mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-21 20:56:09 +03:00
Change comments TO DO -> TODO. Add automatic recognition of drawers. Matrix as an exposed class.
This commit is contained in:
parent
f510301922
commit
3c3842bdce
13
Gruntfile.js
13
Gruntfile.js
@ -28,6 +28,7 @@ module.exports = function(grunt) {
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coverageDir = 'coverage/' + dateFormat(new Date(), 'yyyymmdd-HHMMss'),
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sources = [
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"src/openseadragon.js",
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"src/matrix.js",
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"src/fullscreen.js",
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"src/eventsource.js",
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"src/mousetracker.js",
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@ -64,7 +65,15 @@ module.exports = function(grunt) {
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"src/viewport.js",
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"src/tiledimage.js",
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"src/tilecache.js",
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"src/world.js"
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"src/world.js",
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// Aoisa's webgl drawer - needs optimization, polishing, trimming
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// "src/webgl/webGLWrapper.js",
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// "src/webgl/visualisationLayer.js",
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// "src/webgl/dataLoader.js",
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// "src/webgl/webGLContext.js",
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// "src/webgl/drawer.js",
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// "src/webgl/plainShader.js",
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];
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var banner = "//! <%= pkg.name %> <%= pkg.version %>\n" +
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@ -195,7 +204,7 @@ module.exports = function(grunt) {
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}
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},
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watch: {
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files: [ "Gruntfile.js", "src/*.js", "images/*" ],
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files: [ "Gruntfile.js", "src/*.js", "images/*" /*, "src/webgl/*.js" */ ],
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tasks: "watchTask"
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},
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eslint: {
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@ -246,7 +246,7 @@ class CanvasDrawer extends $.DrawerBase{
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if (lastDrawn.length > 1 &&
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imageZoom > tiledImage.smoothTileEdgesMinZoom &&
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!tiledImage.iOSDevice &&
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tiledImage.getRotation(true) % 360 === 0 ){ // TO DO: support tile edge smoothing with tiled image rotation.
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tiledImage.getRotation(true) % 360 === 0 ){ // TODO: support tile edge smoothing with tiled image rotation.
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// When zoomed in a lot (>100%) the tile edges are visible.
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// So we have to composite them at ~100% and scale them up together.
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// Note: Disabled on iOS devices per default as it causes a native crash
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@ -84,7 +84,7 @@ $.DrawerBase = class DrawerBase{
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*/
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this.container = $.getElement( options.element );
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// TO DO: Does this need to be in DrawerBase, or only in Drawer implementations?
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// TODO: Does this need to be in DrawerBase, or only in Drawer implementations?
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// Original commment:
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// We force our container to ltr because our drawing math doesn't work in rtl.
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// This issue only affects our canvas renderer, but we do it always for consistency.
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124
src/matrix.js
Normal file
124
src/matrix.js
Normal file
@ -0,0 +1,124 @@
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/*
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* OpenSeadragon - Mat3
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*
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* Copyright (C) 2010-2023 OpenSeadragon contributors
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* - Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* - Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* - Neither the name of CodePlex Foundation nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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(function( $ ){
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/**
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* Matrix left-to-right system representation
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* Modified from https://webglfundamentals.org/webgl/lessons/webgl-2d-matrices.html
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*/
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$.Mat3 = class Mat3 {
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constructor(values){
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if(!values) {
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values = [
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0, 0, 0,
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0, 0, 0,
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0, 0, 0
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];
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}
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this.values = values;
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}
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static makeIdentity(){
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return new Mat3([
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1, 0, 0,
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0, 1, 0,
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0, 0, 1
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]);
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}
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static makeTranslation(tx, ty) {
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return new Mat3([
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1, 0, 0,
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0, 1, 0,
