fix(thumbnail): 缩略图采样 baseColorTexture,修复 MMD 模型显示为白模
现象(用户反馈):导入 PMX 转换出的 GLB 后,列表页/审核面板里的模型是白模, 脸部颜色信息全部丢失。 定位过程(本地装真 Assimp 6.0.4 + 该模型完整复现): 1. 转换本身正常:23.7MB GLB、643 骨骼、93,350 面; 2. 18 张贴图逐字节与压缩包原图一致;用一个权威 PMX 解析器比对后确认 39 个材质 -> 贴图的对应关系与 PMX 完全一致(不是映射错); 3. UV 采样也正确:脸部材质取到的就是皮肤色 (246,221,216); 4. 真正的问题在**我们自己的缩略图渲染器**:它刻意不解码 baseColorTexture, 只用 baseColorFactor 上色(见文件头取舍说明);而 MMD 模型的 baseColorFactor 基本都是白色 -> 缩略图必然全白。管理端 3D 预览有贴图, 只有列表/审核的缩略图是白的。 修复: 1. model-thumbnail.ts 内置极简 PNG 解码器(zlib inflate + 逐行反滤波, 8 位非隔行,colorType 0/2/3/4/6),按 baseColorFactor x 贴图逐像素采样, 透视校正 UV;解码失败/非 PNG/隔行扫描回退纯色,绝不抛错; 2. 按 alphaMode 处理透明度:OPAQUE 忽略贴图 alpha(MMD 语义)、 MASK 按 alphaCutoff 丢弃、BLEND 做 source-over; 3. 取景收紧 FRAMING 1.6 -> 1.3,40px 列表缩略图主体更清楚; 4. 新增 test/model-thumbnail-texture.spec.ts 6 项(含白模回归: baseColorFactor 全白 + 红贴图必须输出偏红,以及 MASK/OPAQUE/坏图回退); 5. 版本 0.2.4,README(.md/.txt)/DSH.md 补修订说明与 FAQ(含重新生成缩略图 的 reanalyze-models.mjs --force 命令)。
This commit is contained in:
@@ -1,4 +1,5 @@
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import { readFile } from 'node:fs/promises';
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import { inflateSync } from 'node:zlib';
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import { dirname, resolve as resolvePath } from 'node:path';
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import { deflateSync } from 'node:zlib';
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@@ -22,9 +23,12 @@ import { deflateSync } from 'node:zlib';
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* **退化为不蒙皮**,按节点世界矩阵画绑定姿态(bind pose)——多数 VRM 的绑定姿态
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* 就是可看的 T/A 姿态,比错误的蒙皮矩阵导致的"爆炸形状"安全得多。
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* - 按 glTF 规范,蒙皮网格节点自身的变换被忽略(顶点直接由关节矩阵驱动)。
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* 2. **不采样贴图**:`pbrMetallicRoughness.baseColorFactor` 作为纯色基色,
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* 即使存在 `baseColorTexture` 也不解码(避免再引入 PNG/JPEG 解码器),
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* 因此带贴图的模型缩略图会是纯色块,但轮廓与光影正确。
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* 2. **采样 baseColorTexture**:内置极简 PNG 解码器(zlib + 反滤波,8 位、非隔行、
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* colorType 0/2/3/4/6),按 `baseColorFactor x 贴图` 逐像素取色,并按
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* `alphaMode`(OPAQUE / MASK / BLEND)处理透明度。
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* 这一版之前**不采样贴图**:MMD 模型(PMX 转换而来)的 `baseColorFactor` 几乎
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* 都是白色,于是缩略图全是"白模"——用户报的正是这个。
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* 解码失败/非 PNG/隔行扫描时回退为 `baseColorFactor` 纯色,绝不抛错。
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* 3. **稀疏 accessor(sparse)不支持**:遇到就直接跳过该 primitive。
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* 4. **只画三角形(mode=4)**,其余图元(点/线/条带/扇形)跳过。
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* 5. 大模型(>17M 索引)不会出现,索引统一按 uint32 读取。
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@@ -70,7 +74,8 @@ const DEFAULT_BACKGROUND: [number, number, number] = [24, 26, 32];
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/** 垂直视场角(度) */
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const FOV_Y_DEG = 35;
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/** 相机距离系数:让模型占画面约 1/1.6,保证不裁剪 */
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const FRAMING = 1.6;
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// 1.6 -> 1.3:列表页只有 40px,主体太小就只剩一团像素
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const FRAMING = 1.3;
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/** 主光方向(世界空间,未归一化,用前会归一化) */
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const LIGHT_DIR: [number, number, number] = normalize3(0.4, 0.8, 0.6);
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/** 环境光强度 */
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@@ -244,8 +249,27 @@ interface GltfSkin {
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interface GltfMaterial {
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pbrMetallicRoughness?: {
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baseColorFactor?: number[];
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baseColorTexture?: unknown;
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baseColorTexture?: { index?: number; texCoord?: number };
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};
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alphaMode?: string;
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alphaCutoff?: number;
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doubleSided?: boolean;
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}
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interface GltfTexture {
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source?: number;
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sampler?: number;
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}
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interface GltfImage {
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bufferView?: number;
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mimeType?: string;
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uri?: string;
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}
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interface GltfSampler {
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wrapS?: number;
