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webgl.js 18 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.WebGLContext = undefined;
  20. var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
  21. var _util = require('../shared/util');
  22. function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
  23. var WebGLContext = function () {
  24. function WebGLContext(_ref) {
  25. var _ref$enable = _ref.enable,
  26. enable = _ref$enable === undefined ? false : _ref$enable;
  27. _classCallCheck(this, WebGLContext);
  28. this._enabled = enable === true;
  29. }
  30. _createClass(WebGLContext, [{
  31. key: 'composeSMask',
  32. value: function composeSMask(_ref2) {
  33. var layer = _ref2.layer,
  34. mask = _ref2.mask,
  35. properties = _ref2.properties;
  36. return WebGLUtils.composeSMask(layer, mask, properties);
  37. }
  38. }, {
  39. key: 'drawFigures',
  40. value: function drawFigures(_ref3) {
  41. var width = _ref3.width,
  42. height = _ref3.height,
  43. backgroundColor = _ref3.backgroundColor,
  44. figures = _ref3.figures,
  45. context = _ref3.context;
  46. return WebGLUtils.drawFigures(width, height, backgroundColor, figures, context);
  47. }
  48. }, {
  49. key: 'clear',
  50. value: function clear() {
  51. WebGLUtils.cleanup();
  52. }
  53. }, {
  54. key: 'isEnabled',
  55. get: function get() {
  56. var enabled = this._enabled;
  57. if (enabled) {
  58. enabled = WebGLUtils.tryInitGL();
  59. }
  60. return (0, _util.shadow)(this, 'isEnabled', enabled);
  61. }
  62. }]);
  63. return WebGLContext;
  64. }();
  65. var WebGLUtils = function WebGLUtilsClosure() {
  66. function loadShader(gl, code, shaderType) {
  67. var shader = gl.createShader(shaderType);
  68. gl.shaderSource(shader, code);
  69. gl.compileShader(shader);
  70. var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  71. if (!compiled) {
  72. var errorMsg = gl.getShaderInfoLog(shader);
  73. throw new Error('Error during shader compilation: ' + errorMsg);
  74. }
  75. return shader;
  76. }
  77. function createVertexShader(gl, code) {
  78. return loadShader(gl, code, gl.VERTEX_SHADER);
  79. }
  80. function createFragmentShader(gl, code) {
  81. return loadShader(gl, code, gl.FRAGMENT_SHADER);
  82. }
  83. function createProgram(gl, shaders) {
  84. var program = gl.createProgram();
  85. for (var i = 0, ii = shaders.length; i < ii; ++i) {
  86. gl.attachShader(program, shaders[i]);
  87. }
  88. gl.linkProgram(program);
  89. var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
  90. if (!linked) {
  91. var errorMsg = gl.getProgramInfoLog(program);
  92. throw new Error('Error during program linking: ' + errorMsg);
  93. }
  94. return program;
  95. }
  96. function createTexture(gl, image, textureId) {
  97. gl.activeTexture(textureId);
  98. var texture = gl.createTexture();
  99. gl.bindTexture(gl.TEXTURE_2D, texture);
  100. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  101. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  102. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  103. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  104. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
  105. return texture;
  106. }
  107. var currentGL, currentCanvas;
  108. function generateGL() {
  109. if (currentGL) {
  110. return;
  111. }
  112. currentCanvas = document.createElement('canvas');
  113. currentGL = currentCanvas.getContext('webgl', { premultipliedalpha: false });
  114. }
  115. var smaskVertexShaderCode = '\
  116. attribute vec2 a_position; \
  117. attribute vec2 a_texCoord; \
  118. \
  119. uniform vec2 u_resolution; \
  120. \
  121. varying vec2 v_texCoord; \
  122. \
  123. void main() { \