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tx, ty, 1,
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]);
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}
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static makeRotation(angleInRadians) {
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var c = Math.cos(angleInRadians);
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var s = Math.sin(angleInRadians);
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return new Mat3([
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c, -s, 0,
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s, c, 0,
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0, 0, 1,
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]);
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}
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static makeScaling(sx, sy) {
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return new Mat3([
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sx, 0, 0,
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0, sy, 0,
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0, 0, 1,
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]);
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}
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multiply(other) {
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let a = this.values;
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let b = other.values;
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var a00 = a[0 * 3 + 0];
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var a01 = a[0 * 3 + 1];
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var a02 = a[0 * 3 + 2];
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var a10 = a[1 * 3 + 0];
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var a11 = a[1 * 3 + 1];
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var a12 = a[1 * 3 + 2];
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var a20 = a[2 * 3 + 0];
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var a21 = a[2 * 3 + 1];
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var a22 = a[2 * 3 + 2];
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var b00 = b[0 * 3 + 0];
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var b01 = b[0 * 3 + 1];
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var b02 = b[0 * 3 + 2];
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var b10 = b[1 * 3 + 0];
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var b11 = b[1 * 3 + 1];
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var b12 = b[1 * 3 + 2];
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var b20 = b[2 * 3 + 0];
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var b21 = b[2 * 3 + 1];
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var b22 = b[2 * 3 + 2];
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return new Mat3([
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b00 * a00 + b01 * a10 + b02 * a20,
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b00 * a01 + b01 * a11 + b02 * a21,
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b00 * a02 + b01 * a12 + b02 * a22,
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b10 * a00 + b11 * a10 + b12 * a20,
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b10 * a01 + b11 * a11 + b12 * a21,
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b10 * a02 + b11 * a12 + b12 * a22,
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b20 * a00 + b21 * a10 + b22 * a20,
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b20 * a01 + b21 * a11 + b22 * a21,
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b20 * a02 + b21 * a12 + b22 * a22,
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]);
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}
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};
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}( OpenSeadragon ));
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@ -1473,7 +1473,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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* @param {Number} levelOpacity
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* @param {Number} currentTime
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* @param {Boolean} lowestLevel
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* @returns {Boolean} whether the opacity of this tile has changed
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* @returns {Boolean} true if blending did not yet finish
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*/
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_blendTile: function(tile, x, y, level, levelOpacity, currentTime, lowestLevel ){
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let blendTimeMillis = 1000 * this.blendTime,
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@ -455,35 +455,32 @@ $.Viewer = function( options ) {
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$.console.warn('No valid drawers were selected. Using the default value.');
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}
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// extend the drawerOptions object with additional properties to pass to the Drawer implementation
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this.drawer = null; // TO DO: how to deal with the possibility that none of the requested drawers are supported?
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// TODO: how to deal with the possibility that none of the requested drawers are supported?
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this.drawer = null;
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for(let i = 0; i < drawersToTry.length; i++){
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let Drawer = drawersToTry[i];
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let optsKey = null;
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// replace text-based option with appropriate constructor
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if (Drawer === 'canvas'){
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Drawer = $.CanvasDrawer;
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optsKey = 'canvas';
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} else if (Drawer === 'html'){
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Drawer = $.HTMLDrawer;
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optsKey = 'html';
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} else if (Drawer === 'webgl'){
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Drawer = $.WebGLDrawer;
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optsKey = 'webgl';
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} else {
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//todo necessary? why not to use class names as drawer IDs
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let optsKey = drawersToTry[i];
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let Drawer = $.determineDrawer(optsKey);
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if (!Drawer) {
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optsKey = 'custom';
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//todo will raise error anyway...
