webgl.js 16 KB

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  1. /* Copyright 2017 Mozilla Foundation
  2. *
  3. * Licensed under the Apache License, Version 2.0 (the "License");
  4. * you may not use this file except in compliance with the License.
  5. * You may obtain a copy of the License at
  6. *
  7. * http://www.apache.org/licenses/LICENSE-2.0
  8. *
  9. * Unless required by applicable law or agreed to in writing, software
  10. * distributed under the License is distributed on an "AS IS" BASIS,
  11. * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  12. * See the License for the specific language governing permissions and
  13. * limitations under the License.
  14. */
  15. 'use strict';
  16. Object.defineProperty(exports, "__esModule", {
  17. value: true
  18. });
  19. exports.WebGLUtils = undefined;
  20. var _dom_utils = require('./dom_utils');
  21. var _util = require('../shared/util');
  22. var WebGLUtils = function WebGLUtilsClosure() {
  23. function loadShader(gl, code, shaderType) {
  24. var shader = gl.createShader(shaderType);
  25. gl.shaderSource(shader, code);
  26. gl.compileShader(shader);
  27. var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  28. if (!compiled) {
  29. var errorMsg = gl.getShaderInfoLog(shader);
  30. throw new Error('Error during shader compilation: ' + errorMsg);
  31. }
  32. return shader;
  33. }
  34. function createVertexShader(gl, code) {
  35. return loadShader(gl, code, gl.VERTEX_SHADER);
  36. }
  37. function createFragmentShader(gl, code) {
  38. return loadShader(gl, code, gl.FRAGMENT_SHADER);
  39. }
  40. function createProgram(gl, shaders) {
  41. var program = gl.createProgram();
  42. for (var i = 0, ii = shaders.length; i < ii; ++i) {
  43. gl.attachShader(program, shaders[i]);
  44. }
  45. gl.linkProgram(program);
  46. var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
  47. if (!linked) {
  48. var errorMsg = gl.getProgramInfoLog(program);
  49. throw new Error('Error during program linking: ' + errorMsg);
  50. }
  51. return program;
  52. }
  53. function createTexture(gl, image, textureId) {
  54. gl.activeTexture(textureId);
  55. var texture = gl.createTexture();
  56. gl.bindTexture(gl.TEXTURE_2D, texture);
  57. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  58. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  59. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  60. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  61. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
  62. return texture;
  63. }
  64. var currentGL, currentCanvas;
  65. function generateGL() {
  66. if (currentGL) {
  67. return;
  68. }
  69. currentCanvas = document.createElement('canvas');
  70. currentGL = currentCanvas.getContext('webgl', { premultipliedalpha: false });
  71. }
  72. var smaskVertexShaderCode = '\
  73. attribute vec2 a_position; \
  74. attribute vec2 a_texCoord; \
  75. \
  76. uniform vec2 u_resolution; \
  77. \
  78. varying vec2 v_texCoord; \
  79. \
  80. void main() { \
  81. vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0; \
  82. gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \
  83. \
  84. v_texCoord = a_texCoord; \
  85. } ';
  86. var smaskFragmentShaderCode = '\
  87. precision mediump float; \
  88. \
  89. uniform vec4 u_backdrop; \
  90. uniform int u_subtype; \
  91. uniform sampler2D u_image; \
  92. uniform sampler2D u_mask; \
  93. \
  94. varying vec2 v_texCoord; \
  95. \
  96. void main() { \
  97. vec4 imageColor = texture2D(u_image, v_texCoord); \
