Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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|
ae8a68e98f |
@@ -101,7 +101,7 @@ opendance-web/
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│ ├── admin/ # React 管理端
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│ │ ├── src/components/ModelReviewPanel.tsx # 模型审核面板 + 骨骼详细界面
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│ │ └── src/lib/bone-tree.ts # 骨骼树过滤(搜索保留祖先链)
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│ ├── test/ # 单元测试 + 端到端冒烟(13 文件 / 205 项)
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│ ├── test/ # 单元测试 + 端到端冒烟(14 文件 / 211 项)
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│ │ # mmd-vmd 31 / model-archive 24 / model-inspector 25
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│ │ # / model-thumbnail 8 / admin-bone-filter 8
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│ │ # / preprocess 25 / init-env 16 / admin-port 16
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@@ -335,7 +335,7 @@ POST /api/models ─┬─.glb /.vrm /.gltf ─▶ importModelFile() 直接导
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T-pose 角色图;真实 10MB VRM(83 关节、5307 顶点)单张耗时 60-121ms(中位 79ms)。
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- 管理端 3D 预览放开到 `vrm/glb/gltf`(`fbx` 仍提示"仅归档,请先转换为 GLB/VRM");
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列表页显示 40px 缩略图。
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- 测试:`npx vitest run` -> **13 个文件 / 205 项通过**
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- 测试:`npx vitest run` -> **14 个文件 / 211 项通过**
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(`model-inspector` 25、`model-thumbnail` 8、`admin-bone-filter` 8、
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`model-archive` 24、`mmd-vmd` 31、`preprocess` 25、`init-env` 16、
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`admin-port` 16、`access-log` 9、`vrm-inspector` 6)。
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@@ -10,7 +10,14 @@ OpenDance Studio **阶段一**: Web 管理服务端(NestJS + TypeORM + 现有 My
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## 状态
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**阶段一已完成**: T-WEB-001 -> T-WEB-010 全部落地,当前版本 **v0.2.3**(契约 `rest-api / data-models / model-formats 0.4.0`、`database 0.3.0`)。
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**阶段一已完成**: T-WEB-001 -> T-WEB-010 全部落地,当前版本 **v0.2.4**(契约 `rest-api / data-models / model-formats 0.4.0`、`database 0.3.0`)。
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v0.2.4 修订:
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1. **修复缩略图"白模"**:缩略图渲染器原先**刻意不解码贴图**,只用 `baseColorFactor` 上色;而 MMD(PMX 转换)模型的 baseColorFactor 基本都是白色,于是列表页与审核面板里的缩略图全是白色模型。现在渲染器内置极简 PNG 解码器(zlib + 反滤波,8 位非隔行,colorType 0/2/3/4/6)并按 `baseColorFactor x 贴图` 逐像素采样,同时按 `alphaMode`(OPAQUE / MASK / BLEND)处理透明度;解码失败或非 PNG 时回退纯色,绝不抛错;
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2. 缩略图取景收紧(FRAMING 1.6 -> 1.3),40px 列表缩略图里主体更清楚;
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3. 新增 6 项贴图/透明度/朝向测试(`test/model-thumbnail-texture.spec.ts`);
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4. **说明**:GLB 数据本身没问题——贴图逐字节内嵌(18/18)、39 个材质的贴图对应关系与 PMX 完全一致、UV 取到的就是皮肤/五官区域;白模只出在缩略图渲染器。
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v0.2.3 修订:
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@@ -59,15 +66,15 @@ v0.2.0 主要变更:
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3. 取得发布包并校验(地址用你们自己的制品库替换; 下面是本仓库的发布地址)
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```bash
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curl -LO https://gitea.kasugano.cn/zijunchiang/opendance-web/releases/download/v0.2.3/opendance-web-v0.2.3.tar.gz
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curl -LO https://gitea.kasugano.cn/zijunchiang/opendance-web/releases/download/v0.2.3/SHA256SUMS
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curl -LO https://gitea.kasugano.cn/zijunchiang/opendance-web/releases/download/v0.2.4/opendance-web-v0.2.4.tar.gz
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curl -LO https://gitea.kasugano.cn/zijunchiang/opendance-web/releases/download/v0.2.4/SHA256SUMS
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sha256sum -c SHA256SUMS # 期望输出 "OK"
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```
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4. 解压并生成配置(交互式引导,逐项问答,口令不回显)
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```bash
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tar -xzf opendance-web-v0.2.3.tar.gz && cd opendance-web-v0.2.3
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tar -xzf opendance-web-v0.2.4.tar.gz && cd opendance-web-v0.2.4
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bash deploy/init-env.sh
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```
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@@ -137,8 +144,8 @@ FLUSH PRIVILEGES;
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### 5. 部署步骤
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```bash
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tar -xzf opendance-web-v0.2.3.tar.gz
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cd opendance-web-v0.2.3
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tar -xzf opendance-web-v0.2.4.tar.gz
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cd opendance-web-v0.2.4
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bash deploy/init-env.sh # 首次启动引导: 逐项问答生成 deploy/.env(见下)