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} else {
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// if the drawer is supported, create it and break the loop
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if (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[optsKey],
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});
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this.drawerOptions.constructor = Drawer;
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break;
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}
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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.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[optsKey],
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});
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this.drawerOptions.constructor = Drawer;
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break;
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}
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}
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if(this.drawer === null){
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$.console.error('No drawer could be created!');
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@ -4002,4 +3999,22 @@ function onFlip() {
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this.viewport.toggleFlip();
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}
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/**
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* Find drawer
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*/
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$.determineDrawer = function( id ){
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for (let property in OpenSeadragon) {
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const drawer = OpenSeadragon[ property ],
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proto = drawer.prototype;
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if( proto &&
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proto instanceof OpenSeadragon.DrawerBase &&
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$.isFunction( proto.getType ) &&
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proto.getType.call( drawer ) === id
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){
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return drawer;
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}
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}
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return null;
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};
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}( OpenSeadragon ));
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@ -35,92 +35,6 @@
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(function( $ ){
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// internal class Mat3: implements matrix operations
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// Modified from https://webglfundamentals.org/webgl/lessons/webgl-2d-matrices.html
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class Mat3{
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constructor(values){
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if(!values) {
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values = [
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0, 0, 0,
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0, 0, 0,
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0, 0, 0
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];
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}
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this.values = values;
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}
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static makeIdentity(){
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return new Mat3([
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1, 0, 0,
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0, 1, 0,
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0, 0, 1
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]);
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}
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static makeTranslation(tx, ty) {
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return new Mat3([
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1, 0, 0,
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0, 1, 0,
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tx, ty, 1,
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]);
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}
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static makeRotation(angleInRadians) {
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var c = Math.cos(angleInRadians);
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var s = Math.sin(angleInRadians);
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return new Mat3([
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c, -s, 0,
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s, c, 0,
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0, 0, 1,
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]);
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}
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static makeScaling(sx, sy) {
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return new Mat3([
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sx, 0, 0,
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0, sy, 0,
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0, 0, 1,
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]);
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}
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multiply(other) {
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let a = this.values;
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let b = other.values;
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var a00 = a[0 * 3 + 0];
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var a01 = a[0 * 3 + 1];
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var a02 = a[0 * 3 + 2];
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var a10 = a[1 * 3 + 0];
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var a11 = a[1 * 3 + 1];
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var a12 = a[1 * 3 + 2];
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var a20 = a[2 * 3 + 0];
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var a21 = a[2 * 3 + 1];
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var a22 = a[2 * 3 + 2];
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var b00 = b[0 * 3 + 0];
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var b01 = b[0 * 3 + 1];
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var b02 = b[0 * 3 + 2];
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var b10 = b[1 * 3 + 0];
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var b11 = b[1 * 3 + 1];
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var b12 = b[1 * 3 + 2];
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var b20 = b[2 * 3 + 0];
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var b21 = b[2 * 3 + 1];
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var b22 = b[2 * 3 + 2];
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return new Mat3([
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b00 * a00 + b01 * a10 + b02 * a20,
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b00 * a01 + b01 * a11 + b02 * a21,
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b00 * a02 + b01 * a12 + b02 * a22,
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b10 * a00 + b11 * a10 + b12 * a20,
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b10 * a01 + b11 * a11 + b12 * a21,
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b10 * a02 + b11 * a12 + b12 * a22,
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b20 * a00 + b21 * a10 + b22 * a20,
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b20 * a01 + b21 * a11 + b22 * a21,
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b20 * a02 + b21 * a12 + b22 * a22,
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]);
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}
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}
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/**
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* @class WebGLDrawer
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* @memberof OpenSeadragon
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@ -198,7 +112,7 @@
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// Delete all our created resources
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gl.deleteBuffer(this._secondPass.bufferOutputPosition);
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gl.deleteFramebuffer(this._glFrameBuffer);
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// TO DO: if/when render buffers or frame buffers are used, release them:
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// TODO: if/when render buffers or frame buffers are used, release them:
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// gl.deleteRenderbuffer(someRenderbuffer);
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// gl.deleteFramebuffer(someFramebuffer);
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@ -277,9 +191,9 @@
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let flipMultiplier = this.viewport.flipped ? -1 : 1;
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// calculate view matrix for viewer
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let posMatrix = Mat3.makeTranslation(-viewport.center.x, -viewport.center.y);
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let scaleMatrix = Mat3.makeScaling(2 / viewport.bounds.width * flipMultiplier, -2 / viewport.bounds.height);
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let rotMatrix = Mat3.makeRotation(-viewport.rotation);
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let posMatrix = $.Mat3.makeTranslation(-viewport.center.x, -viewport.center.y);
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let scaleMatrix = $.Mat3.makeScaling(2 / viewport.bounds.width * flipMultiplier, -2 / viewport.bounds.height);
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let rotMatrix = $.Mat3.makeRotation(-viewport.rotation);
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let viewMatrix = scaleMatrix.multiply(rotMatrix).multiply(posMatrix);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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@ -300,7 +214,7 @@
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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); // TO DO: check hasTransparency in addition to opacity
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let useTwoPassRendering = useContext2dPipeline || (tiledImage.opacity < 1); // TODO: check hasTransparency in addition to opacity
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let tilesToDraw = tiledImage.getTilesToDraw();
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@ -343,10 +257,10 @@
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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 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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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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@ -431,7 +345,7 @@
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// Draw the quad (two triangles)
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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// TO DO: is this the mechanism we want to use here?