  98. vec4 maskColor = texture2D(u_mask, v_texCoord); \
  99. if (u_backdrop.a > 0.0) { \
  100. maskColor.rgb = maskColor.rgb * maskColor.a + \
  101. u_backdrop.rgb * (1.0 - maskColor.a); \
  102. } \
  103. float lum; \
  104. if (u_subtype == 0) { \
  105. lum = maskColor.a; \
  106. } else { \
  107. lum = maskColor.r * 0.3 + maskColor.g * 0.59 + \
  108. maskColor.b * 0.11; \
  109. } \
  110. imageColor.a *= lum; \
  111. imageColor.rgb *= imageColor.a; \
  112. gl_FragColor = imageColor; \
  113. } ';
  114. var smaskCache = null;
  115. function initSmaskGL() {
  116. var canvas, gl;
  117. generateGL();
  118. canvas = currentCanvas;
  119. currentCanvas = null;
  120. gl = currentGL;
  121. currentGL = null;
  122. var vertexShader = createVertexShader(gl, smaskVertexShaderCode);
  123. var fragmentShader = createFragmentShader(gl, smaskFragmentShaderCode);
  124. var program = createProgram(gl, [vertexShader, fragmentShader]);
  125. gl.useProgram(program);
  126. var cache = {};
  127. cache.gl = gl;
  128. cache.canvas = canvas;
  129. cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
  130. cache.positionLocation = gl.getAttribLocation(program, 'a_position');
  131. cache.backdropLocation = gl.getUniformLocation(program, 'u_backdrop');
  132. cache.subtypeLocation = gl.getUniformLocation(program, 'u_subtype');
  133. var texCoordLocation = gl.getAttribLocation(program, 'a_texCoord');
  134. var texLayerLocation = gl.getUniformLocation(program, 'u_image');
  135. var texMaskLocation = gl.getUniformLocation(program, 'u_mask');
  136. var texCoordBuffer = gl.createBuffer();
  137. gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
  138. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0]), gl.STATIC_DRAW);
  139. gl.enableVertexAttribArray(texCoordLocation);
  140. gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
  141. gl.uniform1i(texLayerLocation, 0);
  142. gl.uniform1i(texMaskLocation, 1);
  143. smaskCache = cache;
  144. }
  145. function composeSMask(layer, mask, properties) {
  146. var width = layer.width,
  147. height = layer.height;
  148. if (!smaskCache) {
  149. initSmaskGL();
  150. }
  151. var cache = smaskCache,
  152. canvas = cache.canvas,
  153. gl = cache.gl;
  154. canvas.width = width;
  155. canvas.height = height;
  156. gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
  157. gl.uniform2f(cache.resolutionLocation, width, height);
  158. if (properties.backdrop) {
  159. gl.uniform4f(cache.resolutionLocation, properties.backdrop[0], properties.backdrop[1], properties.backdrop[2], 1);
  160. } else {
  161. gl.uniform4f(cache.resolutionLocation, 0, 0, 0, 0);
  162. }
  163. gl.uniform1i(cache.subtypeLocation, properties.subtype === 'Luminosity' ? 1 : 0);
  164. var texture = createTexture(gl, layer, gl.TEXTURE0);
  165. var maskTexture = createTexture(gl, mask, gl.TEXTURE1);
  166. var buffer = gl.createBuffer();
  167. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  168. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, width, 0, 0, height, 0, height, width, 0, width, height]), gl.STATIC_DRAW);
  169. gl.enableVertexAttribArray(cache.positionLocation);
  170. gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);
  171. gl.clearColor(0, 0, 0, 0);
  172. gl.enable(gl.BLEND);
  173. gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  174. gl.clear(gl.COLOR_BUFFER_BIT);
  175. gl.drawArrays(gl.TRIANGLES, 0, 6);
  176. gl.flush();
  177. gl.deleteTexture(texture);
  178. gl.deleteTexture(maskTexture);
  179. gl.deleteBuffer(buffer);
  180. return canvas;
  181. }
  182. var figuresVertexShaderCode = '\