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bash deploy/install.sh # 已以 root 登录, 不需要 sudo
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```
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@@ -279,6 +286,7 @@ bash /opt/opendance/deploy/ctl.sh status | restart | logs
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| 服务本机 curl 通、外部访问不了 | `bash deploy/check-access.sh` 一次定位:打印 `HOST`/`PORT`、实际监听地址、对外 IP 自测、80/443 有无反代、防火墙放行情况,并给出修复命令 |
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| 管理页面打开是 404 | 说明访问的是软件 API 端口(默认 3000);管理页面在管理端端口(默认 3001) |
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| 上传 `.zip` / `.pmx` / `.fbx` 报转换失败(ENOENT / Assimp 不可用) | PMX/FBX 转换依赖外部 Assimp:`apt-get install -y assimp-utils`(RHEL 系 `dnf install -y assimp`,`install.sh` 现在会尝试自动安装)。装好后**不需要重启服务**;若不在服务 PATH 中,在 `deploy/.env` 设 `ASSIMP_BIN` 为绝对路径。只上传 `.glb` / `.vrm` 则不需要它 |
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| 列表/审核里的缩略图是"白模"(纯白模型) | v0.2.4 前的缩略图渲染器不采样贴图,而 MMD 模型的 `baseColorFactor` 是白色。升级到 v0.2.4 后重新生成缩略图:`cd /opt/opendance/web-server && node scripts/reanalyze-models.mjs --url http://127.0.0.1:3000 --force` |
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| 导入模型返回 **500 Internal server error** | 老库上多为 `models.stats` 超长(骨骼树按骨骼展开,643 骨骼即 70,980 字节 > TEXT 上限):执行 `ALTER TABLE models MODIFY stats MEDIUMTEXT NULL;` 或部署 v0.2.3(`install.sh` 会自动跑迁移)。v0.2.3 起服务端另有兜底,不会再 500 |
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| 安装时报 `command not found` / 退出码 127,且提示指向 `deploy/.env` 某一行 | 该行的值含空格或 shell 元字符却没加引号,被 shell 当成命令执行了。按预检提示给这个值加引号(如 `MODEL_CONVERT_PMX="Hatsune Miku.pmx"`)后重跑;`deploy/env-lib.sh` 会提前拦住并给出行号 |
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| 模型审核界面显示"未分析 / 无预览图" | 该模型是升级前入库的:调 `POST /api/models/<id>/reanalyze`,或批量跑 `node scripts/reanalyze-models.mjs --url http://127.0.0.1:3000` |
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@@ -309,11 +317,12 @@ npm run dev # http://localhost:5173(/api 与 /health 代理到 3000)
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cd web-server
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npm run contracts:check # 契约版本一致性
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npm run typecheck # TypeScript 严格检查
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npm run test # 205 项单元测试 / 13 个文件(VMD 31、模型压缩包 27、
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npm run test # 211 项单元测试 / 14 个文件(VMD 31、模型压缩包 27、
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# 模型检查器 25、缩略图 8、骨骼过滤 8、
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# 预处理 25、init-env 16、admin-port 16、
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# access-log 9、VRM 检查器 6、.env 预检 12、
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# Assimp 定位与安装 13、stats 容量与编码 12)
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# Assimp 定位与安装 13、stats 容量与编码 12、
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# 缩略图贴图采样 6)
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npm run build # 生产构建
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npm run start:prod & # 启动
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npm run test:smoke # 57 项端到端冒烟(需要数据库可连通)
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@@ -434,10 +443,10 @@ node scripts/reanalyze-models.mjs --url http://127.0.0.1:3000
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| 能力 | 实现 |
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| --- | --- |
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| 分析 | `model-inspector.ts` 解析 GLB/VRM:面数 / 顶点 / 网格 / 材质 / 贴图 / 节点 / 形变目标 / 动画 / 蒙皮骨骼数 / 骨骼树 / humanoid 覆盖 / 可驱动性(缺哪些必需骨骼)/ warnings,写入 `models.stats`(迁移 `AddModelStats1789460000000`,新增 `models.stats TEXT`) |
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| 缩略图 | `model-thumbnail.ts` 用**纯 TS 软件光栅化**生成 PNG(读 GLB/glTF -> 应用节点层级与蒙皮 -> 包围盒自动构图 -> 透视投影 -> z-buffer 逐三角形平面着色 -> 手写 PNG 编码),**零原生依赖**(不需要 canvas / headless-gl / puppeteer)。默认 512x512,写入 `models.thumbnail_asset_id` / `thumbnailUrl`;失败或非 glTF 容器时留空,列表页退化为格式占位图 |
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| 缩略图 | `model-thumbnail.ts` 用**纯 TS 软件光栅化**生成 PNG(读 GLB/glTF -> 应用节点层级与蒙皮 -> 包围盒自动构图 -> 透视投影 -> z-buffer + 平面着色 + **逐像素采样 baseColorTexture**,内置 PNG 解码器 -> 手写 PNG 编码),**零原生依赖**(不需要 canvas / headless-gl / puppeteer);按 `alphaMode` 处理 OPAQUE / MASK / BLEND。默认 512x512,写入 `models.thumbnail_asset_id` / `thumbnailUrl`;失败或非 glTF 容器时留空,列表页退化为格式占位图 |
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| 预览 | 管理端 3D 预览放开到 `vrm/glb/gltf`(`.fbx` 仍提示「仅归档,请先转换为 GLB/VRM」);列表页显示 40px 小缩略图,审核面板显示 116px 缩略图 |
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实测:512x512 PNG / 15,043 字节,目视确认为居中的 T-pose 角色图;真实 10MB VRM(83 关节、5307 顶点)单张耗时 60-121ms(中位 79ms)。
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实测:512x512 PNG / 15-42 KB(带贴图后变大),目视确认为居中的 T-pose 角色图且能看到肤色/眼睛/服装贴图;真实 10MB VRM(83 关节、5307 顶点)单张耗时 60-121ms(中位 79ms),27MB PMX 转换件约 200-400ms。
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### 审核流程(模型)
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+23
-8
@@ -1,5 +1,5 @@
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================================================================
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OpenDance Studio -- Web 管理服务端 v0.2.3 使用说明
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OpenDance Studio -- Web 管理服务端 v0.2.4 使用说明
