pdf.js/src/display/webgl.js
Jonas Jenwald 59b5e14301 Split the existing WebGLUtils in two classes, a private WebGLUtils and a public WebGLContext, and utilize the latter in the API to allow various code to access the methods of WebGLUtils
This patch is one (small) step on the way to reduce the general dependency on a global `PDFJS` object, for PDF.js version `2.0`.
2017-11-24 21:54:47 +01:00

464 lines
17 KiB
JavaScript

/* Copyright 2014 Mozilla Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/* eslint-disable no-multi-str */
import { shadow } from '../shared/util';
class WebGLContext {
constructor({ enable = false, }) {
this._enabled = enable === true;
}
get isEnabled() {
let enabled = this._enabled;
if (enabled) {
enabled = WebGLUtils.tryInitGL();
}
return shadow(this, 'isEnabled', enabled);
}
composeSMask({ layer, mask, properties, }) {
return WebGLUtils.composeSMask(layer, mask, properties);
}
drawFigures({ width, height, backgroundColor, figures, context, }) {
return WebGLUtils.drawFigures(width, height, backgroundColor, figures,
context);
}
clear() {
WebGLUtils.cleanup();
}
}
var WebGLUtils = (function WebGLUtilsClosure() {
function loadShader(gl, code, shaderType) {
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, code);
gl.compileShader(shader);
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var errorMsg = gl.getShaderInfoLog(shader);
throw new Error('Error during shader compilation: ' + errorMsg);
}
return shader;
}
function createVertexShader(gl, code) {
return loadShader(gl, code, gl.VERTEX_SHADER);
}
function createFragmentShader(gl, code) {
return loadShader(gl, code, gl.FRAGMENT_SHADER);
}
function createProgram(gl, shaders) {
var program = gl.createProgram();
for (var i = 0, ii = shaders.length; i < ii; ++i) {
gl.attachShader(program, shaders[i]);
}
gl.linkProgram(program);
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var errorMsg = gl.getProgramInfoLog(program);
throw new Error('Error during program linking: ' + errorMsg);
}
return program;
}
function createTexture(gl, image, textureId) {
gl.activeTexture(textureId);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the parameters so we can render any size image.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Upload the image into the texture.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
var currentGL, currentCanvas;
function generateGL() {
if (currentGL) {
return;
}
// The temporary canvas is used in the WebGL context.
currentCanvas = document.createElement('canvas');
currentGL = currentCanvas.getContext('webgl',
{ premultipliedalpha: false, });
}
var smaskVertexShaderCode = '\
attribute vec2 a_position; \
attribute vec2 a_texCoord; \
\
uniform vec2 u_resolution; \
\
varying vec2 v_texCoord; \
\
void main() { \
vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0; \
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \
\
v_texCoord = a_texCoord; \
} ';
var smaskFragmentShaderCode = '\
precision mediump float; \
\
uniform vec4 u_backdrop; \
uniform int u_subtype; \
uniform sampler2D u_image; \
uniform sampler2D u_mask; \
\
varying vec2 v_texCoord; \
\
void main() { \
vec4 imageColor = texture2D(u_image, v_texCoord); \
vec4 maskColor = texture2D(u_mask, v_texCoord); \
if (u_backdrop.a > 0.0) { \
maskColor.rgb = maskColor.rgb * maskColor.a + \
u_backdrop.rgb * (1.0 - maskColor.a); \
} \
float lum; \
if (u_subtype == 0) { \
lum = maskColor.a; \
} else { \
lum = maskColor.r * 0.3 + maskColor.g * 0.59 + \
maskColor.b * 0.11; \
} \
imageColor.a *= lum; \
imageColor.rgb *= imageColor.a; \
gl_FragColor = imageColor; \
} ';
var smaskCache = null;
function initSmaskGL() {
var canvas, gl;
generateGL();
canvas = currentCanvas;
currentCanvas = null;
gl = currentGL;
currentGL = null;
// setup a GLSL program
var vertexShader = createVertexShader(gl, smaskVertexShaderCode);
var fragmentShader = createFragmentShader(gl, smaskFragmentShaderCode);
var program = createProgram(gl, [vertexShader, fragmentShader]);
gl.useProgram(program);
var cache = {};
cache.gl = gl;
cache.canvas = canvas;
cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
cache.positionLocation = gl.getAttribLocation(program, 'a_position');
cache.backdropLocation = gl.getUniformLocation(program, 'u_backdrop');
cache.subtypeLocation = gl.getUniformLocation(program, 'u_subtype');
var texCoordLocation = gl.getAttribLocation(program, 'a_texCoord');
var texLayerLocation = gl.getUniformLocation(program, 'u_image');
var texMaskLocation = gl.getUniformLocation(program, 'u_mask');
// provide texture coordinates for the rectangle.
