预览一致性修复
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11b1c95d98
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f0c7e27552
7 files changed
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+18
-11
@@ -80,7 +80,7 @@ function unpackVertices(vertices, count) {
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return { positions, uvs };
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}
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function drawInterleaved(base, image, vertices, triangles) {
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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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@@ -88,7 +88,9 @@ function drawInterleaved(base, image, vertices, triangles) {
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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[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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@@ -124,18 +126,19 @@ function createLegacyRenderer(spine, context) {
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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, pma);
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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, pma);
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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 image = imageForCanvas(imageFromAttachment(attachment), context, pma);
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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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@@ -143,9 +146,9 @@ function createLegacyRenderer(spine, context) {
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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);
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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);
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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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@@ -173,7 +176,8 @@ function create34Renderer(spine, context) {
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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 image = imageForCanvas(imageFromAttachment(attachment), context, base.premultipliedAlpha);
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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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@@ -196,9 +200,9 @@ function create43Renderer(spine, context) {
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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, pma); command; command = command.next) {
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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 = imageForCanvas(sourceImage, context, pma);
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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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@@ -209,10 +213,13 @@ function create43Renderer(spine, context) {
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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]);
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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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@@ -1,5 +1,18 @@
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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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@@ -21,50 +34,64 @@ function createRasterizer(context) {
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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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uniform float opacity;
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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 * opacity;
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gl_FragColor = vec4(color.rgb * opacity, alpha);
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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'), opacity = gl.getUniformLocation(program, 'opacity');
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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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if (textures.has(image) && image !== context.canvas) return textures.get(image);
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const t = textures.get(image) || gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, t);
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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, true);
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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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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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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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gl.uniform1f(opacity, currentAlpha);
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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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@@ -72,12 +99,13 @@ function createRasterizer(context) {
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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 / 4);
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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() {
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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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@@ -85,8 +113,10 @@ function createRasterizer(context) {
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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.enableVertexAttribArray(position); gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 48, 0);
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gl.enableVertexAttribArray(uv); gl.vertexAttribPointer(uv, 2, gl.FLOAT, false, 48, 8);
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gl.enableVertexAttribArray(light); gl.vertexAttribPointer(light, 4, gl.FLOAT, false, 48, 16);
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gl.enableVertexAttribArray(dark); gl.vertexAttribPointer(dark, 4, gl.FLOAT, false, 48, 32);
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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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@@ -94,19 +124,23 @@ function createRasterizer(context) {
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// checkerboard background). CSS backgrounds cannot participate in blending.
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currentImage = target; currentAlpha = 1; currentMode = 'source-over';
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const w = canvas.width, h = canvas.height;
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coordinates.push(0,0,0,0, w,0,1,0, w,h,1,1, 0,0,0,0, w,h,1,1, 0,h,0,1);
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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]])
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coordinates.push(...vertex, 1,1,1,1, 0,0,0,0);
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flush(); currentImage = null;
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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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triangle(image, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2, colors, darkColors) {
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const alpha = context.globalAlpha;
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const mode = context.globalCompositeOperation || 'source-over';
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if (image !== currentImage || alpha !== currentAlpha || mode !== currentMode) { flush(); currentImage = image; currentAlpha = alpha; currentMode = mode; }
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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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const points = [[x0,y0,u0,v0],[x1,y1,u1,v1],[x2,y2,u2,v2]];
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for (let i=0; i<3; i++) {
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const [x,y,u,v] = points[i], j=i*4;
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coordinates.push(t.a*x+t.c*y+t.e, t.b*x+t.d*y+t.f, u,v,
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...(colors ? colors.slice(j,j+4) : [1,1,1,alpha]),
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...(darkColors ? darkColors.slice(j,j+4) : [0,0,0,0]));
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}
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},
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end() {
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flush();
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@@ -116,7 +150,7 @@ function createRasterizer(context) {
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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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for (const pair of textures.values()) for (const value of Object.values(pair)) 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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@@ -129,14 +163,15 @@ function attach(renderer, context) {
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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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if (!rasterizer.begin(!!renderer.premultipliedAlpha)) return draw(skeleton);
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renderer.gpuDrawing = true;
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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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finally { renderer.drawTriangle = triangle; renderer.gpuDrawing = false; }
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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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module.exports = { createRasterizer, attach, prepareTexture };
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