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================================================================
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本服务端是 OpenDance Studio 三端中的第一端, 负责管理歌曲、VRM 模型与
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@@ -8,6 +8,17 @@ OpenDance Studio -- Web 管理服务端 v0.2.3 使用说明
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重要: 本服务端 不部署、不管理 MySQL。数据库为部署方提供的现有实例,
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连接信息通过 .env 注入。
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v0.2.4 修订
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1. 修复缩略图"白模": 缩略图渲染器原先刻意不解码贴图, 只用 baseColorFactor
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上色; 而 MMD(PMX 转换)模型的 baseColorFactor 基本都是白色, 于是列表页与
|
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审核面板里的缩略图全是白色模型。现在内置极简 PNG 解码器(zlib + 反滤波,
|
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8 位非隔行, colorType 0/2/3/4/6), 按 baseColorFactor x 贴图逐像素采样,
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并按 alphaMode(OPAQUE / MASK / BLEND)处理透明度; 解码失败回退纯色。
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2. 缩略图取景收紧(FRAMING 1.6 -> 1.3), 40px 列表缩略图里主体更清楚。
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3. 新增 6 项贴图/透明度测试(test/model-thumbnail-texture.spec.ts)。
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4. 说明: GLB 数据本身没问题 - 贴图逐字节内嵌(18/18)、39 个材质的贴图对应
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关系与 PMX 完全一致; 白模只出在缩略图渲染器。
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v0.2.3 修订
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1. 修复上传 PMX 返回 500(models.stats 容量): 分析结果里的骨骼树按骨骼逐条
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展开, 实测一个 643 骨骼的 PMX(【奥黛塔】_by_原神.zip)就有 70,980 字节,
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@@ -58,11 +69,11 @@ v0.2.1 修订
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2. 准备一个现有的 MySQL / MariaDB 实例, 并建好库与账号(见下方"前置要求")
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本项目不会创建数据库本身
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3. 取得发布包并校验(地址用你们自己的制品库替换)
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curl -LO https://<制品库地址>/opendance-web-v0.2.3.tar.gz
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curl -LO https://<制品库地址>/opendance-web-v0.2.4.tar.gz
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curl -LO https://<制品库地址>/SHA256SUMS
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sha256sum -c SHA256SUMS # 期望输出 "OK"
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4. 解压并生成配置(交互式引导, 逐项问答, 口令不回显)
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tar -xzf opendance-web-v0.2.3.tar.gz && cd opendance-web-v0.2.3
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tar -xzf opendance-web-v0.2.4.tar.gz && cd opendance-web-v0.2.4
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bash deploy/init-env.sh
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5. 安装(建用户与目录 -> 装依赖 -> 迁移 -> 注册系统服务 -> 等健康检查)
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bash deploy/install.sh
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@@ -120,8 +131,8 @@ v0.2.1 修订
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(本项目不会创建数据库本身, 也不需要 GRANT OPTION / FILE / SUPER 等管理权限)
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部署步骤
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tar -xzf opendance-web-v0.2.3.tar.gz
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cd opendance-web-v0.2.3
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tar -xzf opendance-web-v0.2.4.tar.gz
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cd opendance-web-v0.2.4
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bash deploy/init-env.sh # 首次启动引导: 逐项问答生成 deploy/.env(见下)
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bash deploy/install.sh # 已以 root 登录, 不需要 sudo
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@@ -252,7 +263,11 @@ deploy/.env 初始化引导(deploy/init-env.sh)
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(RHEL 系 dnf install -y assimp; install.sh 现在会尝试自动安装)。
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装好后不需要重启服务; 若不在服务 PATH 中, 在 deploy/.env 里把 ASSIMP_BIN
|
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设为绝对路径。只上传 .glb / .vrm 则不需要它。
|
||||
- 导入模型返回 500 Internal server error
|
||||
- 列表/审核里的缩略图是"白模"(纯白模型)
|
||||
v0.2.4 前的缩略图渲染器不采样贴图, 而 MMD 模型的 baseColorFactor 是白色。
|
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升级到 v0.2.4 后重新生成缩略图: cd /opt/opendance/web-server &&
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node scripts/reanalyze-models.mjs --url http://127.0.0.1:3000 --force
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- 导入模型返回 500 Internal server error
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老库上多为 models.stats 超长(骨骼树按骨骼展开, 643 骨骼即 70,980 字节
|
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> TEXT 上限): 执行 ALTER TABLE models MODIFY stats MEDIUMTEXT NULL;
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或部署 v0.2.3(install.sh 会自动跑迁移)。v0.2.3 起服务端另有兜底,
|
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@@ -287,11 +302,11 @@ deploy/.env 初始化引导(deploy/init-env.sh)
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cd web-server
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npm run contracts:check # 契约版本一致性
|
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npm run typecheck # TypeScript 严格检查
|
||||
npm run test # 205 项单元测试 / 13 个文件(VMD 31、模型压缩包 24、
|
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npm run test # 211 项单元测试 / 14 个文件(VMD 31、模型压缩包 24、