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
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);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
gl.uniform1i(texLayerLocation, 0);
gl.uniform1i(texMaskLocation, 1);
smaskCache = cache;
}
function composeSMask(layer, mask, properties) {
var width = layer.width, height = layer.height;
if (!smaskCache) {
initSmaskGL();
}
var cache = smaskCache, canvas = cache.canvas, gl = cache.gl;
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.uniform2f(cache.resolutionLocation, width, height);
if (properties.backdrop) {
gl.uniform4f(cache.resolutionLocation, properties.backdrop[0],
properties.backdrop[1], properties.backdrop[2], 1);
} else {
gl.uniform4f(cache.resolutionLocation, 0, 0, 0, 0);
}
gl.uniform1i(cache.subtypeLocation,
properties.subtype === 'Luminosity' ? 1 : 0);
// Create a textures
var texture = createTexture(gl, layer, gl.TEXTURE0);
var maskTexture = createTexture(gl, mask, gl.TEXTURE1);
// Create a buffer and put a single clipspace rectangle in
// it (2 triangles)
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0, 0,
width, 0,
0, height,
0, height,
width, 0,
width, height]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(cache.positionLocation);
gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);
// draw
gl.clearColor(0, 0, 0, 0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.flush();
gl.deleteTexture(texture);
gl.deleteTexture(maskTexture);
gl.deleteBuffer(buffer);
return canvas;
}
var figuresVertexShaderCode = '\
attribute vec2 a_position; \
attribute vec3 a_color; \
\
uniform vec2 u_resolution; \
uniform vec2 u_scale; \
uniform vec2 u_offset; \
\
varying vec4 v_color; \
\
void main() { \
vec2 position = (a_position + u_offset) * u_scale; \
vec2 clipSpace = (position / u_resolution) * 2.0 - 1.0; \
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \
\
v_color = vec4(a_color / 255.0, 1.0); \
} ';
var figuresFragmentShaderCode = '\
precision mediump float; \
\
varying vec4 v_color; \
\
void main() { \
gl_FragColor = v_color; \
} ';
var figuresCache = null;
function initFiguresGL() {
var canvas, gl;
generateGL();
canvas = currentCanvas;
currentCanvas = null;
gl = currentGL;
currentGL = null;
// setup a GLSL program
var vertexShader = createVertexShader(gl, figuresVertexShaderCode);
var fragmentShader = createFragmentShader(gl, figuresFragmentShaderCode);
var program = createProgram(gl, [vertexShader, fragmentShader]);
gl.useProgram(program);
var cache = {};
cache.gl = gl;
cache.canvas = canvas;
cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
cache.scaleLocation = gl.getUniformLocation(program, 'u_scale');
cache.offsetLocation = gl.getUniformLocation(program, 'u_offset');
cache.positionLocation = gl.getAttribLocation(program, 'a_position');
cache.colorLocation = gl.getAttribLocation(program, 'a_color');
figuresCache = cache;
}
function drawFigures(width, height, backgroundColor, figures, context) {
if (!figuresCache) {
initFiguresGL();
}
var cache = figuresCache, canvas = cache.canvas, gl = cache.gl;
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.uniform2f(cache.resolutionLocation, width, height);
// count triangle points
var count = 0;
var i, ii, rows;
for (i = 0, ii = figures.length; i < ii; i++) {
switch (figures[i].type) {
case 'lattice':
rows = (figures[i].coords.length / figures[i].verticesPerRow) | 0;
count += (rows - 1) * (figures[i].verticesPerRow - 1) * 6;
break;
case 'triangles':
count += figures[i].coords.length;
break;
}
}
// transfer data
var coords = new Float32Array(count * 2);