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// TODO: is this the mechanism we want to use here?
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// iterate over any filters - filters can use this._renderToTexture to get rendered data if desired
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let filters = this.filters || [];
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for(let fi = 0; fi < filters.length; fi++){
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@ -456,7 +370,7 @@
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}
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// Fire tiled-image-drawn event.
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// TO DO: the image data may not be on the output canvas yet!!
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// TODO: the image data may not be on the output canvas yet!!
|
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if( this.viewer ){
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/**
|
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* Raised when a tiled image is drawn to the canvas. Only valid
|
||||
@ -477,7 +391,7 @@
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}
|
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|
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});
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// TO DO: the line below is a test!
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||||
// TODO: the line below is a test!
|
||||
if(renderingBufferHasImageData){
|
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this._outputContext.drawImage(this._renderingCanvas, 0, 0);
|
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}
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@ -572,7 +486,7 @@
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let w = right - x;
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let h = bottom - y;
|
||||
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let matrix = new Mat3([
|
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let matrix = new $.Mat3([
|
||||
w, 0, 0,
|
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0, h, 0,
|
||||
x, y, 1,
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||||
@ -580,11 +494,11 @@
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if(tile.flipped){
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// flip the tile around the center of the unit quad
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let t1 = Mat3.makeTranslation(0.5, 0);
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let t2 = Mat3.makeTranslation(-0.5, 0);
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let t1 = $.Mat3.makeTranslation(0.5, 0);
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||||
let t2 = $.Mat3.makeTranslation(-0.5, 0);
|
||||
|
||||
// update the view matrix to account for this image's rotation
|
||||
let localMatrix = t1.multiply(Mat3.makeScaling(-1, 1)).multiply(t2);
|
||||
let localMatrix = t1.multiply($.Mat3.makeScaling(-1, 1)).multiply(t2);
|
||||
matrix = matrix.multiply(localMatrix);
|
||||
}
|
||||
|
||||
@ -596,7 +510,7 @@
|
||||
|
||||
if(this.continuousTileRefresh){
|
||||
// Upload the image into the texture
|
||||
// TO DO: test if this works appropriately
|
||||
// TODO: test if this works appropriately
|
||||
let tileContext = tile.getCanvasContext();
|
||||
this._raiseTileDrawingEvent(tiledImage, this._outputContext, tile, tileContext);
|
||||
this._uploadImageData(tileContext, tile, tiledImage);
|
||||
@ -798,7 +712,7 @@
|
||||
gl.enableVertexAttribArray(this._secondPass.aTexturePosition);
|
||||
|
||||
// set the matrix that transforms the framebuffer to clip space
|
||||
let matrix = Mat3.makeScaling(2, 2).multiply(Mat3.makeTranslation(-0.5, -0.5));
|
||||
let matrix = $.Mat3.makeScaling(2, 2).multiply($.Mat3.makeTranslation(-0.5, -0.5));
|
||||
gl.uniformMatrix3fv(this._secondPass.uMatrix, false, matrix.values);
|
||||
}
|
||||
|
||||
@ -957,8 +871,6 @@
|
||||
} catch (e){
|
||||
$.console.error('Error uploading image data to WebGL', e);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
_imageUnloadedHandler(event){
|
||||
@ -977,7 +889,7 @@
|
||||
}
|
||||
|
||||
// release the position buffer from the GPU
|
||||
// TO DO: do this!
|
||||
// TODO: do this!