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# 模型检查器 25、缩略图 8、骨骼过滤 8、
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# 预处理 25、init-env 16、admin-port 16、
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# access-log 9、VRM 检查器 6、.env 预检 12、
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# Assimp 定位与安装 13、stats 容量与编码 12)
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# Assimp 定位与安装 13、stats 容量与编码 12、缩略图贴图 6)
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npm run build # 生产构建
|
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npm run start:prod & # 启动
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npm run test:smoke # 57 项端到端冒烟(需要数据库可连通)
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+2
-2
@@ -1,5 +1,5 @@
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project: opendance-web-server
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version: 0.2.3
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version: 0.2.4
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repository: opendance-web
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default_branch: main
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contracts_version: 0.4.0
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@@ -60,7 +60,7 @@ tasks:
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status: done
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deliverable:
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artifact: opendance-web-v0.2.3.tar.gz
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artifact: opendance-web-v0.2.4.tar.gz
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packaging: Linux 业务服务(系统服务托管,双端口:软件 API + 管理端,不含 MySQL、不含反向代理、不使用 Docker)
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includes:
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- web-server/ # NestJS 源码 + 构建产物(含 BVH / VMD 内置解析、ZIP 读取与模型压缩包转换)
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@@ -1,6 +1,6 @@
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#!/bin/bash
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# ============================================================
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# 打包发布产物:opendance-web-v0.2.3.tar.gz
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# 打包发布产物:opendance-web-v0.2.4.tar.gz
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#
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# 产物结构(Linux 业务服务部署,不使用 Docker、不部署反向代理):
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# web-server/ NestJS 源码 + 构建产物
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@@ -21,7 +21,7 @@ set -euo pipefail
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REPO_ROOT="$(cd "$(dirname "$0")/.." && pwd)"
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cd "$REPO_ROOT"
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VERSION="${1:-0.2.3}"
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VERSION="${1:-0.2.4}"
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NAME="opendance-web-v${VERSION}"
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OUT_DIR="$REPO_ROOT/dist-release"
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STAGE="$OUT_DIR/$NAME"
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|
||||
@@ -160,7 +160,7 @@ node scripts/import-default-model.mjs --write-source-only --model-id 22 --dry-ru
|
||||
|
||||
```bash
|
||||
cd web-server
|
||||
npx vitest run # 13 个文件 / 205 项通过
|
||||
npx vitest run # 14 个文件 / 211 项通过
|
||||
npm run test:smoke # 冒烟 [4] 段落
|
||||
```
|
||||
|
||||
|
||||
@@ -86,7 +86,7 @@ draft ──submit──▶ pending ──approve──▶ published
|
||||
|
||||
```bash
|
||||
cd web-server
|
||||
npx vitest run # 13 个文件 / 205 项通过(含 admin-bone-filter 8 项、.env 预检 12 项、Assimp 13 项)
|
||||
npx vitest run # 14 个文件 / 211 项通过(含 admin-bone-filter 8 项、.env 预检 12 项、Assimp 13 项、缩略图贴图 6 项)
|
||||
npm run test:smoke
|
||||
```
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"name": "opendance-admin",
|
||||
"private": true,
|
||||
"version": "0.2.3",
|
||||
"version": "0.2.4",
|
||||
"type": "module",
|
||||
"description": "OpenDance Studio 管理端(React + TypeScript + Vite)",
|
||||
"scripts": {
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "opendance-web-server",
|
||||
"version": "0.2.3",
|
||||
"version": "0.2.4",
|
||||
"description": "OpenDance Studio Web 管理服务端(NestJS + TypeORM + 现有 MySQL 实例)",
|
||||
"license": "MIT",
|
||||
"private": true,
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import { readFile } from 'node:fs/promises';
|
||||
import { inflateSync } from 'node:zlib';
|
||||
import { dirname, resolve as resolvePath } from 'node:path';
|
||||
import { deflateSync } from 'node:zlib';
|
||||
|
||||
@@ -22,9 +23,12 @@ import { deflateSync } from 'node:zlib';
|
||||
* **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
|
||||
* 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。
|
||||
* - 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)。
|
||||
* 2. **不采样贴图**:`pbrMetallicRoughness.baseColorFactor` 作为纯色基色,
|
||||
* 即使存在 `baseColorTexture` 也不解码(避免再引入 PNG/JPEG 解码器),
|
||||
* 因此带贴图的模型缩略图会是纯色块,但轮廓与光影正确。
|
||||
* 2. **采样 baseColorTexture**:内置极简 PNG 解码器(zlib + 反滤波,8 位、非隔行、
|
||||
* colorType 0/2/3/4/6),按 `baseColorFactor x 贴图` 逐像素取色,并按
|
||||
* `alphaMode`(OPAQUE / MASK / BLEND)处理透明度。
|
||||
* 这一版之前**不采样贴图**:MMD 模型(PMX 转换而来)的 `baseColorFactor` 几乎
|
||||
* 都是白色,于是缩略图全是"白模"——用户报的正是这个。
