mirror of
https://github.com/openseadragon/openseadragon.git
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Merge pull request #2472 from pearcetm/canvas-fallback
In webgl drawer, fall back to canvas drawer for tiled images with tainted data
This commit is contained in:
commit
01e70ab7d8
@ -139,6 +139,7 @@ class CanvasDrawer extends OpenSeadragon.DrawerBase{
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this.canvas.height = 1;
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this.sketchCanvas = null;
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this.sketchContext = null;
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this.container.removeChild(this.canvas);
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}
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/**
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@ -280,6 +280,37 @@ OpenSeadragon.DrawerBase = class DrawerBase{
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});
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}
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/**
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* Called by implementations to fire the drawer-error event
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* @private
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*/
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_raiseDrawerErrorEvent(tiledImage, errorMessage){
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if(!this.viewer) {
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return;
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}
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/**
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* Raised when a tiled image is drawn to the canvas. Used internally for testing.
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* The update-viewport event is preferred if you want to know when a frame has been drawn.
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*
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* @event drawer-error
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* @memberof OpenSeadragon.Viewer
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* @type {object}
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* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
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* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
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* @property {OpenSeadragon.DrawerBase} drawer - The drawer that raised the error.
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* @property {String} error - A message describing the error.
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* @property {?Object} userData - Arbitrary subscriber-defined object.
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* @private
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*/
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this.viewer.raiseEvent( 'drawer-error', {
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tiledImage: tiledImage,
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drawer: this,
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error: errorMessage,
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});
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}
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};
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}( OpenSeadragon ));
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@ -126,7 +126,7 @@ class HTMLDrawer extends OpenSeadragon.DrawerBase{
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* Destroy the drawer (unload current loaded tiles)
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*/
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destroy() {
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this.canvas.innerHTML = "";
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this.container.removeChild(this.canvas);
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}
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/**
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@ -166,6 +166,7 @@ $.TiledImage = function( options ) {
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_lastDrawn: [], // array of tiles that were last fetched by the drawer
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_isBlending: false, // Are any tiles still being blended?
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_wasBlending: false, // Were any tiles blending before the last draw?
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_isTainted: false, // Has a Tile been found with tainted data?
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//configurable settings
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springStiffness: $.DEFAULT_SETTINGS.springStiffness,
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animationTime: $.DEFAULT_SETTINGS.animationTime,
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@ -326,6 +327,25 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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return this._needsDraw;
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},
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/**
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* Set the internal _isTainted flag for this TiledImage. Lazy loaded - not
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* checked each time a Tile is loaded, but can be set if a consumer of the
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* tiles (e.g. a Drawer) discovers a Tile to have tainted data so that further
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* checks are not needed and alternative rendering strategies can be used.
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* @private
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*/
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setTainted(isTainted){
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this._isTainted = isTainted;
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},
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/**
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* @private
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* @returns {Boolean} whether the TiledImage has been marked as tainted
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*/
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isTainted(){
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return this._isTainted;
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},
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/**
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* Destroy the TiledImage (unload current loaded tiles).
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*/
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@ -455,35 +455,13 @@ $.Viewer = function( options ) {
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this.drawer = null;
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for (let i = 0; i < drawerCandidates.length; i++) {
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let drawerCandidate = drawerCandidates[i];
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let Drawer = null;
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//if inherits from a drawer base, use it
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if (drawerCandidate && drawerCandidate.prototype instanceof $.DrawerBase) {
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Drawer = drawerCandidate;
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drawerCandidate = 'custom';
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} else if (typeof drawerCandidate === "string") {
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Drawer = $.determineDrawer(drawerCandidate);
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} else {
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$.console.warn('Unsupported drawer! Drawer must be an existing string type, or a class that extends OpenSeadragon.DrawerBase.');
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continue;
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}
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// if the drawer is supported, create it and break the loop
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if (Drawer && Drawer.isSupported()) {
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this.drawer = new Drawer({
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viewer: this,
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viewport: this.viewport,
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element: this.canvas,
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debugGridColor: this.debugGridColor,
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options: this.drawerOptions[drawerCandidate],
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});
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for (const drawerCandidate of drawerCandidates){
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let success = this.requestDrawer(drawerCandidate, {mainDrawer: true, redrawImmediately: false});
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if(success){
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break;
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}
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}
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if (!this.drawer){
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$.console.error('No drawer could be created!');
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throw('Error with creating the selected drawer(s)');
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@ -950,6 +928,73 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
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this.removeAllHandlers();
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},
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/**
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* Request a drawer for this viewer, as a supported string or drawer constructor.
