mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-21 20:56:09 +03:00
In webgl drawer, fall back to canvas drawer for tiled images with tainted data
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parent
f7d86ac244
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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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@ -90,6 +90,7 @@
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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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@ -206,6 +207,25 @@
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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 = new $.CanvasDrawer({
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viewer: this.viewer,
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viewport: this.viewport,
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element: this.container,
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});
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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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@ -237,168 +257,187 @@
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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(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(tilesToDraw.length === 0 || tiledImage.getOpacity() === 0){
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return;
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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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let firstTile = tilesToDraw[0];
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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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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 = $.Mat3.makeTranslation(-imageCenter.x, -imageCenter.y);
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// update the view matrix to account for this image's rotation
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let localMatrix = t1.multiply(imageRotationMatrix).multiply(t2);
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overallMatrix = viewMatrix.multiply(localMatrix);
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}
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let maxTextures = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
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if(maxTextures <= 0){
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// This can apparently happen on some systems if too many WebGL contexts have been created
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// in which case maxTextures can be null, leading to out of bounds errors with the array.
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// For example, when viewers were created and not destroyed in the test suite, this error
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// occured in the TravisCI tests, though it did not happen when testing locally either in
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// a browser or on the command line via grunt test.
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throw(new Error(`WegGL error: bad value for gl parameter MAX_TEXTURE_IMAGE_UNITS (${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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}
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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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}
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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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// 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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// 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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gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
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gl.vertexAttribPointer(this._firstPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferIndex);
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gl.vertexAttribPointer(this._firstPass.aIndex, 1, gl.FLOAT, false, 0, 0);
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// Draw! 6 vertices per tile (2 triangles per rectangle)
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gl.drawArrays(gl.TRIANGLES, 0, 6 * numTilesToDraw );
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}
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}
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if(useTwoPassRendering){
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// Second rendering pass: Render the tiled image from the framebuffer into the back buffer
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gl.useProgram(this._secondPass.shaderProgram);
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// set the rendering target to the back buffer (null)
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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// bind the rendered texture from the first pass to use during this second pass
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
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// set opacity to the value for the current tiledImage
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this._gl.uniform1f(this._secondPass.uOpacityMultiplier, tiledImage.opacity);
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// bind buffers and set attributes before calling gl.drawArrays
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
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gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
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gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
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gl.vertexAttribPointer(this._firstPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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// Draw the quad (two triangles)
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferIndex);
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gl.vertexAttribPointer(this._firstPass.aIndex, 1, gl.FLOAT, false, 0, 0);
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}
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// Draw! 6 vertices per tile (2 triangles per rectangle)
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gl.drawArrays(gl.TRIANGLES, 0, 6 * numTilesToDraw );
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renderingBufferHasImageData = true;
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if(useContext2dPipeline){
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// draw from the rendering canvas onto the output canvas, clipping/cropping if needed.
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this._applyContext2dPipeline(tiledImage, tilesToDraw, tiledImageIndex);
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renderingBufferHasImageData = false;
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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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// after drawing the first TiledImage, fire the tiled-image-drawn event (for testing)
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if(tiledImageIndex === 0){
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this._raiseTiledImageDrawnEvent(tiledImage, tilesToDraw.map(info=>info.tile));
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}
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}
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if(useTwoPassRendering){
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// Second rendering pass: Render the tiled image from the framebuffer into the back buffer
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gl.useProgram(this._secondPass.shaderProgram);
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// set the rendering target to the back buffer (null)
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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// bind the rendered texture from the first pass to use during this second pass
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
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// set opacity to the value for the current tiledImage
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this._gl.uniform1f(this._secondPass.uOpacityMultiplier, tiledImage.opacity);
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// bind buffers and set attributes before calling gl.drawArrays
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
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gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
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gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
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// Draw the quad (two triangles)
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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renderingBufferHasImageData = true;
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if(useContext2dPipeline){
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// draw from the rendering canvas onto the output canvas, clipping/cropping if needed.
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this._applyContext2dPipeline(tiledImage, tilesToDraw, tiledImageIndex);
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renderingBufferHasImageData = false;
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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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// after drawing the first TiledImage, fire the tiled-image-drawn event (for testing)
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if(tiledImageIndex === 0){
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this._raiseTiledImageDrawnEvent(tiledImage, tilesToDraw.map(info=>info.tile));
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}
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});
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@ -802,7 +841,19 @@
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let tile = event.tile;
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let tiledImage = event.tiledImage;
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let tileContext = tile.getCanvasContext();
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let canvas = tileContext.canvas;
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let canvas = tileContext && tileContext.canvas;
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// if the tile doesn't provide a canvas, or is tainted by cross-origin
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// data, marked the TiledImage as tainted so the canvas drawer can be
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// used instead, and return immediately - data cannot be uploaded to webgl
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if(!canvas || $.isCanvasTainted(canvas)){
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const wasTainted = tiledImage.isTainted();
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if(!wasTainted){
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tiledImage.setTainted(true);
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$.console.warn('WebGL cannot be used to draw this TiledImage because it has tainted data. Does crossOriginPolicy need to be set?');
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}
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return;
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}
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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