|
||||
* 解码失败/非 PNG/隔行扫描时回退为 `baseColorFactor` 纯色,绝不抛错。
|
||||
* 3. **稀疏 accessor(sparse)不支持**:遇到就直接跳过该 primitive。
|
||||
* 4. **只画三角形(mode=4)**,其余图元(点/线/条带/扇形)跳过。
|
||||
* 5. 大模型(>17M 索引)不会出现,索引统一按 uint32 读取。
|
||||
@@ -70,7 +74,8 @@ const DEFAULT_BACKGROUND: [number, number, number] = [24, 26, 32];
|
||||
/** 垂直视场角(度) */
|
||||
const FOV_Y_DEG = 35;
|
||||
/** 相机距离系数:让模型占画面约 1/1.6,保证不裁剪 */
|
||||
const FRAMING = 1.6;
|
||||
// 1.6 -> 1.3:列表页只有 40px,主体太小就只剩一团像素
|
||||
const FRAMING = 1.3;
|
||||
/** 主光方向(世界空间,未归一化,用前会归一化) */
|
||||
const LIGHT_DIR: [number, number, number] = normalize3(0.4, 0.8, 0.6);
|
||||
/** 环境光强度 */
|
||||
@@ -244,8 +249,27 @@ interface GltfSkin {
|
||||
interface GltfMaterial {
|
||||
pbrMetallicRoughness?: {
|
||||
baseColorFactor?: number[];
|
||||
baseColorTexture?: unknown;
|
||||
baseColorTexture?: { index?: number; texCoord?: number };
|
||||
};
|
||||
alphaMode?: string;
|
||||
alphaCutoff?: number;
|
||||
doubleSided?: boolean;
|
||||
}
|
||||
|
||||
interface GltfTexture {
|
||||
source?: number;
|
||||
sampler?: number;
|
||||
}
|
||||
|
||||
interface GltfImage {
|
||||
bufferView?: number;
|
||||
mimeType?: string;
|
||||
uri?: string;
|
||||
}
|
||||
|
||||
interface GltfSampler {
|
||||
wrapS?: number;
|
||||
wrapT?: number;
|
||||
}
|
||||
|
||||
interface GltfScene {
|
||||
@@ -262,6 +286,9 @@ interface GltfDocument {
|
||||
bufferViews?: GltfBufferView[];
|
||||
buffers?: GltfBufferRef[];
|
||||
materials?: GltfMaterial[];
|
||||
textures?: GltfTexture[];
|
||||
images?: GltfImage[];
|
||||
samplers?: GltfSampler[];
|
||||
skins?: GltfSkin[];
|
||||
}
|
||||
|
||||
@@ -278,9 +305,26 @@ interface AccessorData {
|
||||
}
|
||||
|
||||
/** 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 */
|
||||
interface DecodedImage {
|
||||
width: number;
|
||||
height: number;
|
||||
/** RGBA,行优先,长度 = width*height*4 */
|
||||
rgba: Uint8Array;
|
||||
}
|
||||
|
||||
interface SceneGeometry {
|
||||
positions: Float32Array;
|
||||
colors: Float32Array;
|
||||
/** 每顶点 UV(2 个/顶点);没有 TEXCOORD_0 时为 null */
|
||||
uvs: Float32Array | null;
|
||||
/** 每顶点贴图槽位(索引进 textures);-1 表示该顶点无贴图 */
|
||||
texSlots: Int32Array | null;
|
||||
/** 每顶点 alpha 模式:0=OPAQUE 1=MASK 2=BLEND */
|
||||
alphaModes: Uint8Array | null;
|
||||
/** 每顶点 MASK 阈值 */
|
||||
cutoffs: Float32Array | null;
|
||||
/** 解码后的贴图(RGBA) */
|
||||
textures: DecodedImage[];
|
||||
triangleCount: number;
|
||||
}
|
||||
|
||||
@@ -667,6 +711,36 @@ function materialBaseColor(doc: GltfDocument, materialIndex: number | undefined)
|
||||
return [0.8, 0.8, 0.8];
|
||||
}
|
||||
|
||||
/** 取 bufferView 的原始字节(贴图解压用);越界返回 null */
|
||||
function readBufferViewBytes(
|
||||
doc: GltfDocument,
|
||||
buffers: Array<Buffer | null>,
|
||||
bufferViewIndex: number,
|
||||
): Buffer | null {
|
||||
const view = doc.bufferViews?.[bufferViewIndex];
|
||||
if (!view || typeof view.buffer !== 'number') return null;
|
||||
const buffer = buffers[view.buffer];
|
||||
if (!buffer) return null;
|
||||
const offset = view.byteOffset ?? 0;
|
||||
const length = view.byteLength ?? 0;
|
||||
if (offset < 0 || length <= 0 || offset + length > buffer.length) return null;
|
||||
return buffer.subarray(offset, offset + length);
|
||||
}
|
||||
|
||||
/** 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) */
|
||||
function decodeEmbeddedImage(
|
||||
doc: GltfDocument,
|
||||
buffers: Array<Buffer | null>,
|
||||
imageIndex: number,
|
||||
): DecodedImage | null {
|
||||
const image = doc.images?.[imageIndex];
|
||||
if (!image || typeof image.bufferView !== 'number') return null;
|
||||
if (typeof image.mimeType === 'string' && !image.mimeType.toLowerCase().includes('png')) return null;
|
||||
const bytes = readBufferViewBytes(doc, buffers, image.bufferView);
|
||||
if (!bytes) return null;
|
||||
return decodePng(bytes);
|
||||
}
|
||||
|
||||
/** 遍历场景图收集世界空间三角形 */
|
||||
function collectTriangles(container: GltfContainer): SceneGeometry | null {
|
||||
const { doc, buffers } = container;
|
||||
@@ -676,8 +750,49 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
|
||||
|
||||
const positions: number[] = [];
|
||||
const colors: number[] = [];
|
||||
const uvs: number[] = [];
|
||||
const texSlots: number[] = [];
|
||||
const alphaModes: number[] = [];
|
||||
const cutoffs: number[] = [];
|
||||
const textures: DecodedImage[] = [];
|
||||
const materialTextureCache = new Map<number, { slot: number; alphaMode: number; cutoff: number }>();
|
||||
const imageCache = new Map<number, DecodedImage | null>();
|
||||
const skinScratch = new Float64Array(16);
|
||||
|
||||
/**
|
||||
* 解析材质的 baseColorTexture:解码一次并登记槽位。
|
||||
* 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"。
|
||||
*/
|
||||
const resolveMaterialTexture = (
|
||||
materialIndex: number | undefined,
|
||||
): { slot: number; alphaMode: number; cutoff: number } => {
|
||||
const key = typeof materialIndex === 'number' ? materialIndex : -1;
|
||||
const cached = materialTextureCache.get(key);
|
||||
if (cached) return cached;
|
||||
const material = typeof materialIndex === 'number' ? doc.materials?.[materialIndex] : undefined;
|
||||
const alphaMode = material?.alphaMode === 'MASK' ? 1 : material?.alphaMode === 'BLEND' ? 2 : 0;
|
||||
const rawCutoff = typeof material?.alphaCutoff === 'number' ? material.alphaCutoff : 0.5;
|
||||
const cutoff = clamp(rawCutoff, 0, 1);
|
||||
let slot = -1;
|
||||
