slot, attachment, false);
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triangles = attachment.triangles;
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vertexCount = attachment.worldVerticesLength >> 1;
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} else {
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continue;
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}
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const sourceImage = imageFromAttachment(attachment);
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const image = base.gpuDrawing ? sourceImage : imageForCanvas(sourceImage, context, pma);
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if (!image) continue;
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context.globalAlpha = base.tempColor.a;
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context.globalCompositeOperation = BLEND_MODES[slot.data.blendMode] || 'source-over';
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if (clipper.isClipping()) {
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const unpacked = unpackVertices(vertices, vertexCount);
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clipper.clipTriangles(unpacked.positions, unpacked.positions.length,
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triangles, triangles.length, unpacked.uvs, base.tempColor, dark, false);
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drawInterleaved(base, image, clipper.clippedVertices, clipper.clippedTriangles, slot.darkColor);
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} else {
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drawInterleaved(base, image, vertices, triangles, slot.darkColor);
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}
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} finally {
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clipper.clipEndWithSlot(slot);
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}
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}
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} finally {
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clipper.clipEnd();
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context.globalAlpha = 1;
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context.globalCompositeOperation = composite;
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}
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};
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base.clipper = clipper;
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return base;
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}
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// 3.4/3.5 predate clipping attachments and compute packed vertices on attachments.
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function create34Renderer(spine, context) {
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const base = new (rendererConstructor(spine))(context);
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base.triangleRendering = true;
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base.premultipliedAlpha = false;
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base.draw = skeleton => {
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const composite = context.globalCompositeOperation;
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try {
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for (const slot of skeleton.drawOrder) {
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const attachment = slot.getAttachment();
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if (!(attachment instanceof spine.RegionAttachment) && !(attachment instanceof spine.MeshAttachment)) continue;
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const vertices = attachment.updateWorldVertices(slot, false);
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const sourceImage = imageFromAttachment(attachment);
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const image = base.gpuDrawing ? sourceImage : imageForCanvas(sourceImage, context, base.premultipliedAlpha);
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if (!image) continue;
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context.globalAlpha = vertices[5];
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context.globalCompositeOperation = BLEND_MODES[slot.data.blendMode] || 'source-over';
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drawInterleaved(base, image, vertices, attachment instanceof spine.MeshAttachment ? attachment.triangles : QUAD_TRIANGLES);
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}
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} finally { context.globalAlpha = 1; context.globalCompositeOperation = composite; }
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};
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return base;
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}
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function create43Renderer(spine, context) {
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const Renderer = rendererConstructor(spine);
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if (!Renderer || !spine.SkeletonRendererCore) throw new Error('Spine 4.3 Canvas 渲染器不完整');
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const base = new Renderer(context);
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base.triangleRendering = true;
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base.premultipliedAlpha = false;
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const core = new spine.SkeletonRendererCore();
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base.draw = function drawWithCoreClipping(skeleton) {
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const composite = context.globalCompositeOperation;
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try {
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const pma = !!base.premultipliedAlpha;
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for (let command = core.render(skeleton, false); command; command = command.next) {
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const sourceImage = command.texture && command.texture.getImage && command.texture.getImage();
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const image = base.gpuDrawing ? sourceImage : imageForCanvas(sourceImage, context, pma);
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if (!image) continue;
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context.globalAlpha = ((command.colors[0] >>> 24) & 255) / 255;
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context.globalCompositeOperation = BLEND_MODES[command.blendMode] || 'source-over';
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const positions = command.positions;
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const uvs = command.uvs;
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const indices = command.indices;
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for (let i = 0; i < command.numIndices; i += 3) {
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const a = indices[i] * 2;
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const b = indices[i + 1] * 2;
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const c = indices[i + 2] * 2;
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const unpack = packed => [((packed>>>16)&255)/255,((packed>>>8)&255)/255,(packed&255)/255,((packed>>>24)&255)/255];
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const colors = [a,b,c].flatMap(index => unpack(command.colors[index/2]));
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const darkColors = [a,b,c].flatMap(index => unpack(command.darkColors[index/2]));
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base.drawTriangle(image,
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positions[a], positions[a + 1], uvs[a], uvs[a + 1],
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positions[b], positions[b + 1], uvs[b], uvs[b + 1],
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positions[c], positions[c + 1], uvs[c], uvs[c + 1], colors, darkColors);
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}
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}
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} finally {
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context.globalAlpha = 1;
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context.globalCompositeOperation = composite;
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}
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};
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base.clipper = core.clipping;
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return base;
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}
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function createRenderer(spine, context, runtimeDir) {
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const renderer = (runtimeDir === '3.4' || runtimeDir === '3.5') ? create34Renderer(spine, context) : runtimeDir === '4.3'
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? create43Renderer(spine, context)
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: createLegacyRenderer(spine, context);
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// Explicitly disable debug drawing in every supported runtime.