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wrapT?: number;
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}
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interface GltfScene {
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@@ -262,6 +286,9 @@ interface GltfDocument {
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bufferViews?: GltfBufferView[];
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buffers?: GltfBufferRef[];
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materials?: GltfMaterial[];
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textures?: GltfTexture[];
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images?: GltfImage[];
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samplers?: GltfSampler[];
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skins?: GltfSkin[];
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}
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@@ -278,9 +305,26 @@ interface AccessorData {
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}
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/** 收集好的三角形:positions 每 9 个数一个三角形,colors 每 3 个数一个三角形 */
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interface DecodedImage {
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width: number;
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height: number;
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/** RGBA,行优先,长度 = width*height*4 */
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rgba: Uint8Array;
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}
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interface SceneGeometry {
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positions: Float32Array;
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colors: Float32Array;
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/** 每顶点 UV(2 个/顶点);没有 TEXCOORD_0 时为 null */
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uvs: Float32Array | null;
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/** 每顶点贴图槽位(索引进 textures);-1 表示该顶点无贴图 */
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texSlots: Int32Array | null;
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/** 每顶点 alpha 模式:0=OPAQUE 1=MASK 2=BLEND */
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alphaModes: Uint8Array | null;
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/** 每顶点 MASK 阈值 */
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cutoffs: Float32Array | null;
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/** 解码后的贴图(RGBA) */
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textures: DecodedImage[];
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triangleCount: number;
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}
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@@ -667,6 +711,36 @@ function materialBaseColor(doc: GltfDocument, materialIndex: number | undefined)
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return [0.8, 0.8, 0.8];
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}
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/** 取 bufferView 的原始字节(贴图解压用);越界返回 null */
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function readBufferViewBytes(
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doc: GltfDocument,
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buffers: Array<Buffer | null>,
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bufferViewIndex: number,
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): Buffer | null {
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const view = doc.bufferViews?.[bufferViewIndex];
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if (!view || typeof view.buffer !== 'number') return null;
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const buffer = buffers[view.buffer];
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if (!buffer) return null;
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const offset = view.byteOffset ?? 0;
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const length = view.byteLength ?? 0;
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if (offset < 0 || length <= 0 || offset + length > buffer.length) return null;
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return buffer.subarray(offset, offset + length);
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}
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/** 解码 GLB 内嵌的 PNG 贴图;外部 uri / 非 PNG / 解码失败都返回 null(回退纯色) */
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function decodeEmbeddedImage(
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doc: GltfDocument,
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buffers: Array<Buffer | null>,
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imageIndex: number,
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): DecodedImage | null {
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const image = doc.images?.[imageIndex];
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if (!image || typeof image.bufferView !== 'number') return null;
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if (typeof image.mimeType === 'string' && !image.mimeType.toLowerCase().includes('png')) return null;
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const bytes = readBufferViewBytes(doc, buffers, image.bufferView);