const textureIndex = material?.pbrMetallicRoughness?.baseColorTexture?.index;
|
||||
if (typeof textureIndex === 'number') {
|
||||
const imageIndex = doc.textures?.[textureIndex]?.source;
|
||||
if (typeof imageIndex === 'number') {
|
||||
if (!imageCache.has(imageIndex)) {
|
||||
imageCache.set(imageIndex, decodeEmbeddedImage(doc, buffers, imageIndex));
|
||||
}
|
||||
const image = imageCache.get(imageIndex) ?? null;
|
||||
if (image) {
|
||||
slot = textures.length;
|
||||
textures.push(image);
|
||||
}
|
||||
}
|
||||
}
|
||||
const resolved = { slot, alphaMode, cutoff };
|
||||
materialTextureCache.set(key, resolved);
|
||||
return resolved;
|
||||
};
|
||||
|
||||
const appendMesh = (nodeIndex: number): void => {
|
||||
const node = nodes[nodeIndex];
|
||||
if (!node || typeof node.mesh !== 'number') return;
|
||||
@@ -710,6 +825,10 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
|
||||
|
||||
const vertexCount = positionData.count;
|
||||
const [cr, cg, cb] = materialBaseColor(doc, primitive.material);
|
||||
const materialTexture = resolveMaterialTexture(primitive.material);
|
||||
const uvData =
|
||||
materialTexture.slot >= 0 ? readAccessorFloats(doc, buffers, attributes.TEXCOORD_0, 2) : null;
|
||||
const usableUv = uvData && uvData.count === vertexCount ? uvData : null;
|
||||
|
||||
// 顶点只变换一次:蒙皮或节点世界矩阵
|
||||
const px = new Float64Array(vertexCount);
|
||||
@@ -758,6 +877,18 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
|
||||
}
|
||||
positions.push(x0, y0, z0, x1, y1, z1, x2, y2, z2);
|
||||
colors.push(cr, cg, cb);
|
||||
if (usableUv) {
|
||||
uvs.push(
|
||||
usableUv.values[i0 * 2], usableUv.values[i0 * 2 + 1],
|
||||
usableUv.values[i1 * 2], usableUv.values[i1 * 2 + 1],
|
||||
usableUv.values[i2 * 2], usableUv.values[i2 * 2 + 1],
|
||||
);
|
||||
} else {
|
||||
uvs.push(0, 0, 0, 0, 0, 0);
|
||||
}
|
||||
texSlots.push(materialTexture.slot, materialTexture.slot, materialTexture.slot);
|
||||
alphaModes.push(materialTexture.alphaMode, materialTexture.alphaMode, materialTexture.alphaMode);
|
||||
cutoffs.push(materialTexture.cutoff, materialTexture.cutoff, materialTexture.cutoff);
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -784,6 +915,11 @@ function collectTriangles(container: GltfContainer): SceneGeometry | null {
|
||||
return {
|
||||
positions: Float32Array.from(positions),
|
||||
colors: Float32Array.from(colors),
|
||||
uvs: Float32Array.from(uvs),
|
||||
texSlots: Int32Array.from(texSlots),
|
||||
alphaModes: Uint8Array.from(alphaModes),
|
||||
cutoffs: Float32Array.from(cutoffs),
|
||||
textures,
|
||||
triangleCount,
|
||||
};
|
||||
}
|
||||
@@ -831,13 +967,25 @@ function edge(ax: number, ay: number, bx: number, by: number, px: number, py: nu
|
||||
* 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),
|
||||
* 因此 cullBackFace 时丢弃 area >= 0 的三角形。
|
||||
*/
|
||||
/** 采样贴图(REPEAT 环绕;glTF/PNG 的 UV 原点在左上,v 不翻转) */
|
||||
function sampleTexture(image: DecodedImage, u: number, v: number, out: Float32Array): void {
|
||||
const wrap = (value: number): number => value - Math.floor(value);
|
||||
const x = Math.min(image.width - 1, Math.floor(wrap(u) * image.width));
|
||||
const y = Math.min(image.height - 1, Math.floor(wrap(v) * image.height));
|
||||
const o = (y * image.width + x) * 4;
|
||||
out[0] = image.rgba[o] / 255;
|
||||
out[1] = image.rgba[o + 1] / 255;
|
||||
out[2] = image.rgba[o + 2] / 255;
|
||||
out[3] = image.rgba[o + 3] / 255;
|
||||
}
|
||||
|
||||
function rasterizeTriangles(
|
||||
geometry: SceneGeometry,
|
||||
viewProj: Mat4,
|
||||
options: RasterOptions,
|
||||
): RasterOutput {
|
||||
const { size, background, cullBackFace } = options;
|
||||
const { positions, colors, triangleCount } = geometry;
|
||||
const { positions, colors, uvs, texSlots, alphaModes, cutoffs, textures, triangleCount } = geometry;
|
||||
|
||||
const pixels = Buffer.alloc(size * size * 3);
|
||||
for (let i = 0; i < size * size; i += 1) {
|
||||
@@ -909,9 +1057,23 @@ function rasterizeTriangles(
|
||||
const baseR = colors[t * 3];
|
||||
const baseG = colors[t * 3 + 1];
|
||||
const baseB = colors[t * 3 + 2];
|
||||
const r = clamp(Math.round(baseR * intensity * 255), 0, 255);
|
||||
const g = clamp(Math.round(baseG * intensity * 255), 0, 255);
|
||||
const b = clamp(Math.round(baseB * intensity * 255), 0, 255);
|
||||
|
||||
// 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)
|
||||
const slot = texSlots ? texSlots[t * 3] : -1;
|
||||
const image = slot >= 0 ? textures[slot] ?? null : null;
|
||||
const alphaMode = alphaModes ? alphaModes[t * 3] : 0;
|
||||
const cutoff = cutoffs ? cutoffs[t * 3] : 0.5;
|
||||
const u0 = uvs ? uvs[t * 6] : 0;
|
||||
const v0 = uvs ? uvs[t * 6 + 1] : 0;
|
||||
const u1 = uvs ? uvs[t * 6 + 2] : 0;
|
||||
const v1 = uvs ? uvs[t * 6 + 3] : 0;
|
||||
const u2 = uvs ? uvs[t * 6 + 4] : 0;
|
||||
const v2 = uvs ? uvs[t * 6 + 5] : 0;
|
||||
const texel = new Float32Array(4);
|
||||
// 透视校正用:1/w 在三个顶点上的值
|
||||
const iw0 = 1 / p0[3];
|
||||
const iw1 = 1 / p1[3];
|
||||
const iw2 = 1 / p2[3];
|
||||
|
||||
const invArea = 1 / area;
|
||||
for (let y = minY; y <= maxY; y += 1) {
|
||||
@@ -926,6 +1088,27 @@ function rasterizeTriangles(
|
||||
const d = w0 * p0[2] + w1 * p1[2] + w2 * p2[2];
|
||||
const index = rowBase + x;
|
||||
if (d < depth[index]) {
|
||||
let r = clamp(Math.round(baseR * intensity * 255), 0, 255);
|
||||
let g = clamp(Math.round(baseG * intensity * 255), 0, 255);
|
||||