  183. attribute vec2 a_position; \
  184. attribute vec3 a_color; \
  185. \
  186. uniform vec2 u_resolution; \
  187. uniform vec2 u_scale; \
  188. uniform vec2 u_offset; \
  189. \
  190. varying vec4 v_color; \
  191. \
  192. void main() { \
  193. vec2 position = (a_position + u_offset) * u_scale; \
  194. vec2 clipSpace = (position / u_resolution) * 2.0 - 1.0; \
  195. gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \
  196. \
  197. v_color = vec4(a_color / 255.0, 1.0); \
  198. } ';
  199. var figuresFragmentShaderCode = '\
  200. precision mediump float; \
  201. \
  202. varying vec4 v_color; \
  203. \
  204. void main() { \
  205. gl_FragColor = v_color; \
  206. } ';
  207. var figuresCache = null;
  208. function initFiguresGL() {
  209. var canvas, gl;
  210. generateGL();
  211. canvas = currentCanvas;
  212. currentCanvas = null;
  213. gl = currentGL;
  214. currentGL = null;
  215. var vertexShader = createVertexShader(gl, figuresVertexShaderCode);
  216. var fragmentShader = createFragmentShader(gl, figuresFragmentShaderCode);
  217. var program = createProgram(gl, [vertexShader, fragmentShader]);
  218. gl.useProgram(program);
  219. var cache = {};
  220. cache.gl = gl;
  221. cache.canvas = canvas;
  222. cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
  223. cache.scaleLocation = gl.getUniformLocation(program, 'u_scale');
  224. cache.offsetLocation = gl.getUniformLocation(program, 'u_offset');
  225. cache.positionLocation = gl.getAttribLocation(program, 'a_position');
  226. cache.colorLocation = gl.getAttribLocation(program, 'a_color');
  227. figuresCache = cache;
  228. }
  229. function drawFigures(width, height, backgroundColor, figures, context) {
  230. if (!figuresCache) {
  231. initFiguresGL();
  232. }
  233. var cache = figuresCache,
  234. canvas = cache.canvas,
  235. gl = cache.gl;
  236. canvas.width = width;
  237. canvas.height = height;
  238. gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
  239. gl.uniform2f(cache.resolutionLocation, width, height);
  240. var count = 0;
  241. var i, ii, rows;
  242. for (i = 0, ii = figures.length; i < ii; i++) {
  243. switch (figures[i].type) {
  244. case 'lattice':
  245. rows = figures[i].coords.length / figures[i].verticesPerRow | 0;
  246. count += (rows - 1) * (figures[i].verticesPerRow - 1) * 6;
  247. break;
  248. case 'triangles':
  249. count += figures[i].coords.length;
  250. break;
  251. }
  252. }
  253. var coords = new Float32Array(count * 2);
  254. var colors = new Uint8Array(count * 3);
  255. var coordsMap = context.coords,
  256. colorsMap = context.colors;
  257. var pIndex = 0,
  258. cIndex = 0;
  259. for (i = 0, ii = figures.length; i < ii; i++) {
  260. var figure = figures[i],
  261. ps = figure.coords,
  262. cs = figure.colors;
  263. switch (figure.type) {
  264. case 'lattice':
  265. var cols = figure.verticesPerRow;
  266. rows = ps.length / cols | 0;
  267. for (var row = 1; row < rows; row++) {
  268. var offset = row * cols + 1;
  269. for (var col = 1; col < cols; col++, offset++) {
  270. coords[pIndex] = coordsMap[ps[offset - cols - 1]];
  271. coords[pIndex + 1] = coordsMap[ps[offset - cols - 1] + 1];
  272. coords[pIndex + 2] = coordsMap[ps[offset - cols]];
  273. coords[pIndex + 3] = coordsMap[ps[offset - cols] + 1];
  274. coords[pIndex + 4] = coordsMap[ps[offset - 1]];
  275. coords[pIndex + 5] = coordsMap[ps[offset - 1] + 1];
  276. colors[cIndex] = colorsMap[cs[offset - cols - 1]];
  277. colors[cIndex + 1] = colorsMap[cs[offset - cols - 1] + 1];
