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