Streamline the main canvas component, type definitions, and paint shader runtime. Removes unused code paths and redundant logic across src/ and example/, resulting in a net reduction of ~460 lines. Co-authored-by: Cursor <cursoragent@cursor.com>
76 lines
3.6 KiB
JavaScript
76 lines
3.6 KiB
JavaScript
import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
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import { Skia, Shader, ImageShader, Group, Rect, drawAsImage, } from '@shopify/react-native-skia';
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import { REGION_PAINT_SKSL } from '../shaders/regionPaint.sksl';
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import { getMaskSegmentRuntimeConfig } from './maskSegmentRuntime';
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import { buildPaintColorMapImage } from './paintColorMapTexture';
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let cachedEffect = null;
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export function getRegionPaintEffect() {
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if (cachedEffect) {
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return cachedEffect;
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}
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const effect = Skia.RuntimeEffect.Make(REGION_PAINT_SKSL);
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if (!effect) {
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throw new Error('regionPaint SkSL compile failed');
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}
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cachedEffect = effect;
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return effect;
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}
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export function buildPaintShaderUniforms(showOrigin) {
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const paintCfg = getMaskSegmentRuntimeConfig().paint;
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return {
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colorBaseOpacity: paintCfg.colorBaseOpacity,
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lLightOpacity: paintCfg.lLightOpacity,
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textureOpacity: paintCfg.textureOpacity,
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showOrigin: showOrigin ? 1 : 0,
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};
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}
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function createPaintShaderTree(props) {
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const { originImage, paintColorMap, lowFreqImage, highFreqImage, x, y, width, height, showOrigin = false, } = props;
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const effect = getRegionPaintEffect();
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const uniforms = buildPaintShaderUniforms(showOrigin);
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const imageShaderProps = {
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fit: 'fill',
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tx: 'clamp',
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ty: 'clamp',
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rect: { x, y, width, height },
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};
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return (_jsx(Rect, { x: x, y: y, width: width, height: height, children: _jsxs(Shader, { source: effect, uniforms: uniforms, children: [_jsx(ImageShader, { image: originImage, ...imageShaderProps }), _jsx(ImageShader, { image: paintColorMap, ...imageShaderProps }), _jsx(ImageShader, { image: lowFreqImage, ...imageShaderProps }), _jsx(ImageShader, { image: highFreqImage, ...imageShaderProps })] }) }));
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}
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/** Canvas 内全屏上色 Shader 层 */
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export function PaintShaderLayer(props) {
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return createPaintShaderTree(props);
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}
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export function createPaintColorMapForPaint(pickBuffer, cols, rows, paintedRegions) {
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const paintCfg = getMaskSegmentRuntimeConfig().paint;
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// Prefer color feather for the recolor application alpha (controls soft edge blend for both base color and texture overlay).
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// texture feather kept in config for future differentiation (e.g. high-freq strength roll-off).
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const feather = paintCfg.maskFeatherColor ?? 0;
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return buildPaintColorMapImage(pickBuffer, cols, rows, paintedRegions, feather);
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}
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/** 离屏渲染与预览同源的 shader 合成图 */
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export async function renderPaintedImageOffscreen(input) {
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const { width, height, showOrigin = false, ...textures } = input;
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if (!textures.originImage || !textures.paintColorMap || !textures.lowFreqImage || !textures.highFreqImage) {
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console.warn('[VIZ-SAVE] renderPaintedImageOffscreen: missing one or more shader textures, will fallback');
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return null;
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}
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// drawAsImage expects the *scene content*, not a <Canvas> host component.
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// Passing a <Canvas> could cause the internal player to construct paints with
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// undefined values (leading to k.charAt errors in color/enum code).
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const element = (_jsx(Group, { children: createPaintShaderTree({
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...textures,
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x: 0,
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y: 0,
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width,
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height,
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showOrigin,
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}) }));
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return drawAsImage(element, { width, height });
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}
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export function releasePaintShaderTextures(textures) {
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textures.originImage?.dispose();
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textures.paintColorMap?.dispose();
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textures.lowFreqImage?.dispose();
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textures.highFreqImage?.dispose();
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}
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//# sourceMappingURL=paintShaderRuntime.js.map
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