  278. colors[cIndex + 2] = colorsMap[cs[offset - cols - 1] + 2];
  279. colors[cIndex + 3] = colorsMap[cs[offset - cols]];
  280. colors[cIndex + 4] = colorsMap[cs[offset - cols] + 1];
  281. colors[cIndex + 5] = colorsMap[cs[offset - cols] + 2];
  282. colors[cIndex + 6] = colorsMap[cs[offset - 1]];
  283. colors[cIndex + 7] = colorsMap[cs[offset - 1] + 1];
  284. colors[cIndex + 8] = colorsMap[cs[offset - 1] + 2];
  285. coords[pIndex + 6] = coords[pIndex + 2];
  286. coords[pIndex + 7] = coords[pIndex + 3];
  287. coords[pIndex + 8] = coords[pIndex + 4];
  288. coords[pIndex + 9] = coords[pIndex + 5];
  289. coords[pIndex + 10] = coordsMap[ps[offset]];
  290. coords[pIndex + 11] = coordsMap[ps[offset] + 1];
  291. colors[cIndex + 9] = colors[cIndex + 3];
  292. colors[cIndex + 10] = colors[cIndex + 4];
  293. colors[cIndex + 11] = colors[cIndex + 5];
  294. colors[cIndex + 12] = colors[cIndex + 6];
  295. colors[cIndex + 13] = colors[cIndex + 7];
  296. colors[cIndex + 14] = colors[cIndex + 8];
  297. colors[cIndex + 15] = colorsMap[cs[offset]];
  298. colors[cIndex + 16] = colorsMap[cs[offset] + 1];
  299. colors[cIndex + 17] = colorsMap[cs[offset] + 2];
  300. pIndex += 12;
  301. cIndex += 18;
  302. }
  303. }
  304. break;
  305. case 'triangles':
  306. for (var j = 0, jj = ps.length; j < jj; j++) {
  307. coords[pIndex] = coordsMap[ps[j]];
  308. coords[pIndex + 1] = coordsMap[ps[j] + 1];
  309. colors[cIndex] = colorsMap[cs[j]];
  310. colors[cIndex + 1] = colorsMap[cs[j] + 1];
  311. colors[cIndex + 2] = colorsMap[cs[j] + 2];
  312. pIndex += 2;
  313. cIndex += 3;
  314. }
  315. break;
  316. }
  317. }
  318. if (backgroundColor) {
  319. gl.clearColor(backgroundColor[0] / 255, backgroundColor[1] / 255, backgroundColor[2] / 255, 1.0);
  320. } else {
  321. gl.clearColor(0, 0, 0, 0);
  322. }
  323. gl.clear(gl.COLOR_BUFFER_BIT);
  324. var coordsBuffer = gl.createBuffer();
  325. gl.bindBuffer(gl.ARRAY_BUFFER, coordsBuffer);
  326. gl.bufferData(gl.ARRAY_BUFFER, coords, gl.STATIC_DRAW);
  327. gl.enableVertexAttribArray(cache.positionLocation);
  328. gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);
  329. var colorsBuffer = gl.createBuffer();
  330. gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer);
  331. gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
  332. gl.enableVertexAttribArray(cache.colorLocation);
  333. gl.vertexAttribPointer(cache.colorLocation, 3, gl.UNSIGNED_BYTE, false, 0, 0);
  334. gl.uniform2f(cache.scaleLocation, context.scaleX, context.scaleY);
  335. gl.uniform2f(cache.offsetLocation, context.offsetX, context.offsetY);
  336. gl.drawArrays(gl.TRIANGLES, 0, count);
  337. gl.flush();
  338. gl.deleteBuffer(coordsBuffer);
  339. gl.deleteBuffer(colorsBuffer);
  340. return canvas;
  341. }
  342. function cleanup() {
  343. if (smaskCache && smaskCache.canvas) {
  344. smaskCache.canvas.width = 0;
  345. smaskCache.canvas.height = 0;
  346. }
  347. if (figuresCache && figuresCache.canvas) {
  348. figuresCache.canvas.width = 0;
  349. figuresCache.canvas.height = 0;
  350. }
  351. smaskCache = null;
  352. figuresCache = null;
  353. }
  354. return {
  355. get isEnabled() {
  356. if ((0, _dom_utils.getDefaultSetting)('disableWebGL')) {
  357. return false;
  358. }
  359. var enabled = false;
  360. try {
  361. generateGL();
  362. enabled = !!currentGL;
  363. } catch (e) {}
  364. return (0, _util.shadow)(this, 'isEnabled', enabled);
  365. },
  366. composeSMask: composeSMask,
  367. drawFigures: drawFigures,
  368. clear: cleanup
  369. };
  370. }();
  371. exports.WebGLUtils = WebGLUtils;