  124. vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0; \
  125. gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \
  126. \
  127. v_texCoord = a_texCoord; \
  128. } ';
  129. var smaskFragmentShaderCode = '\
  130. precision mediump float; \
  131. \
  132. uniform vec4 u_backdrop; \
  133. uniform int u_subtype; \
  134. uniform sampler2D u_image; \
  135. uniform sampler2D u_mask; \
  136. \
  137. varying vec2 v_texCoord; \
  138. \
  139. void main() { \
  140. vec4 imageColor = texture2D(u_image, v_texCoord); \
  141. vec4 maskColor = texture2D(u_mask, v_texCoord); \
  142. if (u_backdrop.a > 0.0) { \
  143. maskColor.rgb = maskColor.rgb * maskColor.a + \
  144. u_backdrop.rgb * (1.0 - maskColor.a); \
  145. } \
  146. float lum; \
  147. if (u_subtype == 0) { \
  148. lum = maskColor.a; \
  149. } else { \
  150. lum = maskColor.r * 0.3 + maskColor.g * 0.59 + \
  151. maskColor.b * 0.11; \
  152. } \
  153. imageColor.a *= lum; \
  154. imageColor.rgb *= imageColor.a; \
  155. gl_FragColor = imageColor; \
  156. } ';
  157. var smaskCache = null;
  158. function initSmaskGL() {
  159. var canvas, gl;
  160. generateGL();
  161. canvas = currentCanvas;
  162. currentCanvas = null;
  163. gl = currentGL;
  164. currentGL = null;
  165. var vertexShader = createVertexShader(gl, smaskVertexShaderCode);
  166. var fragmentShader = createFragmentShader(gl, smaskFragmentShaderCode);
  167. var program = createProgram(gl, [vertexShader, fragmentShader]);
  168. gl.useProgram(program);
  169. var cache = {};
  170. cache.gl = gl;
  171. cache.canvas = canvas;
  172. cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
  173. cache.positionLocation = gl.getAttribLocation(program, 'a_position');
  174. cache.backdropLocation = gl.getUniformLocation(program, 'u_backdrop');
  175. cache.subtypeLocation = gl.getUniformLocation(program, 'u_subtype');
  176. var texCoordLocation = gl.getAttribLocation(program, 'a_texCoord');
  177. var texLayerLocation = gl.getUniformLocation(program, 'u_image');
  178. var texMaskLocation = gl.getUniformLocation(program, 'u_mask');
  179. var texCoordBuffer = gl.createBuffer();
  180. gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
  181. 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);
  182. gl.enableVertexAttribArray(texCoordLocation);
  183. gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
  184. gl.uniform1i(texLayerLocation, 0);
  185. gl.uniform1i(texMaskLocation, 1);
  186. smaskCache = cache;
  187. }
  188. function composeSMask(layer, mask, properties) {
  189. var width = layer.width,
  190. height = layer.height;
  191. if (!smaskCache) {
  192. initSmaskGL();
  193. }
  194. var cache = smaskCache,
  195. canvas = cache.canvas,
  196. gl = cache.gl;
  197. canvas.width = width;
  198. canvas.height = height;
  199. gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
  200. gl.uniform2f(cache.resolutionLocation, width, height);
  201. if (properties.backdrop) {
  202. gl.uniform4f(cache.resolutionLocation, properties.backdrop[0], properties.backdrop[1], properties.backdrop[2], 1);
  203. } else {
  204. gl.uniform4f(cache.resolutionLocation, 0, 0, 0, 0);
  205. }
  206. gl.uniform1i(cache.subtypeLocation, properties.subtype === 'Luminosity' ? 1 : 0);
  207. var texture = createTexture(gl, layer, gl.TEXTURE0);
  208. var maskTexture = createTexture(gl, mask, gl.TEXTURE1);
  209. var buffer = gl.createBuffer();
  210. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  211. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, width, 0, 0, height, 0, height, width, 0, width, height]), gl.STATIC_DRAW);
  212. gl.enableVertexAttribArray(cache.positionLocation);