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if (!bytes) return null;
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return decodePng(bytes);
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}
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/** 遍历场景图收集世界空间三角形 */
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function collectTriangles(container: GltfContainer): SceneGeometry | null {
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const { doc, buffers } = container;
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@@ -676,8 +750,49 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
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const positions: number[] = [];
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const colors: number[] = [];
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const uvs: number[] = [];
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const texSlots: number[] = [];
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const alphaModes: number[] = [];
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const cutoffs: number[] = [];
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const textures: DecodedImage[] = [];
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const materialTextureCache = new Map<number, { slot: number; alphaMode: number; cutoff: number }>();
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const imageCache = new Map<number, DecodedImage | null>();
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const skinScratch = new Float64Array(16);
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/**
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* 解析材质的 baseColorTexture:解码一次并登记槽位。
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* MMD 模型的 baseColorFactor 基本都是白色,颜色全在贴图里 —— 不解码就是"白模"。
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*/
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const resolveMaterialTexture = (
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materialIndex: number | undefined,
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): { slot: number; alphaMode: number; cutoff: number } => {
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const key = typeof materialIndex === 'number' ? materialIndex : -1;
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const cached = materialTextureCache.get(key);
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if (cached) return cached;
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const material = typeof materialIndex === 'number' ? doc.materials?.[materialIndex] : undefined;
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const alphaMode = material?.alphaMode === 'MASK' ? 1 : material?.alphaMode === 'BLEND' ? 2 : 0;
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const rawCutoff = typeof material?.alphaCutoff === 'number' ? material.alphaCutoff : 0.5;
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const cutoff = clamp(rawCutoff, 0, 1);
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let slot = -1;
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const textureIndex = material?.pbrMetallicRoughness?.baseColorTexture?.index;
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if (typeof textureIndex === 'number') {
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const imageIndex = doc.textures?.[textureIndex]?.source;
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if (typeof imageIndex === 'number') {
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if (!imageCache.has(imageIndex)) {
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imageCache.set(imageIndex, decodeEmbeddedImage(doc, buffers, imageIndex));
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}
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const image = imageCache.get(imageIndex) ?? null;
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if (image) {
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slot = textures.length;
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textures.push(image);
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}
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}
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}
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const resolved = { slot, alphaMode, cutoff };
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materialTextureCache.set(key, resolved);
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return resolved;
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};
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const appendMesh = (nodeIndex: number): void => {
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const node = nodes[nodeIndex];
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if (!node || typeof node.mesh !== 'number') return;
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@@ -710,6 +825,10 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
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const vertexCount = positionData.count;
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const [cr, cg, cb] = materialBaseColor(doc, primitive.material);
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const materialTexture = resolveMaterialTexture(primitive.material);
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const uvData =
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materialTexture.slot >= 0 ? readAccessorFloats(doc, buffers, attributes.TEXCOORD_0, 2) : null;
