tiled image opacity works now with no overlapping regions at tile borders

This commit is contained in:
Tom 2023-06-29 16:41:45 -04:00
parent 24c4d2d2bc
commit 83ec2bb1f0
6 changed files with 2373 additions and 753 deletions

View File

@ -36,7 +36,7 @@
// internal class Mat3: implements matrix operations
// Modified from https://webglfundamentals.org/webgl/lessons/webgl-2d-matrices.html
class Mat3{
class Mat3{
constructor(values){
if(!values) {
values = [
@ -118,9 +118,9 @@ class Mat3{
]);
}
}
}
/**
/**
* @class WebGLDrawer
* @memberof OpenSeadragon
* @classdesc Default implementation of WebGLDrawer for an {@link OpenSeadragon.Viewer}.
@ -131,7 +131,7 @@ class Mat3{
* @param {Number} [options.debugGridColor] - See debugGridColor in {@link OpenSeadragon.Options} for details.
*/
$.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
$.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
constructor(options){
super(options);
@ -144,7 +144,10 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
this._gl = null;
this._glLocs = null;
this._glProgram = null;
this._glPositionBuffer = null;
this._glUnitQuadBuffer = null;
this._glFrameBuffer = null;
this._glTiledImageTexture = null;
this._glFramebufferToCanvasTransform = null;
this._outputCanvas = null;
this._outputContext = null;
this._clippingCanvas = null;
@ -193,8 +196,8 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
});
// Delete all our created resources
gl.deleteBuffer(this._glPositionBuffer);
gl.deleteBuffer(this._glUnitQuadBuffer);
gl.deleteBuffer(this._glFrameBuffer);
// TO DO: if/when render buffers or frame buffers are used, release them:
// gl.deleteRenderbuffer(someRenderbuffer);
// gl.deleteFramebuffer(someFramebuffer);
@ -262,6 +265,7 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
* @param {Array} tiledImages Array of TiledImage objects to draw
*/
draw(tiledImages){
let gl = this._gl;
let viewport = {
bounds: this.viewport.getBoundsNoRotate(true),
center: this.viewport.getCenter(true),
@ -275,21 +279,19 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
let rotMatrix = Mat3.makeRotation(-viewport.rotation);
let viewMatrix = scaleMatrix.multiply(rotMatrix).multiply(posMatrix);
//iterate over tiled imagesget the list of tiles to draw
// clear the output canvas
this._outputContext.clearRect(0, 0, this._outputCanvas.width, this._outputCanvas.height);
// TO DO: further optimization is possible.
// If no clipping and no composite operation, the tiled images
// can all be drawn onto the rendering canvas at the same time, avoiding
// unnecessary clearing and copying of the pixel data.
// For now, I'm doing it this way to replicate full functionality
// of the context2d drawer
tiledImages.forEach( (tiledImage, i) => {
// clear the rendering canvas
this._gl.clear(this._gl.COLOR_BUFFER_BIT);
// set opacity for this image
this._gl.uniform1f(this._glLocs.uOpacityMultiplier, tiledImage.opacity);
//iterate over tiled imagesget the list of tiles to draw
tiledImages.forEach( (tiledImage, i) => {
//get the list of tiles to draw
let tilesToDraw = tiledImage.getTilesToDraw();
@ -298,9 +300,21 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
return;
}
// bind to the framebuffer for render-to-texture
gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
// clear the buffer
gl.clear(gl.COLOR_BUFFER_BIT);
// set opacity for this image
gl.uniform1f(this._glLocs.uOpacityMultiplier, tiledImage.opacity);
let overallMatrix = viewMatrix;
let imageRotation = tiledImage.getRotation(true);
// if needed, handle the tiledImage being rotated
if( imageRotation % 360 !== 0){
let imageRotationMatrix = Mat3.makeRotation(-imageRotation * Math.PI / 180);
let imageCenter = tiledImage.getBoundsNoRotate(true).getCenter();
@ -312,54 +326,48 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