let b = clamp(Math.round(baseB * intensity * 255), 0, 255);
|
||||
if (image) {
|
||||
const iw = w0 * iw0 + w1 * iw1 + w2 * iw2;
|
||||
const u = (w0 * iw0 * u0 + w1 * iw1 * u1 + w2 * iw2 * u2) / (iw || 1);
|
||||
const v = (w0 * iw0 * v0 + w1 * iw1 * v1 + w2 * iw2 * v2) / (iw || 1);
|
||||
sampleTexture(image, u, v, texel);
|
||||
if (alphaMode === 1 && texel[3] < cutoff) continue; // MASK:整像素丢弃
|
||||
const a = alphaMode === 0 ? 1 : texel[3];
|
||||
r = clamp(Math.round(baseR * texel[0] * intensity * 255), 0, 255);
|
||||
g = clamp(Math.round(baseG * texel[1] * intensity * 255), 0, 255);
|
||||
b = clamp(Math.round(baseB * texel[2] * intensity * 255), 0, 255);
|
||||
if (alphaMode === 2 && a < 1) {
|
||||
// BLEND:与背景/已画像素做 source-over(缩略图不做排序,够看即可)
|
||||
const q = index * 3;
|
||||
r = clamp(Math.round(r * a + pixels[q] * (1 - a)), 0, 255);
|
||||
g = clamp(Math.round(g * a + pixels[q + 1] * (1 - a)), 0, 255);
|
||||
b = clamp(Math.round(b * a + pixels[q + 2] * (1 - a)), 0, 255);
|
||||
}
|
||||
}
|
||||
depth[index] = d;
|
||||
const p = index * 3;
|
||||
pixels[p] = r;
|
||||
@@ -1045,6 +1228,133 @@ function buildViewProjection(geometry: SceneGeometry, size: number, yawDeg: numb
|
||||
return mat4Multiply(proj, view);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 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)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const PNG_SIGNATURE = Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]);
|
||||
|
||||
/**
|
||||
* 极简 PNG 解码器:zlib 解压 + 逐行反滤波,输出 RGBA。
|
||||
* 不支持 16 位 / 隔行扫描 / 未知 colorType —— 返回 null 由调用方回退纯色。
|
||||
*/
|
||||
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)) {
|
||||
|
||||
@@ -0,0 +1,232 @@
|
||||
import { mkdtempSync, writeFileSync } from 'node:fs';
|
||||
import { tmpdir } from 'node:os';
|
||||
import { join } from 'node:path';
|
||||
import { inflateSync } from 'node:zlib';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { renderModelThumbnail } from '../src/models/model-thumbnail';
|
||||
|
||||
/**
|
||||
* 缩略图**贴图采样**测试。
|
||||
*
|
||||
* 背景(真实故障):缩略图渲染器原先刻意不解码 baseColorTexture,只用
|
||||
* `baseColorFactor` 上色;而 MMD(PMX 转换)模型的 baseColorFactor 基本全是白色,
|
||||
* 于是缩略图全是"白模"——列表页与审核面板看到的都是白色模型,用户报的正是这个。
|
||||
* 现在渲染器内置 PNG 解码并逐像素采样贴图,这里锁住行为。
|
||||
*/
|
||||
|
||||
const dir = mkdtempSync(join(tmpdir(), 'opendance-thumb-tex-'));
|
||||
|
||||
function write(name: string, content: Buffer): string {
|
||||
const path = join(dir, name);
|
||||
writeFileSync(path, content);
|
||||
return path;
|
||||
}
|
||||
|
||||
/** 12 字节头 + JSON chunk + BIN chunk */
|
||||
function buildGlb(json: unknown, bin: Buffer): Buffer {
|
||||
const jsonRaw = Buffer.from(JSON.stringify(json), 'utf8');
|
||||
const jsonChunk = Buffer.concat([jsonRaw, Buffer.alloc((4 - (jsonRaw.length % 4)) % 4, 0x20)]);
|
||||
const binChunk = Buffer.concat([bin, Buffer.alloc((4 - (bin.length % 4)) % 4)]);
|
||||
const chunks: Buffer[] = [];
|
||||
const header = Buffer.alloc(12);
|
||||
header.write('glTF', 0, 'ascii');
|
||||
header.writeUInt32LE(2, 4);
|
||||
chunks.push(header);
|
||||
const jsonHeader = Buffer.alloc(8);
|
||||
jsonHeader.writeUInt32LE(jsonChunk.length, 0);
|
||||
jsonHeader.writeUInt32LE(0x4e4f534a, 4);
|
||||
chunks.push(jsonHeader, jsonChunk);
|
||||
const binHeader = Buffer.alloc(8);
|
||||
binHeader.writeUInt32LE(binChunk.length, 0);
|
||||
binHeader.writeUInt32LE(0x004e4942, 4);
|
||||
chunks.push(binHeader, binChunk);
|
||||
const out = Buffer.concat(chunks);
|
||||
out.writeUInt32LE(out.length, 8);
|
||||
return out;
|
||||
}
|
||||
|
||||
function float32Buffer(values: number[]): Buffer {
|
||||
const buffer = Buffer.alloc(values.length * 4);
|
||||
values.forEach((value, index) => buffer.writeFloatLE(value, index * 4));
|
||||
return buffer;
|
||||
}
|
||||
|
||||
function uint16Buffer(values: number[]): Buffer {
|
||||
const buffer = Buffer.alloc(values.length * 2);
|
||||
values.forEach((value, index) => buffer.writeUInt16LE(value, index * 2));
|
||||
return buffer;
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------ 贴图夹具 */
|
||||
|
||||
/** 2x2 纯红(colorType 6,带 alpha=255) */
|
||||
const RED_PNG = Buffer.from(
|
||||
'iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAYAAABytg0kAAAAEUlEQVR4nGP4z8DwH4QZYAwAR8oH+WdZbrcAAAAASUVORK5CYII=',
|
||||
'base64',
|
||||
);
|
||||
/** 2x2 纯绿(colorType 2,无 alpha) */
|
||||
const GREEN_PNG = Buffer.from(
|
||||
'iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAIAAAD91JpzAAAAD0lEQVR4nGNg+M8AQhAKABvyA/1tVLjHAAAAAElFTkSuQmCC',
|
||||
'base64',
|
||||
);
|
||||
/** 2x2 全透明(RGBA 的 alpha=0) */
|
||||
const TRANSPARENT_PNG = Buffer.from(
|
||||
'iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAYAAABytg0kAAAAEUlEQVR4nGP4z8DAAMIMMAYAKegD/QE6Y34AAAAASUVORK5CYII=',
|
||||
'base64',
|
||||
);
|
||||
|
||||
interface QuadOptions {
|
||||
texture?: Buffer;
|
||||
mimeType?: string;
|
||||
baseColorFactor?: number[];
|
||||
alphaMode?: string;
|
||||
}
|
||||
|
||||
/** 一个正对相机(+Z)的方形面片,UV 铺满贴图;baseColorFactor 默认纯白(MMD 的常见情况) */
|
||||
function texturedQuadGlb(options: QuadOptions = {}): Buffer {
|
||||
const positions = [-1, -1, 0, 1, -1, 0, 1, 1, 0, -1, 1, 0];
|
||||
const uvs = [0, 1, 1, 1, 1, 0, 0, 0];
|
||||
const indices = [0, 1, 2, 0, 2, 3];
|
||||
const posBin = float32Buffer(positions);
|
||||
const uvBin = float32Buffer(uvs);
|
||||
const idxBin = uint16Buffer(indices);
|
||||
const image = options.texture ?? RED_PNG;
|
