'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 };