overallMatrix = viewMatrix.multiply(localMatrix);
}
for(let i = 0; i < tilesToDraw.length; i++){
let tile = tilesToDraw[i].tile;
let texture = this._TextureMap.get(tile.getCanvasContext().canvas);
if(texture){
this._drawTile(tile, tiledImage, texture, overallMatrix, tiledImage.opacity);
// iterate over tiles and draw each one to the buffer
for(let ti = 0; ti < tilesToDraw.length; ti++){
let tile = tilesToDraw[ti].tile;
let textureInfo = this._TextureMap.get(tile.getCanvasContext().canvas);
if(textureInfo){
this._drawTile(tile, tiledImage, textureInfo, overallMatrix, tiledImage.opacity);
} else {
// console.log('No tile info', tile);
}
}
// composite onto the output canvas, clipping if necessary
this._outputContext.save();
// set composite operation; ignore for first image drawn
this._outputContext.globalCompositeOperation = i === 0 ? null : tiledImage.compositeOperation || this.viewer.compositeOperation;
if(tiledImage._croppingPolygons || tiledImage._clip){
this._renderToClippingCanvas(tiledImage);
this._outputContext.drawImage(this._clippingCanvas, 0, 0);
// Draw from the Framebuffer onto the rendering canvas buffer
} else {
this._outputContext.drawImage(this._renderingCanvas, 0, 0);
}
this._outputContext.restore();
if(tiledImage.debugMode){
let colorIndex = this.viewer.world.getIndexOfItem(tiledImage) % this.debugGridColor.length;
let strokeStyle = this.debugGridColor[colorIndex];
let fillStyle = this.debugGridColor[colorIndex];
this._drawDebugInfo(tilesToDraw, tiledImage, strokeStyle, fillStyle);
}
gl.flush(); // finish drawing to the texture
gl.bindFramebuffer(gl.FRAMEBUFFER, null); // null means bind to the backbuffer for drawing
gl.bindTexture(gl.TEXTURE_2D, this._glTiledImageTexture); // bind the rendered texture to use
gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
if( this.viewer ){
/**
* Raised when a tiled image is drawn to the canvas. Only valid
* for webgl drawer.
*
* @event tiled-image-drawn
* @memberof OpenSeadragon.Viewer
* @type {object}
* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
* @property {Array} tiles - An array of Tile objects that were drawn.
* @property {?Object} userData - Arbitrary subscriber-defined object.
*/
this.viewer.raiseEvent( 'tiled-image-drawn', {
tiledImage: tiledImage,
tiles: tilesToDraw.map(info => info.tile),
});
// set up the matrix to draw the whole framebuffer to the entire clip space
gl.uniformMatrix3fv(this._glLocs.uMatrix, false, this._glFramebufferToCanvasTransform);
// reset texturebuffer to unit quad
gl.bindBuffer(gl.ARRAY_BUFFER, this._glTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._glUnitQuad, gl.DYNAMIC_DRAW);
// set opacity to the value for the current tiledImage
this._gl.uniform1f(this._glLocs.uOpacityMultiplier, tiledImage.opacity);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// iterate over any filters - filters can use this._glTiledImageTexture to get rendered data if desired
let filters = this.filters || [];
for(let fi = 0; fi < filters.length; fi++){
let filter = this.filters[fi];
if(filter.apply){
filter.apply(gl); // filter.apply should write data on top of the backbuffer (bound above)
}
}
gl.flush(); //make sure drawing to the output buffer of the rendering canvas is complete. Is this necessary?
// draw from the rendering canvas onto the output canvas, clipping/cropping if needed.
this._renderToOutputCanvas(tiledImage, tilesToDraw, i);
});
@ -395,20 +403,83 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
context.restore();
}
// private
_getTextureDataFromTile(tile){
return tile.getCanvasContext().canvas;
}
// Private methods
_drawTile(tile, tiledImage, texture, viewMatrix, imageOpacity){
/**
* Draw data from the rendering canvas onto the output canvas, with clipping,
* cropping and/or debug info as requested.
