mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-26 07:06:10 +03:00
202 lines
6.9 KiB
JavaScript
202 lines
6.9 KiB
JavaScript
|
/*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
|
||
|
/* viaWebGL
|
||
|
/* Set shaders on Image or Canvas with WebGL
|
||
|
/* Built on 2016-9-9
|
||
|
/* http://via.hoff.in
|
||
|
*/
|
||
|
ViaWebGL = function(incoming) {
|
||
|
|
||
|
/* Custom WebGL API calls
|
||
|
~*~*~*~*~*~*~*~*~*~*~*~*/
|
||
|
this['gl-drawing'] = function(e) { return e; };
|
||
|
this['gl-loaded'] = function(e) { return e; };
|
||
|
this.ready = function(e) { return e; };
|
||
|
|
||
|
var gl = this.maker();
|
||
|
this.flat = document.createElement('canvas').getContext('2d');
|
||
|
this.tile_size = 'u_tile_size';
|
||
|
this.vShader = 'vShader.glsl';
|
||
|
this.fShader = 'fShader.glsl';
|
||
|
this.wrap = gl.CLAMP_TO_EDGE;
|
||
|
this.tile_pos = 'a_tile_pos';
|
||
|
this.filter = gl.NEAREST;
|
||
|
this.pos = 'a_pos';
|
||
|
this.height = 128;
|
||
|
this.width = 128;
|
||
|
this.on = 0;
|
||
|
this.gl = gl;
|
||
|
// Assign from incoming terms
|
||
|
for (var key in incoming) {
|
||
|
this[key] = incoming[key];
|
||
|
}
|
||
|
};
|
||
|
|
||
|
ViaWebGL.prototype = {
|
||
|
|
||
|
init: function(source) {
|
||
|
var ready = this.ready;
|
||
|
// Allow for mouse actions on click
|
||
|
if (this.hasOwnProperty('container') && this.hasOwnProperty('onclick')) {
|
||
|
this.container.onclick = this[this.onclick].bind(this);
|
||
|
}
|
||
|
if (source && source.height && source.width) {
|
||
|
this.ready = this.toCanvas.bind(this,source);
|
||
|
this.height = source.height;
|
||
|
this.width = source.width;
|
||
|
}
|
||
|
this.source = source;
|
||
|
this.gl.canvas.width = this.width;
|
||
|
this.gl.canvas.height = this.height;
|
||
|
this.gl.viewport(0, 0, this.width, this.height);
|
||
|
// Load the shaders when ready and return the promise
|
||
|
var step = [[this.vShader, this.fShader].map(this.getter)];
|
||
|
step.push(this.toProgram.bind(this), this.toBuffers.bind(this));
|
||
|
return Promise.all(step[0]).then(step[1]).then(step[2]).then(this.ready);
|
||
|
|
||
|
},
|
||
|
// Make a canvas
|
||
|
maker: function(options){
|
||
|
return this.context(document.createElement('canvas'));
|
||
|
},
|
||
|
context: function(a){
|
||
|
return a.getContext('experimental-webgl') || a.getContext('webgl');
|
||
|
},
|
||
|
// Get a file as a promise
|
||
|
getter: function(where) {
|
||
|
return new Promise(function(done){
|
||
|
// Return if not a valid filename
|
||
|
if (where.slice(-4) != 'glsl') {
|
||
|
return done(where);
|
||
|
}
|
||
|
var bid = new XMLHttpRequest();
|
||
|
var win = function(){
|
||
|
if (bid.status == 200) {
|
||
|
return done(bid.response);
|
||
|
}
|
||
|
return done(where);
|
||
|
};
|
||
|
bid.open('GET', where, true);
|
||
|
bid.onerror = bid.onload = win;
|
||
|
bid.send();
|
||
|
});
|
||
|
},
|
||
|
// Link shaders from strings
|
||
|
toProgram: function(files) {
|
||
|
var gl = this.gl;
|
||
|
var program = gl.createProgram();
|
||
|
var ok = function(kind,status,value,sh) {
|
||
|
if (!gl['get'+kind+'Parameter'](value, gl[status+'_STATUS'])){
|
||
|
console.log((sh||'LINK')+':\n'+gl['get'+kind+'InfoLog'](value));
|
||
|
}
|
||
|
return value;
|
||
|
}
|
||
|
// 1st is vertex; 2nd is fragment
|
||
|
files.map(function(given,i) {
|
||
|
var sh = ['VERTEX_SHADER', 'FRAGMENT_SHADER'][i];
|
||
|
var shader = gl.createShader(gl[sh]);
|
||
|
gl.shaderSource(shader, given);
|
||
|
gl.compileShader(shader);
|
||
|
gl.attachShader(program, shader);