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* @param {String | OpenSeadragon.DrawerBase} drawerCandidate The type of drawer to try to construct.
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* @param { Object } options
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* @param { Boolean } [options.mainDrawer] Whether to use this as the viewer's main drawer. Default = true.
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* @param { Boolean } [options.redrawImmediately] Whether to immediately draw a new frame. Only used if options.mainDrawer = true. Default = true.
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* @param { Object } [options.drawerOptions] Options for this drawer. Defaults to viewer.drawerOptions.
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* for this viewer type. See {@link OpenSeadragon.Options}.
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* @returns {Object | Boolean} The drawer that was created, or false if the requested drawer is not supported
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*/
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requestDrawer(drawerCandidate, options){
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const defaultOpts = {
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mainDrawer: true,
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redrawImmediately: true,
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drawerOptions: null
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};
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options = $.extend(true, defaultOpts, options);
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const mainDrawer = options.mainDrawer;
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const redrawImmediately = options.redrawImmediately;
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const drawerOptions = options.drawerOptions;
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const oldDrawer = this.drawer;
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let Drawer = null;
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//if the candidate inherits from a drawer base, use it
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if (drawerCandidate && drawerCandidate.prototype instanceof $.DrawerBase) {
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Drawer = drawerCandidate;
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drawerCandidate = 'custom';
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} else if (typeof drawerCandidate === "string") {
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Drawer = $.determineDrawer(drawerCandidate);
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}
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if(!Drawer){
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$.console.warn('Unsupported drawer! Drawer must be an existing string type, or a class that extends OpenSeadragon.DrawerBase.');
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}
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// if the drawer is supported, create it and return true
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if (Drawer && Drawer.isSupported()) {
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// first destroy the previous drawer
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if(oldDrawer && mainDrawer){
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oldDrawer.destroy();
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}
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// create the new drawer
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const newDrawer = new Drawer({
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viewer: this,
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viewport: this.viewport,
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element: this.canvas,
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debugGridColor: this.debugGridColor,
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options: drawerOptions || this.drawerOptions[drawerCandidate],
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});
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if(mainDrawer){
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this.drawer = newDrawer;
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if(redrawImmediately){
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this.forceRedraw();
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}
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}
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return newDrawer;
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}
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return false;
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},
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/**
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* @function
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* @returns {Boolean}
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@ -90,10 +90,13 @@
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this._clippingCanvas = null;
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this._clippingContext = null;
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this._renderingCanvas = null;
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this._backupCanvasDrawer = null;
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// Add listeners for events that require modifying the scene or camera
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this.viewer.addHandler("tile-ready", ev => this._tileReadyHandler(ev));
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this.viewer.addHandler("image-unloaded", ev => this._imageUnloadedHandler(ev));
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this._boundToTileReady = ev => this._tileReadyHandler(ev);
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this._boundToImageUnloaded = ev => this._imageUnloadedHandler(ev);
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this.viewer.addHandler("tile-ready", this._boundToTileReady);
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this.viewer.addHandler("image-unloaded", this._boundToImageUnloaded);
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// Reject listening for the tile-drawing and tile-drawn events, which this drawer does not fire
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this.viewer.rejectEventHandler("tile-drawn", "The WebGLDrawer does not raise the tile-drawn event");
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@ -154,9 +157,23 @@
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ext.loseContext();
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}
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// unbind our event listeners from the viewer
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this.viewer.removeHandler("tile-ready", this._boundToTileReady);
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this.viewer.removeHandler("image-unloaded", this._boundToImageUnloaded);
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// set our webgl context reference to null to enable garbage collection
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this._gl = null;
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if(this._backupCanvasDrawer){
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this._backupCanvasDrawer.destroy();
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this._backupCanvasDrawer = null;
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}
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this.container.removeChild(this.canvas);
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if(this.viewer.drawer === this){
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this.viewer.drawer = null;
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}
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// set our destroyed flag to true
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this._destroyed = true;