||||
const bin = Buffer.concat([posBin, uvBin, idxBin, image]);
|
||||
const imageOffset = posBin.length + uvBin.length + idxBin.length;
|
||||
|
||||
const json = {
|
||||
asset: { version: '2.0' },
|
||||
scene: 0,
|
||||
scenes: [{ nodes: [0] }],
|
||||
nodes: [{ mesh: 0 }],
|
||||
meshes: [{ primitives: [{ attributes: { POSITION: 0, TEXCOORD_0: 1 }, indices: 2, material: 0 }] }],
|
||||
materials: [
|
||||
{
|
||||
pbrMetallicRoughness: {
|
||||
baseColorFactor: options.baseColorFactor ?? [1, 1, 1, 1],
|
||||
baseColorTexture: { index: 0 },
|
||||
},
|
||||
...(options.alphaMode ? { alphaMode: options.alphaMode, alphaCutoff: 0.5 } : {}),
|
||||
},
|
||||
],
|
||||
textures: [{ source: 0 }],
|
||||
images: [{ bufferView: 3, mimeType: options.mimeType ?? 'image/png' }],
|
||||
accessors: [
|
||||
{ bufferView: 0, componentType: 5126, count: 4, type: 'VEC3' },
|
||||
{ bufferView: 1, componentType: 5126, count: 4, type: 'VEC2' },
|
||||
{ bufferView: 2, componentType: 5123, count: 6, type: 'SCALAR' },
|
||||
],
|
||||
bufferViews: [
|
||||
{ buffer: 0, byteOffset: 0, byteLength: posBin.length },
|
||||
{ buffer: 0, byteOffset: posBin.length, byteLength: uvBin.length },
|
||||
{ buffer: 0, byteOffset: posBin.length + uvBin.length, byteLength: idxBin.length },
|
||||
{ buffer: 0, byteOffset: imageOffset, byteLength: image.length },
|
||||
],
|
||||
buffers: [{ byteLength: bin.length }],
|
||||
};
|
||||
return buildGlb(json, bin);
|
||||
}
|
||||
|
||||
/** 解 PNG(我们自己写的编码器:8 位 RGB、filter=0),返回平均 RGB */
|
||||
function averageColor(png: Buffer): { r: number; g: number; b: number; nonBackground: number } {
|
||||
let offset = 8;
|
||||
let width = 0;
|
||||
let height = 0;
|
||||
const idat: Buffer[] = [];
|
||||
while (offset + 8 <= png.length) {
|
||||
const length = png.readUInt32BE(offset);
|
||||
const type = png.toString('ascii', offset + 4, offset + 8);
|
||||
const data = png.subarray(offset + 8, offset + 8 + length);
|
||||
if (type === 'IHDR') {
|
||||
width = data.readUInt32BE(0);
|
||||
height = data.readUInt32BE(4);
|
||||
expect(data[8]).toBe(8);
|
||||
expect(data[9]).toBe(2);
|
||||
expect(data[12]).toBe(0);
|
||||
} else if (type === 'IDAT') {
|
||||
idat.push(Buffer.from(data));
|
||||
} else if (type === 'IEND') {
|
||||
break;
|
||||
}
|
||||
offset += 12 + length;
|
||||
}
|
||||
const raw = inflateSync(Buffer.concat(idat));
|
||||
let r = 0;
|
||||
let g = 0;
|
||||
let b = 0;
|
||||
let count = 0;
|
||||
let nonBackground = 0;
|
||||
for (let y = 0; y < height; y += 1) {
|
||||
const rowStart = y * (1 + width * 3);
|
||||
expect(raw[rowStart]).toBe(0); // filter=0
|
||||
for (let x = 0; x < width; x += 1) {
|
||||
const i = rowStart + 1 + x * 3;
|
||||
r += raw[i];
|
||||
g += raw[i + 1];
|
||||
b += raw[i + 2];
|
||||
count += 1;
|
||||
// 默认背景是 [24,26,32](深色);明显偏离即视为主体像素
|
||||
if (Math.abs(raw[i] - 24) > 12 || Math.abs(raw[i + 1] - 26) > 12 || Math.abs(raw[i + 2] - 32) > 12) {
|
||||
nonBackground += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
return { r: r / count, g: g / count, b: b / count, nonBackground };
|
||||
}
|
||||
|
||||
async function render(glb: Buffer, name: string, extra: Record<string, unknown> = {}) {
|
||||
const result = await renderModelThumbnail(write(name, glb), { size: 128, ...extra });
|
||||
expect(result).not.toBeNull();
|
||||
return averageColor((result as { png: Buffer }).png);
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------------ 测试 */
|
||||
|
||||
describe('缩略图贴图采样', () => {
|
||||
it('baseColorFactor 全白时也按贴图上色(回归:不再输出"白模")', async () => {
|
||||
const color = await render(texturedQuadGlb(), 'red.glb');
|
||||
expect(color.nonBackground).toBeGreaterThan(0);
|
||||
// 贴图是纯红:主体像素整体应明显偏红
|
||||
expect(color.r).toBeGreaterThan(color.g + 20);
|
||||
expect(color.r).toBeGreaterThan(color.b + 20);
|
||||
});
|
||||
|
||||
it('colorType 2(无 alpha 通道)的 PNG 也能解码', async () => {
|
||||
const color = await render(texturedQuadGlb({ texture: GREEN_PNG }), 'green.glb');
|
||||
expect(color.g).toBeGreaterThan(color.r + 20);
|
||||
expect(color.g).toBeGreaterThan(color.b + 20);
|
||||
});
|
||||
|
||||
it('OPAQUE:忽略贴图 alpha(MMD 语义,alpha=0 也照样画出来)', async () => {
|
||||
const color = await render(
|
||||
texturedQuadGlb({ texture: TRANSPARENT_PNG, baseColorFactor: [0.9, 0.1, 0.1, 1] }),
|
||||
'opaque.glb',
|
||||
);
|
||||
expect(color.nonBackground).toBeGreaterThan(0);
|
||||
expect(color.r).toBeGreaterThan(color.g + 20);
|
||||
});
|
||||
|
||||
it('MASK:alpha 低于阈值的主体像素被丢弃(只剩背景)', async () => {
|
||||
const color = await render(
|
||||
texturedQuadGlb({ texture: TRANSPARENT_PNG, baseColorFactor: [0.9, 0.1, 0.1, 1], alphaMode: 'MASK' }),
|
||||
'mask.glb',
|
||||
);
|
||||
expect(color.nonBackground).toBe(0);
|
||||
});
|
||||
|
||||
it('贴图解码失败时回退 baseColorFactor 纯色,且不抛错', async () => {
|
||||
const broken = Buffer.from('这不是 PNG 数据', 'utf8');
|
||||
const color = await render(
|
||||
texturedQuadGlb({ texture: broken, baseColorFactor: [0.1, 0.1, 0.9, 1] }),
|
||||
'broken.glb',
|
||||
);
|
||||
expect(color.nonBackground).toBeGreaterThan(0);
|
||||
expect(color.b).toBeGreaterThan(color.r + 20);
|
||||
});
|
||||
|
||||
it('默认视角是正面(相机在 +Z):+Z 面颜色明显主导', async () => {
|
||||
// 面片正对 +Z,默认视角下必须看得见(若默认看背面,主体像素会接近 0)
|
||||
const color = await render(texturedQuadGlb(), 'front.glb');
|
||||
expect(color.nonBackground).toBeGreaterThan(128 * 128 * 0.05);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user