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const usableUv = uvData && uvData.count === vertexCount ? uvData : null;
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// 顶点只变换一次:蒙皮或节点世界矩阵
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const px = new Float64Array(vertexCount);
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@@ -758,6 +877,18 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
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}
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positions.push(x0, y0, z0, x1, y1, z1, x2, y2, z2);
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colors.push(cr, cg, cb);
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if (usableUv) {
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uvs.push(
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usableUv.values[i0 * 2], usableUv.values[i0 * 2 + 1],
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usableUv.values[i1 * 2], usableUv.values[i1 * 2 + 1],
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usableUv.values[i2 * 2], usableUv.values[i2 * 2 + 1],
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);
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} else {
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uvs.push(0, 0, 0, 0, 0, 0);
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}
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texSlots.push(materialTexture.slot, materialTexture.slot, materialTexture.slot);
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alphaModes.push(materialTexture.alphaMode, materialTexture.alphaMode, materialTexture.alphaMode);
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cutoffs.push(materialTexture.cutoff, materialTexture.cutoff, materialTexture.cutoff);
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}
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}
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};
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@@ -784,6 +915,11 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
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return {
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positions: Float32Array.from(positions),
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colors: Float32Array.from(colors),
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uvs: Float32Array.from(uvs),
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texSlots: Int32Array.from(texSlots),
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alphaModes: Uint8Array.from(alphaModes),
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cutoffs: Float32Array.from(cutoffs),
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textures,
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triangleCount,
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};
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}
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@@ -831,13 +967,25 @@ function edge(ax: number, ay: number, bx: number, by: number, px: number, py: nu
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* 屏幕空间有符号面积为负的是正面(NDC 里 CCW 正面经 y 翻转后变成负),
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* 因此 cullBackFace 时丢弃 area >= 0 的三角形。
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*/
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/** 采样贴图(REPEAT 环绕;glTF/PNG 的 UV 原点在左上,v 不翻转) */
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function sampleTexture(image: DecodedImage, u: number, v: number, out: Float32Array): void {
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const wrap = (value: number): number => value - Math.floor(value);
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const x = Math.min(image.width - 1, Math.floor(wrap(u) * image.width));
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const y = Math.min(image.height - 1, Math.floor(wrap(v) * image.height));
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const o = (y * image.width + x) * 4;
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out[0] = image.rgba[o] / 255;
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out[1] = image.rgba[o + 1] / 255;
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out[2] = image.rgba[o + 2] / 255;
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out[3] = image.rgba[o + 3] / 255;
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}
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function rasterizeTriangles(
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geometry: SceneGeometry,
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viewProj: Mat4,
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options: RasterOptions,
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): RasterOutput {
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const { size, background, cullBackFace } = options;
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const { positions, colors, triangleCount } = geometry;
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const { positions, colors, uvs, texSlots, alphaModes, cutoffs, textures, triangleCount } = geometry;
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const pixels = Buffer.alloc(size * size * 3);
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for (let i = 0; i < size * size; i += 1) {
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@@ -909,9 +1057,23 @@ function rasterizeTriangles(