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}
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@ -206,6 +223,21 @@
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return canvas;
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}
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/**
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* Get the backup renderer (CanvasDrawer) to use if data cannot be used by webgl
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* Lazy loaded
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* @private
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* @returns {CanvasDrawer}
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*/
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_getBackupCanvasDrawer(){
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if(!this._backupCanvasDrawer){
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this._backupCanvasDrawer = this.viewer.requestDrawer('canvas', {mainDrawer: false});
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this._backupCanvasDrawer.canvas.style.setProperty('visibility', 'hidden');
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}
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return this._backupCanvasDrawer;
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}
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/**
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*
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* @param {Array} tiledImages Array of TiledImage objects to draw
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@ -237,172 +269,200 @@
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//iterate over tiled images and draw each one using a two-pass rendering pipeline if needed
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tiledImages.forEach( (tiledImage, tiledImageIndex) => {
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let tilesToDraw = tiledImage.getTilesToDraw();
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if ( tiledImage.placeholderFillStyle && tiledImage._hasOpaqueTile === false ) {
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this._drawPlaceholder(tiledImage);
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}
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if(tilesToDraw.length === 0 || tiledImage.getOpacity() === 0){
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return;
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}
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let firstTile = tilesToDraw[0];
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let useContext2dPipeline = ( tiledImage.compositeOperation ||
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this.viewer.compositeOperation ||
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tiledImage._clip ||
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tiledImage._croppingPolygons ||
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tiledImage.debugMode
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);
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let useTwoPassRendering = useContext2dPipeline || (tiledImage.opacity < 1) || firstTile.hasTransparency;
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// using the context2d pipeline requires a clean rendering (back) buffer to start
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if(useContext2dPipeline){
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// if the rendering buffer has image data currently, write it to the output canvas now and clear it
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if(tiledImage.isTainted()){
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// first, draw any data left in the rendering buffer onto the output canvas
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if(renderingBufferHasImageData){
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this._outputContext.drawImage(this._renderingCanvas, 0, 0);
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// clear the buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
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renderingBufferHasImageData = false;
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}
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// clear the buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
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}
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// next, use the backup canvas drawer to draw this tainted image
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const canvasDrawer = this._getBackupCanvasDrawer();
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canvasDrawer.draw([tiledImage]);
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this._outputContext.drawImage(canvasDrawer.canvas, 0, 0);
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// First rendering pass: compose tiles that make up this tiledImage
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gl.useProgram(this._firstPass.shaderProgram);
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// bind to the framebuffer for render-to-texture if using two-pass rendering, otherwise back buffer (null)
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if(useTwoPassRendering){
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gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
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// clear the buffer to draw a new image
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gl.clear(gl.COLOR_BUFFER_BIT);
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} else {
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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// no need to clear, just draw on top of the existing pixels
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}
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let tilesToDraw = tiledImage.getTilesToDraw();
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let overallMatrix = viewMatrix;
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let imageRotation = tiledImage.getRotation(true);
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// if needed, handle the tiledImage being rotated
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if( imageRotation % 360 !== 0){
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let imageRotationMatrix = $.Mat3.makeRotation(-imageRotation * Math.PI / 180);
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let imageCenter = tiledImage.getBoundsNoRotate(true).getCenter();
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let t1 = $.Mat3.makeTranslation(imageCenter.x, imageCenter.y);
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let t2 = $.Mat3.makeTranslation(-imageCenter.x, -imageCenter.y);
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// update the view matrix to account for this image's rotation
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let localMatrix = t1.multiply(imageRotationMatrix).multiply(t2);
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overallMatrix = viewMatrix.multiply(localMatrix);
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}
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let maxTextures = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
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if(maxTextures <= 0){
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// This can apparently happen on some systems if too many WebGL contexts have been created
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// in which case maxTextures can be null, leading to out of bounds errors with the array.
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// For example, when viewers were created and not destroyed in the test suite, this error
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// occured in the TravisCI tests, though it did not happen when testing locally either in
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// a browser or on the command line via grunt test.