  213. gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);
  214. gl.clearColor(0, 0, 0, 0);
  215. gl.enable(gl.BLEND);
  216. gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  217. gl.clear(gl.COLOR_BUFFER_BIT);
  218. gl.drawArrays(gl.TRIANGLES, 0, 6);
  219. gl.flush();
  220. gl.deleteTexture(texture);
  221. gl.deleteTexture(maskTexture);
  222. gl.deleteBuffer(buffer);
  223. return canvas;
  224. }
  225. var figuresVertexShaderCode = '\
  226. attribute vec2 a_position; \
  227. attribute vec3 a_color; \
  228. \
  229. uniform vec2 u_resolution; \
  230. uniform vec2 u_scale; \
  231. uniform vec2 u_offset; \
  232. \
  233. varying vec4 v_color; \
  234. \
  235. void main() { \
  236. vec2 position = (a_position + u_offset) * u_scale; \
  237. vec2 clipSpace = (position / u_resolution) * 2.0 - 1.0; \
  238. gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \
  239. \
  240. v_color = vec4(a_color / 255.0, 1.0); \
  241. } ';
  242. var figuresFragmentShaderCode = '\
  243. precision mediump float; \
  244. \
  245. varying vec4 v_color; \
  246. \
  247. void main() { \
  248. gl_FragColor = v_color; \
  249. } ';
  250. var figuresCache = null;
  251. function initFiguresGL() {
  252. var canvas, gl;
  253. generateGL();
  254. canvas = currentCanvas;
  255. currentCanvas = null;
  256. gl = currentGL;
  257. currentGL = null;
  258. var vertexShader = createVertexShader(gl, figuresVertexShaderCode);
  259. var fragmentShader = createFragmentShader(gl, figuresFragmentShaderCode);
  260. var program = createProgram(gl, [vertexShader, fragmentShader]);
  261. gl.useProgram(program);
  262. var cache = {};
  263. cache.gl = gl;
  264. cache.canvas = canvas;
  265. cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
  266. cache.scaleLocation = gl.getUniformLocation(program, 'u_scale');
  267. cache.offsetLocation = gl.getUniformLocation(program, 'u_offset');
  268. cache.positionLocation = gl.getAttribLocation(program, 'a_position');
  269. cache.colorLocation = gl.getAttribLocation(program, 'a_color');
  270. figuresCache = cache;
  271. }
  272. function drawFigures(width, height, backgroundColor, figures, context) {
  273. if (!figuresCache) {
  274. initFiguresGL();
  275. }
  276. var cache = figuresCache,
  277. canvas = cache.canvas,
  278. gl = cache.gl;
  279. canvas.width = width;
  280. canvas.height = height;
  281. gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
  282. gl.uniform2f(cache.resolutionLocation, width, height);
  283. var count = 0;
  284. var i, ii, rows;
  285. for (i = 0, ii = figures.length; i < ii; i++) {
  286. switch (figures[i].type) {
  287. case 'lattice':
  288. rows = figures[i].coords.length / figures[i].verticesPerRow | 0;
  289. count += (rows - 1) * (figures[i].verticesPerRow - 1) * 6;
  290. break;
  291. case 'triangles':
  292. count += figures[i].coords.length;
  293. break;
  294. }
  295. }
  296. var coords = new Float32Array(count * 2);
  297. var colors = new Uint8Array(count * 3);
  298. var coordsMap = context.coords,
  299. colorsMap = context.colors;
  300. var pIndex = 0,
  301. cIndex = 0;
  302. for (i = 0, ii = figures.length; i < ii; i++) {
  303. var figure = figures[i],
  304. ps = figure.coords,
  305. cs = figure.colors;
  306. switch (figure.type) {
  307. case 'lattice':
  308. var cols = figure.verticesPerRow;
  309. rows = ps.length / cols | 0;
  310. for (var row = 1; row < rows; row++) {
  311. var offset = row * cols + 1;
  312. for (var col = 1; col < cols; col++, offset++) {
  313. coords[pIndex] = coordsMap[ps[offset - cols - 1]];
  314. coords[pIndex + 1] = coordsMap[ps[offset - cols - 1] + 1];
  315. coords[pIndex + 2] = coordsMap[ps[offset - cols]];
  316. coords[pIndex + 3] = coordsMap[ps[offset - cols] + 1];