* @private
* @param {OpenSeadragon.TiledImage} tiledImage - the tiledImage to draw
* @param {Array} tilesToDraw - array of objects containing tiles that were drawn
*/
_renderToOutputCanvas(tiledImage, tilesToDraw, tiledImageIndex){
// composite onto the output canvas, clipping if necessary
this._outputContext.save();
// set composite operation; ignore for first image drawn
this._outputContext.globalCompositeOperation = tiledImageIndex === 0 ? null : tiledImage.compositeOperation || this.viewer.compositeOperation;
if(tiledImage._croppingPolygons || tiledImage._clip){
this._renderToClippingCanvas(tiledImage);
this._outputContext.drawImage(this._clippingCanvas, 0, 0);
} else {
this._outputContext.drawImage(this._renderingCanvas, 0, 0);
}
this._outputContext.restore();
if(tiledImage.debugMode){
let colorIndex = this.viewer.world.getIndexOfItem(tiledImage) % this.debugGridColor.length;
let strokeStyle = this.debugGridColor[colorIndex];
let fillStyle = this.debugGridColor[colorIndex];
this._drawDebugInfo(tilesToDraw, tiledImage, strokeStyle, fillStyle);
}
// Fire tiled-image-drawn event now that the data is on the output canvas
if( this.viewer ){
/**
* Raised when a tiled image is drawn to the canvas. Only valid
* for webgl drawer.
*
* @event tiled-image-drawn
* @memberof OpenSeadragon.Viewer
* @type {object}
* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
* @property {Array} tiles - An array of Tile objects that were drawn.
* @property {?Object} userData - Arbitrary subscriber-defined object.
*/
this.viewer.raiseEvent( 'tiled-image-drawn', {
tiledImage: tiledImage,
tiles: tilesToDraw.map(info => info.tile),
});
}
}
// private
_drawTile(tile, tiledImage, textureInfo, viewMatrix, imageOpacity){
let gl = this._gl;
let texture = textureInfo.texture;
let textureQuad = textureInfo.position;
// set the vertices into the non-overlapped portion of the texture
gl.bindBuffer(gl.ARRAY_BUFFER, this._glTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, textureQuad, gl.DYNAMIC_DRAW);
// compute offsets for overlap
let overlapFraction = this._calculateOverlapFraction(tile, tiledImage);
let xOffset = tile.positionedBounds.width * overlapFraction.x;
let yOffset = tile.positionedBounds.height * overlapFraction.y;
// x, y, w, h in viewport coords
let x = tile.positionedBounds.x;
let y = tile.positionedBounds.y;
let w = tile.positionedBounds.width;
let h = tile.positionedBounds.height;
let x = tile.positionedBounds.x + (tile.x === 0 ? 0 : xOffset);
let y = tile.positionedBounds.y + (tile.y === 0 ? 0 : yOffset);
let right = tile.positionedBounds.x + tile.positionedBounds.width - (tile.isRightMost ? 0 : xOffset);
let bottom = tile.positionedBounds.y + tile.positionedBounds.height - (tile.isBottomMost ? 0 : yOffset);
let w = right - x;
let h = bottom - y;
let matrix = new Mat3([
w, 0, 0,
@ -416,7 +487,6 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
x, y, 1,
]);
if(tile.flipped){
// flip the tile around the center of the unit quad
let t1 = Mat3.makeTranslation(0.5, 0);
@ -429,19 +499,17 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
let overallMatrix = viewMatrix.multiply(matrix);
if(tile.opacity !== 1 && tile.x === 0 && tile.y === 0){
// set opacity for this image
this._gl.uniform1f(this._glLocs.uOpacityMultiplier, imageOpacity * tile.opacity);
}
this._gl.uniform1f(this._glLocs.uOpacityMultiplier, tile.opacity); // imageOpacity *
gl.uniformMatrix3fv(this._glLocs.uMatrix, false, overallMatrix.values);
gl.bindTexture(gl.TEXTURE_2D, texture);
if(this.continuousTileRefresh){
// Upload the image into the texture.