var colors = new Uint8Array(count * 3);
var coordsMap = context.coords, colorsMap = context.colors;
var pIndex = 0, cIndex = 0;
for (i = 0, ii = figures.length; i < ii; i++) {
var figure = figures[i], ps = figure.coords, cs = figure.colors;
switch (figure.type) {
case 'lattice':
var cols = figure.verticesPerRow;
rows = (ps.length / cols) | 0;
for (var row = 1; row < rows; row++) {
var offset = row * cols + 1;
for (var col = 1; col < cols; col++, offset++) {
coords[pIndex] = coordsMap[ps[offset - cols - 1]];
coords[pIndex + 1] = coordsMap[ps[offset - cols - 1] + 1];
coords[pIndex + 2] = coordsMap[ps[offset - cols]];
coords[pIndex + 3] = coordsMap[ps[offset - cols] + 1];
coords[pIndex + 4] = coordsMap[ps[offset - 1]];
coords[pIndex + 5] = coordsMap[ps[offset - 1] + 1];
colors[cIndex] = colorsMap[cs[offset - cols - 1]];
colors[cIndex + 1] = colorsMap[cs[offset - cols - 1] + 1];
colors[cIndex + 2] = colorsMap[cs[offset - cols - 1] + 2];
colors[cIndex + 3] = colorsMap[cs[offset - cols]];
colors[cIndex + 4] = colorsMap[cs[offset - cols] + 1];
colors[cIndex + 5] = colorsMap[cs[offset - cols] + 2];
colors[cIndex + 6] = colorsMap[cs[offset - 1]];
colors[cIndex + 7] = colorsMap[cs[offset - 1] + 1];
colors[cIndex + 8] = colorsMap[cs[offset - 1] + 2];
coords[pIndex + 6] = coords[pIndex + 2];
coords[pIndex + 7] = coords[pIndex + 3];
coords[pIndex + 8] = coords[pIndex + 4];
coords[pIndex + 9] = coords[pIndex + 5];
coords[pIndex + 10] = coordsMap[ps[offset]];
coords[pIndex + 11] = coordsMap[ps[offset] + 1];
colors[cIndex + 9] = colors[cIndex + 3];
colors[cIndex + 10] = colors[cIndex + 4];
colors[cIndex + 11] = colors[cIndex + 5];
colors[cIndex + 12] = colors[cIndex + 6];
colors[cIndex + 13] = colors[cIndex + 7];
colors[cIndex + 14] = colors[cIndex + 8];
colors[cIndex + 15] = colorsMap[cs[offset]];
colors[cIndex + 16] = colorsMap[cs[offset] + 1];
colors[cIndex + 17] = colorsMap[cs[offset] + 2];
pIndex += 12;
cIndex += 18;
}
}
break;
case 'triangles':
for (var j = 0, jj = ps.length; j < jj; j++) {
coords[pIndex] = coordsMap[ps[j]];
coords[pIndex + 1] = coordsMap[ps[j] + 1];
colors[cIndex] = colorsMap[cs[j]];
colors[cIndex + 1] = colorsMap[cs[j] + 1];
colors[cIndex + 2] = colorsMap[cs[j] + 2];
pIndex += 2;
cIndex += 3;
}
break;
}
}
// draw
if (backgroundColor) {
gl.clearColor(backgroundColor[0] / 255, backgroundColor[1] / 255,
backgroundColor[2] / 255, 1.0);
} else {
gl.clearColor(0, 0, 0, 0);
}
gl.clear(gl.COLOR_BUFFER_BIT);
var coordsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, coordsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, coords, gl.STATIC_DRAW);
gl.enableVertexAttribArray(cache.positionLocation);
gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);
var colorsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
gl.enableVertexAttribArray(cache.colorLocation);
gl.vertexAttribPointer(cache.colorLocation, 3, gl.UNSIGNED_BYTE, false,
0, 0);
gl.uniform2f(cache.scaleLocation, context.scaleX, context.scaleY);
gl.uniform2f(cache.offsetLocation, context.offsetX, context.offsetY);
gl.drawArrays(gl.TRIANGLES, 0, count);
gl.flush();
gl.deleteBuffer(coordsBuffer);
gl.deleteBuffer(colorsBuffer);
return canvas;
}
return {
tryInitGL() {
try {
generateGL();
return !!currentGL;
} catch (ex) { }
return false;
},
composeSMask,
drawFigures,
cleanup() {
if (smaskCache && smaskCache.canvas) {
smaskCache.canvas.width = 0;
smaskCache.canvas.height = 0;
}
if (figuresCache && figuresCache.canvas) {
figuresCache.canvas.width = 0;
figuresCache.canvas.height = 0;
}
smaskCache = null;
figuresCache = null;
},
};
})();
export {
WebGLContext,
};