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renderer.debugRendering = false;
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return require('./spine-webgl-rasterizer.js').attach(renderer, context);
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}
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module.exports = { createRenderer };
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@@ -0,0 +1,177 @@
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'use strict';
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// Decode file bytes without the Canvas 2D premultiply/unpremultiply round trip.
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// In low-alpha PMA pixels that round trip destroys RGB precision before blending.
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const preparedTextures = new WeakMap();
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async function prepareTexture(image, blob) {
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if (typeof createImageBitmap !== 'function') return;
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const options = { colorSpaceConversion: 'none' };
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const [pma, straight] = await Promise.all([
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createImageBitmap(blob, { ...options, premultiplyAlpha: 'none' }),
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createImageBitmap(blob, { ...options, premultiplyAlpha: 'premultiply' })
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]);
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preparedTextures.set(image, { pma, straight });
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}
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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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attribute vec4 light;
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attribute vec4 dark;
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uniform vec2 resolution;
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varying vec2 textureUV;
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varying vec4 lightColor;
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varying vec4 darkColor;
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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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lightColor = light; darkColor = dark;
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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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varying vec2 textureUV;
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varying vec4 lightColor;
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varying vec4 darkColor;
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void main() {
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vec4 color = texture2D(image, textureUV);
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float alpha = color.a * lightColor.a;
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// Textures are PMA in GPU memory. Light/dark colors arrive straight.
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vec3 rgb = (color.rgb * lightColor.rgb + (color.a - color.rgb) * darkColor.rgb) * lightColor.a;
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gl_FragColor = vec4(rgb, 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');
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const light = gl.getAttribLocation(program, 'light'), dark = gl.getAttribLocation(program, 'dark');
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const textures = new Map();
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let coordinates = [], currentImage = null, currentAlpha = 1, currentMode = 'source-over', transform;
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let disposed = false, lost = false;
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let premultipliedAlpha = false;
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canvas.addEventListener('webglcontextlost', event => { event.preventDefault(); lost = true; });
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function texture(image) {
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const pma = image !== context.canvas && premultipliedAlpha;
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let pair = textures.get(image);
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if (!pair) { pair = {}; textures.set(image, pair); }
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const key = pma ? 'pma' : 'straight';
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if (pair[key] && image !== context.canvas) return pair[key];
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const t = pair[key] || 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, !pma);
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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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const prepared = preparedTextures.get(image);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, prepared ? prepared[key] : image);
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pair[key] = 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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// Premultiplied RGB factors; keep source-over alpha independently.
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const factors = currentMode === 'lighter' ? [gl.ONE, gl.ONE]
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: currentMode === 'multiply' ? [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]
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: currentMode === 'screen' ? [gl.ONE, gl.ONE_MINUS_SRC_COLOR]
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: [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
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gl.blendFuncSeparate(factors[0], factors[1], gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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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 / 12);
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coordinates.length = 0;
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}
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return {
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begin(pma = false) {
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if (disposed || lost || gl.isContextLost()) return false;
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premultipliedAlpha = pma;
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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);
|
||||
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 };
|
||||
Reference in new issue
Block a user