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const baseR = colors[t * 3];
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const baseG = colors[t * 3 + 1];
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const baseB = colors[t * 3 + 2];
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const r = clamp(Math.round(baseR * intensity * 255), 0, 255);
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const g = clamp(Math.round(baseG * intensity * 255), 0, 255);
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const b = clamp(Math.round(baseB * intensity * 255), 0, 255);
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// 贴图与透明度(每三角形常量;顶点数组按 3 顶点/三角形展开)
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const slot = texSlots ? texSlots[t * 3] : -1;
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const image = slot >= 0 ? textures[slot] ?? null : null;
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const alphaMode = alphaModes ? alphaModes[t * 3] : 0;
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const cutoff = cutoffs ? cutoffs[t * 3] : 0.5;
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const u0 = uvs ? uvs[t * 6] : 0;
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const v0 = uvs ? uvs[t * 6 + 1] : 0;
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const u1 = uvs ? uvs[t * 6 + 2] : 0;
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const v1 = uvs ? uvs[t * 6 + 3] : 0;
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const u2 = uvs ? uvs[t * 6 + 4] : 0;
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const v2 = uvs ? uvs[t * 6 + 5] : 0;
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const texel = new Float32Array(4);
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// 透视校正用:1/w 在三个顶点上的值
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const iw0 = 1 / p0[3];
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const iw1 = 1 / p1[3];
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const iw2 = 1 / p2[3];
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const invArea = 1 / area;
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for (let y = minY; y <= maxY; y += 1) {
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@@ -926,6 +1088,27 @@ function rasterizeTriangles(
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const d = w0 * p0[2] + w1 * p1[2] + w2 * p2[2];
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const index = rowBase + x;
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if (d < depth[index]) {
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let r = clamp(Math.round(baseR * intensity * 255), 0, 255);
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let g = clamp(Math.round(baseG * intensity * 255), 0, 255);
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let b = clamp(Math.round(baseB * intensity * 255), 0, 255);
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if (image) {
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const iw = w0 * iw0 + w1 * iw1 + w2 * iw2;
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const u = (w0 * iw0 * u0 + w1 * iw1 * u1 + w2 * iw2 * u2) / (iw || 1);
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const v = (w0 * iw0 * v0 + w1 * iw1 * v1 + w2 * iw2 * v2) / (iw || 1);
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sampleTexture(image, u, v, texel);
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if (alphaMode === 1 && texel[3] < cutoff) continue; // MASK:整像素丢弃
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const a = alphaMode === 0 ? 1 : texel[3];
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r = clamp(Math.round(baseR * texel[0] * intensity * 255), 0, 255);
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g = clamp(Math.round(baseG * texel[1] * intensity * 255), 0, 255);
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b = clamp(Math.round(baseB * texel[2] * intensity * 255), 0, 255);
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if (alphaMode === 2 && a < 1) {
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// BLEND:与背景/已画像素做 source-over(缩略图不做排序,够看即可)
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const q = index * 3;
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r = clamp(Math.round(r * a + pixels[q] * (1 - a)), 0, 255);
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g = clamp(Math.round(g * a + pixels[q + 1] * (1 - a)), 0, 255);
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b = clamp(Math.round(b * a + pixels[q + 2] * (1 - a)), 0, 255);
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}
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}
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depth[index] = d;
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const p = index * 3;
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pixels[p] = r;
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@@ -1045,6 +1228,133 @@ function buildViewProjection(geometry: SceneGeometry, size: number, yawDeg: numb
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return mat4Multiply(proj, view);
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}
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// ---------------------------------------------------------------------------
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// PNG 解码(缩略图要贴图才不是"白模";只做 8 位非隔行,够用且零原生依赖)