|
||||
}
|
||||
// private
|
||||
// necessary for clip testing to pass (test uses spyOnce(drawer._setClip))
|
||||
|
@ -30,7 +30,10 @@ let viewer;
|
||||
$('#create-drawer').on('click',function(){
|
||||
let drawerType = $('#select-drawer').val();
|
||||
let num = Math.floor($('#input-number').val());
|
||||
run(drawerType, num);
|
||||
});
|
||||
|
||||
function run(drawerType, num) {
|
||||
if(viewer){
|
||||
viewer.destroy();
|
||||
}
|
||||
@ -57,8 +60,7 @@ $('#create-drawer').on('click',function(){
|
||||
viewer.viewport.panBy(new OpenSeadragon.Point( dist * m/2, 0));
|
||||
|
||||
}, 1000);
|
||||
|
||||
});
|
||||
}
|
||||
|
||||
function makeViewer(drawerType){
|
||||
let viewer = OpenSeadragon({
|
||||
|
@ -200,7 +200,7 @@
|
||||
// Delete all our created resources
|
||||
gl.deleteBuffer(this._secondPass.bufferOutputPosition);
|
||||
gl.deleteFramebuffer(this._glFrameBuffer);
|
||||
// TO DO: if/when render buffers or frame buffers are used, release them:
|
||||
// TODO: if/when render buffers or frame buffers are used, release them:
|
||||
// gl.deleteRenderbuffer(someRenderbuffer);
|
||||
// gl.deleteFramebuffer(someFramebuffer);
|
||||
|
||||
@ -302,7 +302,7 @@
|
||||
tiledImage._croppingPolygons ||
|
||||
tiledImage.debugMode
|
||||
);
|
||||
let useTwoPassRendering = useContext2dPipeline ||(tiledImage.opacity < 1); // TO DO: check hasTransparency in addition to opacity
|
||||
let useTwoPassRendering = useContext2dPipeline ||(tiledImage.opacity < 1); // TODO: check hasTransparency in addition to opacity
|
||||
|
||||
|
||||
let tilesToDraw = tiledImage.getTilesToDraw();
|
||||
@ -433,7 +433,7 @@
|
||||
// Draw the quad (two triangles)
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
|
||||
// TO DO: is this the mechanism we want to use here?
|
||||
// TODO: is this the mechanism we want to use here?
|
||||
// iterate over any filters - filters can use this._renderToTexture to get rendered data if desired
|
||||
let filters = this.filters || [];
|
||||
for(let fi = 0; fi < filters.length; fi++){
|
||||
@ -458,7 +458,7 @@
|
||||
}
|
||||
|
||||
// Fire tiled-image-drawn event.
|
||||
// TO DO: the image data may not be on the output canvas yet!!
|
||||
// TODO: the image data may not be on the output canvas yet!!
|
||||
if( this.viewer ){
|
||||
/**
|
||||
* Raised when a tiled image is drawn to the canvas. Only valid
|
||||
@ -479,7 +479,7 @@
|
||||
}
|
||||
|
||||
});
|
||||
// TO DO: the line below is a test!
|
||||
// TODO: the line below is a test!
|
||||
if(renderingBufferHasImageData){
|
||||
this._outputContext.drawImage(this._renderingCanvas, 0, 0);
|
||||
}
|
||||
@ -598,7 +598,7 @@
|
||||
|
||||
if(this.continuousTileRefresh){
|
||||
// Upload the image into the texture
|
||||
// TO DO: test if this works appropriately
|
||||
// TODO: test if this works appropriately
|
||||
let tileContext = tile.getCanvasContext();
|
||||
this._raiseTileDrawingEvent(tiledImage, this._outputContext, tile, tileContext);
|
||||
this._uploadImageData(tileContext, tile, tiledImage);
|
||||
@ -979,7 +979,7 @@
|
||||
}
|
||||
|
||||
// release the position buffer from the GPU
|
||||
// TO DO: do this!
|
||||
// TODO: do this!
|
||||
}
|
||||
// private
|
||||
// necessary for clip testing to pass (test uses spyOnce(drawer._setClip))
|
||||
|
Loading…
Reference in New Issue
Block a user