|
||
|
ok('Shader','COMPILE',shader,sh);
|
||
|
});
|
||
|
gl.linkProgram(program);
|
||
|
return ok('Program','LINK',program);
|
||
|
},
|
||
|
// Load data to the buffers
|
||
|
toBuffers: function(program) {
|
||
|
|
||
|
// Allow for custom loading
|
||
|
this.gl.useProgram(program);
|
||
|
this['gl-loaded'].call(this, program);
|
||
|
|
||
|
// Unchangeable square array buffer fills viewport with texture
|
||
|
var boxes = [[-1, 1,-1,-1, 1, 1, 1,-1], [0, 1, 0, 0, 1, 1, 1, 0]];
|
||
|
var buffer = new Float32Array([].concat.apply([], boxes));
|
||
|
var bytes = buffer.BYTES_PER_ELEMENT;
|
||
|
var gl = this.gl;
|
||
|
var count = 4;
|
||
|
|
||
|
// Get uniform term
|
||
|
var tile_size = gl.getUniformLocation(program, this.tile_size);
|
||
|
gl.uniform2f(tile_size, gl.canvas.height, gl.canvas.width);
|
||
|
|
||
|
// Get attribute terms
|
||
|
this.att = [this.pos, this.tile_pos].map(function(name, number) {
|
||
|
|
||
|
var index = Math.min(number, boxes.length-1);
|
||
|
var vec = Math.floor(boxes[index].length/count);
|
||
|
var vertex = gl.getAttribLocation(program, name);
|
||
|
|
||
|
return [vertex, vec, gl.FLOAT, 0, vec*bytes, count*index*vec*bytes];
|
||
|
});
|
||
|
// Get texture
|
||
|
this.tex = {
|
||
|
texParameteri: [
|
||
|
[gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, this.wrap],
|
||
|
[gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, this.wrap],
|
||
|
[gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, this.filter],
|
||
|
[gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, this.filter]
|
||
|
],
|
||
|
texImage2D: [gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE],
|
||
|
bindTexture: [gl.TEXTURE_2D, gl.createTexture()],
|
||
|
drawArrays: [gl.TRIANGLE_STRIP, 0, count],
|
||
|
pixelStorei: [gl.UNPACK_FLIP_Y_WEBGL, 1]
|
||
|
};
|
||
|
// Build the position and texture buffer
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW);
|
||
|
},
|
||
|
// Turns image or canvas into a rendered canvas
|
||
|
toCanvas: function(tile) {
|
||
|
// Stop Rendering
|
||
|
if (this.on%2 !== 0) {
|
||
|
if(tile.nodeName == 'IMG') {
|
||
|
this.flat.canvas.width = tile.width;
|
||
|
this.flat.canvas.height = tile.height;
|
||
|
this.flat.drawImage(tile,0,0,tile.width,tile.height);
|
||
|
return this.flat.canvas;
|
||
|
}
|
||
|
return tile;
|
||
|
}
|
||
|
|
||
|
// Allow for custom drawing in webGL
|
||
|
this['gl-drawing'].call(this,tile);
|
||
|
var gl = this.gl;
|
||
|
|
||
|
// Set Attributes for GLSL
|
||
|
this.att.map(function(x){
|
||
|
|
||
|
gl.enableVertexAttribArray(x.slice(0,1));
|
||
|
gl.vertexAttribPointer.apply(gl, x);
|
||
|
});
|
||
|
|
||
|
// Set Texture for GLSL
|
||
|
gl.activeTexture(gl.TEXTURE0);
|
||
|
gl.bindTexture.apply(gl, this.tex.bindTexture);
|
||
|
gl.pixelStorei.apply(gl, this.tex.pixelStorei);
|
||
|
|
||
|
// Apply texture parameters
|
||
|
this.tex.texParameteri.map(function(x){
|
||
|
gl.texParameteri.apply(gl, x);
|
||
|
});
|
||
|
// Send the tile into the texture.
|
||
|
var output = this.tex.texImage2D.concat([tile]);
|
||
|
gl.texImage2D.apply(gl, output);
|
||
|
|
||
|
// Draw everything needed to canvas
|
||
|
gl.drawArrays.apply(gl, this.tex.drawArrays);
|
||
|
|
||
|
// Apply to container if needed
|
||
|
if (this.container) {
|
||
|
this.container.appendChild(this.gl.canvas);
|
||
|
}
|
||
|
return this.gl.canvas;
|
||
|
},
|
||
|
toggle: function() {
|
||
|
this.on ++;
|
||
|
this.container.innerHTML = '';
|
||
|
this.container.appendChild(this.toCanvas(this.source));
|
||
|
|
||
|
}
|
||
|
}
|