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throw(new Error(`WegGL error: bad value for gl parameter MAX_TEXTURE_IMAGE_UNITS (${maxTextures}). This could happen
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if too many contexts have been created and not released, or there is another problem with the graphics card.`));
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}
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let texturePositionArray = new Float32Array(maxTextures * 12); // 6 vertices (2 triangles) x 2 coordinates per vertex
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let textureDataArray = new Array(maxTextures);
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let matrixArray = new Array(maxTextures);
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let opacityArray = new Array(maxTextures);
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// iterate over tiles and add data for each one to the buffers
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for(let tileIndex = 0; tileIndex < tilesToDraw.length; tileIndex++){
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let tile = tilesToDraw[tileIndex].tile;
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let indexInDrawArray = tileIndex % maxTextures;
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let numTilesToDraw = indexInDrawArray + 1;
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let tileContext = tile.getCanvasContext();
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let textureInfo = tileContext ? this._TextureMap.get(tileContext.canvas) : null;
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if(textureInfo){
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this._getTileData(tile, tiledImage, textureInfo, overallMatrix, indexInDrawArray, texturePositionArray, textureDataArray, matrixArray, opacityArray);
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} else {
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// console.log('No tile info', tile);
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if ( tiledImage.placeholderFillStyle && tiledImage._hasOpaqueTile === false ) {
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this._drawPlaceholder(tiledImage);
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}
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if( (numTilesToDraw === maxTextures) || (tileIndex === tilesToDraw.length - 1)){
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// We've filled up the buffers: time to draw this set of tiles
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// bind each tile's texture to the appropriate gl.TEXTURE#
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for(let i = 0; i <= numTilesToDraw; i++){
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, textureDataArray[i]);
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if(tilesToDraw.length === 0 || tiledImage.getOpacity() === 0){
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return;
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}
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let firstTile = tilesToDraw[0];
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let useContext2dPipeline = ( tiledImage.compositeOperation ||
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this.viewer.compositeOperation ||
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tiledImage._clip ||
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tiledImage._croppingPolygons ||
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tiledImage.debugMode
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);
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let useTwoPassRendering = useContext2dPipeline || (tiledImage.opacity < 1) || firstTile.hasTransparency;
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// using the context2d pipeline requires a clean rendering (back) buffer to start
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if(useContext2dPipeline){
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// if the rendering buffer has image data currently, write it to the output canvas now and clear it
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if(renderingBufferHasImageData){
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this._outputContext.drawImage(this._renderingCanvas, 0, 0);
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}
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// set the buffer data for the texture coordinates to use for each tile
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
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gl.bufferData(gl.ARRAY_BUFFER, texturePositionArray, gl.DYNAMIC_DRAW);
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// clear the buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
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}
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// set the transform matrix uniform for each tile
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matrixArray.forEach( (matrix, index) => {
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gl.uniformMatrix3fv(this._firstPass.uTransformMatrices[index], false, matrix);
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});
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// set the opacity uniform for each tile
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gl.uniform1fv(this._firstPass.uOpacities, new Float32Array(opacityArray));
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// First rendering pass: compose tiles that make up this tiledImage
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gl.useProgram(this._firstPass.shaderProgram);
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// bind vertex buffers and (re)set attributes before calling gl.drawArrays()
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferOutputPosition);
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// bind to the framebuffer for render-to-texture if using two-pass rendering, otherwise back buffer (null)
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if(useTwoPassRendering){
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gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
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// clear the buffer to draw a new image
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gl.clear(gl.COLOR_BUFFER_BIT);
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} else {
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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// no need to clear, just draw on top of the existing pixels
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}
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let overallMatrix = viewMatrix;
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let imageRotation = tiledImage.getRotation(true);
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// if needed, handle the tiledImage being rotated
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if( imageRotation % 360 !== 0){
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let imageRotationMatrix = $.Mat3.makeRotation(-imageRotation * Math.PI / 180);
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let imageCenter = tiledImage.getBoundsNoRotate(true).getCenter();
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let t1 = $.Mat3.makeTranslation(imageCenter.x, imageCenter.y);
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let t2 = $.Mat3.makeTranslation(-imageCenter.x, -imageCenter.y);
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// update the view matrix to account for this image's rotation
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let localMatrix = t1.multiply(imageRotationMatrix).multiply(t2);
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overallMatrix = viewMatrix.multiply(localMatrix);
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}
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let maxTextures = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
|
||||
if(maxTextures <= 0){
|
||||
// This can apparently happen on some systems if too many WebGL contexts have been created
|
||||
// in which case maxTextures can be null, leading to out of bounds errors with the array.