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// ---------------------------------------------------------------------------
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const PNG_SIGNATURE = Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]);
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/**
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* 极简 PNG 解码器:zlib 解压 + 逐行反滤波,输出 RGBA。
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* 不支持 16 位 / 隔行扫描 / 未知 colorType —— 返回 null 由调用方回退纯色。
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*/
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function decodePng(buffer: Buffer): DecodedImage | null {
|
||||
if (buffer.length < 8 + 25 || !buffer.subarray(0, 8).equals(PNG_SIGNATURE)) return null;
|
||||
let offset = 8;
|
||||
let width = 0;
|
||||
let height = 0;
|
||||
let bitDepth = 0;
|
||||
let colorType = 0;
|
||||
let interlace = 0;
|
||||
let palette: Uint8Array | null = null;
|
||||
let transparency: Uint8Array | null = null;
|
||||
const idat: Buffer[] = [];
|
||||
|
||||
while (offset + 8 <= buffer.length) {
|
||||
const length = buffer.readUInt32BE(offset);
|
||||
const type = buffer.toString('ascii', offset + 4, offset + 8);
|
||||
const dataStart = offset + 8;
|
||||
if (dataStart + length + 4 > buffer.length) return null;
|
||||
const data = buffer.subarray(dataStart, dataStart + length);
|
||||
if (type === 'IHDR') {
|
||||
if (length < 13) return null;
|
||||
width = data.readUInt32BE(0);
|
||||
height = data.readUInt32BE(4);
|
||||
bitDepth = data[8];
|
||||
colorType = data[9];
|
||||
interlace = data[12];
|
||||
} else if (type === 'PLTE') {
|
||||
palette = new Uint8Array(data);
|
||||
} else if (type === 'tRNS') {
|
||||
transparency = new Uint8Array(data);
|
||||
} else if (type === 'IDAT') {
|
||||
idat.push(Buffer.from(data));
|
||||
} else if (type === 'IEND') {
|
||||
break;
|
||||
}
|
||||
offset = dataStart + length + 4;
|
||||
}
|
||||
|
||||
if (bitDepth !== 8 || interlace !== 0) return null;
|
||||
if (!(width > 0) || !(height > 0) || width * height > 64 * 1024 * 1024) return null;
|
||||
if (idat.length === 0) return null;
|
||||
|
||||
const channels =
|
||||
colorType === 0 ? 1 : colorType === 2 ? 3 : colorType === 3 ? 1 : colorType === 4 ? 2 : colorType === 6 ? 4 : 0;
|
||||
if (channels === 0) return null;
|
||||
if (colorType === 3 && !palette) return null;
|
||||
|
||||
let raw: Buffer;
|
||||
try {
|
||||
raw = inflateSync(Buffer.concat(idat));
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
const stride = width * channels;
|
||||
if (raw.length < (stride + 1) * height) return null;
|
||||
|
||||
const out = new Uint8Array(width * height * 4);
|
||||
const line = new Uint8Array(stride);
|
||||
const prev = new Uint8Array(stride);
|
||||
let rawPos = 0;
|
||||
for (let y = 0; y < height; y += 1) {
|
||||
const filter = raw[rawPos];
|
||||
rawPos += 1;
|
||||
for (let i = 0; i < stride; i += 1) {
|
||||
const value = raw[rawPos + i];
|
||||
const left = i >= channels ? line[i - channels] : 0;
|
||||
const up = prev[i];
|
||||
const upLeft = i >= channels ? prev[i - channels] : 0;
|
||||
let restored: number;
|
||||
switch (filter) {
|
||||
case 0: restored = value; break;
|
||||
case 1: restored = value + left; break;
|
||||
case 2: restored = value + up; break;
|
||||
case 3: restored = value + ((left + up) >> 1); break;
|
||||
case 4: {
|
||||
const p = left + up - upLeft;
|
||||
const pa = Math.abs(p - left);
|
||||
const pb = Math.abs(p - up);
|
||||
const pc = Math.abs(p - upLeft);
|
||||
restored = value + (pa <= pb && pa <= pc ? left : pb <= pc ? up : upLeft);
|
||||
break;
|
||||
}
|
||||
default: return null;
|
||||
}
|
||||
line[i] = restored & 0xff;
|
||||
}
|
||||
rawPos += stride;
|
||||
for (let x = 0; x < width; x += 1) {
|
||||
const o = (y * width + x) * 4;
|
||||
if (colorType === 6) {
|
||||
out[o] = line[x * 4];
|
||||
out[o + 1] = line[x * 4 + 1];
|
||||
out[o + 2] = line[x * 4 + 2];
|
||||
out[o + 3] = line[x * 4 + 3];
|
||||
} else if (colorType === 2) {
|
||||
out[o] = line[x * 3];
|
||||
out[o + 1] = line[x * 3 + 1];
|
||||
out[o + 2] = line[x * 3 + 2];
|
||||
out[o + 3] = 255;
|
||||
} else if (colorType === 0) {
|
||||
const g = line[x];
|
||||
out[o] = g; out[o + 1] = g; out[o + 2] = g; out[o + 3] = 255;
|
||||
} else if (colorType === 4) {
|
||||
const g = line[x * 2];
|
||||
out[o] = g; out[o + 1] = g; out[o + 2] = g; out[o + 3] = line[x * 2 + 1];
|
||||
} else {
|
||||
const index = line[x];
|
||||
out[o] = palette![index * 3] ?? 0;
|
||||
out[o + 1] = palette![index * 3 + 1] ?? 0;
|
||||
out[o + 2] = palette![index * 3 + 2] ?? 0;
|
||||
out[o + 3] = transparency && index < transparency.length ? transparency[index] : 255;
|
||||
}
|
||||
}
|
||||
prev.set(line);
|
||||
}
|
||||
return { width, height, rgba: out };
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// PNG 编码(8 位 RGB、无隔行、filter=0;不引第三方库)
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -1133,6 +1443,8 @@ export async function renderModelThumbnail(
|
||||
) {
|
||||
throw new Error('缩略图背景色非法:需要 [r, g, b] 三个有限数字');
|
||||
}
|
||||
// 默认看**正面**:eye = 中心 + (sin yaw, .., cos yaw)*d,yaw=0 时相机在 +Z;
|
||||
// MMD(PMX)与 VRM 1.0 都是 +Z 朝前,因此 -30 是"正面偏 30 度"的常规 3/4 视角
|
||||
const yawDeg = options?.yawDeg ?? -30;
|
||||
const rawPitchDeg = options?.pitchDeg ?? 12;
|
||||
if (!Number.isFinite(yawDeg) || !Number.isFinite(rawPitchDeg)) {
|
||||
|
||||
Reference in New Issue
Block a user