  317. coords[pIndex + 4] = coordsMap[ps[offset - 1]];
  318. coords[pIndex + 5] = coordsMap[ps[offset - 1] + 1];
  319. colors[cIndex] = colorsMap[cs[offset - cols - 1]];
  320. colors[cIndex + 1] = colorsMap[cs[offset - cols - 1] + 1];
  321. colors[cIndex + 2] = colorsMap[cs[offset - cols - 1] + 2];
  322. colors[cIndex + 3] = colorsMap[cs[offset - cols]];
  323. colors[cIndex + 4] = colorsMap[cs[offset - cols] + 1];
  324. colors[cIndex + 5] = colorsMap[cs[offset - cols] + 2];
  325. colors[cIndex + 6] = colorsMap[cs[offset - 1]];
  326. colors[cIndex + 7] = colorsMap[cs[offset - 1] + 1];
  327. colors[cIndex + 8] = colorsMap[cs[offset - 1] + 2];
  328. coords[pIndex + 6] = coords[pIndex + 2];
  329. coords[pIndex + 7] = coords[pIndex + 3];
  330. coords[pIndex + 8] = coords[pIndex + 4];
  331. coords[pIndex + 9] = coords[pIndex + 5];
  332. coords[pIndex + 10] = coordsMap[ps[offset]];
  333. coords[pIndex + 11] = coordsMap[ps[offset] + 1];
  334. colors[cIndex + 9] = colors[cIndex + 3];
  335. colors[cIndex + 10] = colors[cIndex + 4];
  336. colors[cIndex + 11] = colors[cIndex + 5];
  337. colors[cIndex + 12] = colors[cIndex + 6];
  338. colors[cIndex + 13] = colors[cIndex + 7];
  339. colors[cIndex + 14] = colors[cIndex + 8];
  340. colors[cIndex + 15] = colorsMap[cs[offset]];
  341. colors[cIndex + 16] = colorsMap[cs[offset] + 1];
  342. colors[cIndex + 17] = colorsMap[cs[offset] + 2];
  343. pIndex += 12;
  344. cIndex += 18;
  345. }
  346. }
  347. break;
  348. case 'triangles':
  349. for (var j = 0, jj = ps.length; j < jj; j++) {
  350. coords[pIndex] = coordsMap[ps[j]];
  351. coords[pIndex + 1] = coordsMap[ps[j] + 1];
  352. colors[cIndex] = colorsMap[cs[j]];
  353. colors[cIndex + 1] = colorsMap[cs[j] + 1];
  354. colors[cIndex + 2] = colorsMap[cs[j] + 2];
  355. pIndex += 2;
  356. cIndex += 3;
  357. }
  358. break;
  359. }
  360. }
  361. if (backgroundColor) {
  362. gl.clearColor(backgroundColor[0] / 255, backgroundColor[1] / 255, backgroundColor[2] / 255, 1.0);
  363. } else {
  364. gl.clearColor(0, 0, 0, 0);
  365. }
  366. gl.clear(gl.COLOR_BUFFER_BIT);
  367. var coordsBuffer = gl.createBuffer();
  368. gl.bindBuffer(gl.ARRAY_BUFFER, coordsBuffer);
  369. gl.bufferData(gl.ARRAY_BUFFER, coords, gl.STATIC_DRAW);
  370. gl.enableVertexAttribArray(cache.positionLocation);
  371. gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);
  372. var colorsBuffer = gl.createBuffer();
  373. gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer);
  374. gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
  375. gl.enableVertexAttribArray(cache.colorLocation);
  376. gl.vertexAttribPointer(cache.colorLocation, 3, gl.UNSIGNED_BYTE, false, 0, 0);
  377. gl.uniform2f(cache.scaleLocation, context.scaleX, context.scaleY);
  378. gl.uniform2f(cache.offsetLocation, context.offsetX, context.offsetY);
  379. gl.drawArrays(gl.TRIANGLES, 0, count);
  380. gl.flush();
  381. gl.deleteBuffer(coordsBuffer);
  382. gl.deleteBuffer(colorsBuffer);
  383. return canvas;
  384. }
  385. return {
  386. tryInitGL: function tryInitGL() {
  387. try {
  388. generateGL();
  389. return !!currentGL;
  390. } catch (ex) {}
  391. return false;
  392. },
  393. composeSMask: composeSMask,
  394. drawFigures: drawFigures,
  395. cleanup: function cleanup() {
  396. if (smaskCache && smaskCache.canvas) {
  397. smaskCache.canvas.width = 0;
  398. smaskCache.canvas.height = 0;
  399. }
  400. if (figuresCache && figuresCache.canvas) {
  401. figuresCache.canvas.width = 0;
  402. figuresCache.canvas.height = 0;
  403. }
  404. smaskCache = null;
  405. figuresCache = null;
  406. }
  407. };
  408. }();
  409. exports.WebGLContext = WebGLContext;