|
||||
// For example, when viewers were created and not destroyed in the test suite, this error
|
||||
// occured in the TravisCI tests, though it did not happen when testing locally either in
|
||||
// a browser or on the command line via grunt test.
|
||||
|
||||
throw(new Error(`WegGL error: bad value for gl parameter MAX_TEXTURE_IMAGE_UNITS (${maxTextures}). This could happen
|
||||
if too many contexts have been created and not released, or there is another problem with the graphics card.`));
|
||||
}
|
||||
|
||||
let texturePositionArray = new Float32Array(maxTextures * 12); // 6 vertices (2 triangles) x 2 coordinates per vertex
|
||||
let textureDataArray = new Array(maxTextures);
|
||||
let matrixArray = new Array(maxTextures);
|
||||
let opacityArray = new Array(maxTextures);
|
||||
|
||||
// iterate over tiles and add data for each one to the buffers
|
||||
for(let tileIndex = 0; tileIndex < tilesToDraw.length; tileIndex++){
|
||||
let tile = tilesToDraw[tileIndex].tile;
|
||||
let indexInDrawArray = tileIndex % maxTextures;
|
||||
let numTilesToDraw = indexInDrawArray + 1;
|
||||
let tileContext = tile.getCanvasContext();
|
||||
|
||||
let textureInfo = tileContext ? this._TextureMap.get(tileContext.canvas) : null;
|
||||
if(!textureInfo){
|
||||
// tile was not processed in the tile-ready event (this can happen
|
||||
// if this drawer was created after the tile was downloaded)
|
||||
this._tileReadyHandler({tile: tile, tiledImage: tiledImage});
|
||||
|
||||
// retry getting textureInfo
|
||||
textureInfo = tileContext ? this._TextureMap.get(tileContext.canvas) : null;
|
||||
}
|
||||
|
||||
if(textureInfo){
|
||||
this._getTileData(tile, tiledImage, textureInfo, overallMatrix, indexInDrawArray, texturePositionArray, textureDataArray, matrixArray, opacityArray);
|
||||
} else {
|
||||
// console.log('No tile info', tile);
|
||||
}
|
||||
if( (numTilesToDraw === maxTextures) || (tileIndex === tilesToDraw.length - 1)){
|
||||
// We've filled up the buffers: time to draw this set of tiles
|
||||
|
||||
// bind each tile's texture to the appropriate gl.TEXTURE#
|
||||
for(let i = 0; i <= numTilesToDraw; i++){
|
||||
gl.activeTexture(gl.TEXTURE0 + i);
|
||||
gl.bindTexture(gl.TEXTURE_2D, textureDataArray[i]);
|
||||
}
|
||||
|
||||
// set the buffer data for the texture coordinates to use for each tile
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, texturePositionArray, gl.DYNAMIC_DRAW);
|
||||
|
||||
// set the transform matrix uniform for each tile
|
||||
matrixArray.forEach( (matrix, index) => {
|
||||
gl.uniformMatrix3fv(this._firstPass.uTransformMatrices[index], false, matrix);
|
||||
});
|
||||
// set the opacity uniform for each tile
|
||||
gl.uniform1fv(this._firstPass.uOpacities, new Float32Array(opacityArray));
|
||||
|
||||
// bind vertex buffers and (re)set attributes before calling gl.drawArrays()
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferOutputPosition);
|
||||
gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
|
||||
gl.vertexAttribPointer(this._firstPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferIndex);
|
||||
gl.vertexAttribPointer(this._firstPass.aIndex, 1, gl.FLOAT, false, 0, 0);
|
||||
|
||||
// Draw! 6 vertices per tile (2 triangles per rectangle)
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6 * numTilesToDraw );
|
||||
}
|
||||
}
|
||||
|
||||
if(useTwoPassRendering){
|
||||
// Second rendering pass: Render the tiled image from the framebuffer into the back buffer
|
||||
gl.useProgram(this._secondPass.shaderProgram);
|
||||
|
||||
// set the rendering target to the back buffer (null)
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
|
||||
// bind the rendered texture from the first pass to use during this second pass
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
|
||||
|
||||
// set opacity to the value for the current tiledImage
|
||||
this._gl.uniform1f(this._secondPass.uOpacityMultiplier, tiledImage.opacity);
|
||||
|
||||
// bind buffers and set attributes before calling gl.drawArrays
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
|
||||
gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
|
||||
gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
|
||||
gl.vertexAttribPointer(this._firstPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
|
||||
// Draw the quad (two triangles)
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferIndex);
|
||||
gl.vertexAttribPointer(this._firstPass.aIndex, 1, gl.FLOAT, false, 0, 0);
|
||||
}
|
||||
|
||||
// Draw! 6 vertices per tile (2 triangles per rectangle)
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6 * numTilesToDraw );
|
||||
renderingBufferHasImageData = true;
|
||||
|
||||
if(useContext2dPipeline){
|
||||
// draw from the rendering canvas onto the output canvas, clipping/cropping if needed.
|
||||
this._applyContext2dPipeline(tiledImage, tilesToDraw, tiledImageIndex);
|
||||
renderingBufferHasImageData = false;
|
||||
// clear the buffer
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
|
||||
}
|
||||
|
||||
// after drawing the first TiledImage, fire the tiled-image-drawn event (for testing)
|
||||
if(tiledImageIndex === 0){
|
||||
this._raiseTiledImageDrawnEvent(tiledImage, tilesToDraw.map(info=>info.tile));
|
||||
}
|
||||
}
|
||||
|
||||
if(useTwoPassRendering){
|
||||
// Second rendering pass: Render the tiled image from the framebuffer into the back buffer
|
||||
gl.useProgram(this._secondPass.shaderProgram);
|
||||
|
||||
// set the rendering target to the back buffer (null)
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
|
||||
// bind the rendered texture from the first pass to use during this second pass
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
|
||||
|
||||
// set opacity to the value for the current tiledImage
|
||||
this._gl.uniform1f(this._secondPass.uOpacityMultiplier, tiledImage.opacity);
|
||||
|
||||
// bind buffers and set attributes before calling gl.drawArrays
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
|
||||
gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
|
||||
gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
// Draw the quad (two triangles)
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
|
||||
}
|
||||
|
||||
renderingBufferHasImageData = true;
|
||||
|
||||
if(useContext2dPipeline){
|
||||
// draw from the rendering canvas onto the output canvas, clipping/cropping if needed.
|
||||
this._applyContext2dPipeline(tiledImage, tilesToDraw, tiledImageIndex);
|
||||
renderingBufferHasImageData = false;
|
||||
// clear the buffer
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
|
||||
}
|
||||
|
||||
// after drawing the first TiledImage, fire the tiled-image-drawn event (for testing)
|
||||
if(tiledImageIndex === 0){
|
||||
this._raiseTiledImageDrawnEvent(tiledImage, tilesToDraw.map(info=>info.tile));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
@ -805,8 +865,28 @@
|
||||
_tileReadyHandler(event){
|
||||
let tile = event.tile;
|
||||
let tiledImage = event.tiledImage;
|
||||
|
||||
// If a tiledImage is already known to be tainted, don't try to upload any
|
||||
// textures to webgl, because they won't be used even if it succeeds
|
||||
if(tiledImage.isTainted()){
|
||||
return;
|
||||
}
|
||||
|
||||
let tileContext = tile.getCanvasContext();
|
||||
let canvas = tileContext.canvas;
|
||||
let canvas = tileContext && tileContext.canvas;
|
||||
// if the tile doesn't provide a canvas, or is tainted by cross-origin
|
||||
// data, marked the TiledImage as tainted so the canvas drawer can be
|
||||
// used instead, and return immediately - tainted data cannot be uploaded to webgl
|
||||
if(!canvas || $.isCanvasTainted(canvas)){
|
||||
const wasTainted = tiledImage.isTainted();
|
||||
if(!wasTainted){
|
||||
tiledImage.setTainted(true);
|
||||
$.console.warn('WebGL cannot be used to draw this TiledImage because it has tainted data. Does crossOriginPolicy need to be set?');
|
||||
this._raiseDrawerErrorEvent(tiledImage, 'Tainted data cannot be used by the WebGLDrawer. Falling back to CanvasDrawer for this TiledImage.');
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
let textureInfo = this._TextureMap.get(canvas);
|
||||
|
||||
// if this is a new image for us, create a texture
|
||||
|
Loading…
Reference in New Issue
Block a user