// Upload the image into the texture (already bound to TEXTURE_2D above)
let tileContext = tile.getCanvasContext();
this._raiseTileDrawingEvent(tiledImage, this._outputContext, tile, tileContext);
this._uploadImageData(tileContext);
this._uploadImageData(tileContext, tile, tiledImage);
}
@ -455,18 +523,17 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
}
const vertexShaderProgram = `
attribute vec2 a_position;
attribute vec2 a_output_position;
attribute vec2 a_texture_position;
uniform mat3 u_matrix;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(u_matrix * vec3(a_position, 1), 1);
gl_Position = vec4(u_matrix * vec3(a_output_position, 1), 1);
// because we're using a unit quad we can just use
// the same data for our texcoords.
v_texCoord = a_position;
v_texCoord = a_texture_position;
}
`;
@ -484,7 +551,7 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
void main() {
gl_FragColor = texture2D(u_image, v_texCoord);
// gl_FragColor *= u_opacity_multiplier;
gl_FragColor *= u_opacity_multiplier;
}
`;
let gl = this._gl;
@ -494,24 +561,69 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
this._glLocs = {
aPosition: gl.getAttribLocation(this._glProgram, 'a_position'),
aOutputPosition: gl.getAttribLocation(this._glProgram, 'a_output_position'),
aTexturePosition: gl.getAttribLocation(this._glProgram, 'a_texture_position'),
uMatrix: gl.getUniformLocation(this._glProgram, 'u_matrix'),
uImage: gl.getUniformLocation(this._glProgram, 'u_image'),
uOpacityMultiplier: gl.getUniformLocation(this._glProgram, 'u_opacity_multiplier')
};
// provide texture coordinates for the rectangle.
this._glPositionBuffer = gl.createBuffer(); //keep reference to clear it later
gl.bindBuffer(gl.ARRAY_BUFFER, this._glPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 0.0,
1.0, 0.0,
0., 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(this._glLocs.aPosition);
gl.vertexAttribPointer(this._glLocs.aPosition, 2, gl.FLOAT, false, 0, 0);
this._glUnitQuad = this._makeQuadVertexBuffer(0, 1, 0, 1);
// provide texture coordinates for the rectangle in output space.
this._glUnitQuadBuffer = gl.createBuffer(); //keep reference to clear it later
gl.bindBuffer(gl.ARRAY_BUFFER, this._glUnitQuadBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._glUnitQuad, gl.STATIC_DRAW);
gl.enableVertexAttribArray(this._glLocs.aOutputPosition);
gl.vertexAttribPointer(this._glLocs.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
// provide texture coordinates for the rectangle in image (texture) space.
this._glTextureBuffer = gl.createBuffer(); //keep reference to clear it later
gl.bindBuffer(gl.ARRAY_BUFFER, this._glTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._glUnitQuad, gl.DYNAMIC_DRAW); // use unit quad to start, will be updated per tile
gl.enableVertexAttribArray(this._glLocs.aTexturePosition);
gl.vertexAttribPointer(this._glLocs.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
// setup the framebuffer
this._glTiledImageTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this._glTiledImageTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this._renderingCanvas.width, this._renderingCanvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
this._glFrameBuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0, // attach texture as COLOR_ATTACHMENT0
gl.TEXTURE_2D, // attach a 2D texture
this._glTiledImageTexture, // the texture to attach
0
);
this._glFramebufferToCanvasTransform = Mat3.makeScaling(2, 2).multiply(Mat3.makeTranslation(-0.5, -0.5)).values;
}
_resizeRenderer(){
let gl = this._gl;
let w = this._renderingCanvas.width;
let h = this._renderingCanvas.height;
gl.viewport(0, 0, w, h);
//release the old texture
gl.deleteTexture(this._glTiledImageTexture);
//create a new texture and set it up
this._glTiledImageTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this._glTiledImageTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
//bind the frame buffer to the new texture
gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._glTiledImageTexture, 0);
}
@ -549,25 +661,60 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
_this._renderingCanvas.style.height = _this._outputCanvas.clientHeight + 'px';
_this._renderingCanvas.width = _this._clippingCanvas.width = _this._outputCanvas.width;
_this._renderingCanvas.height = _this._clippingCanvas.height = _this._outputCanvas.height;
_this._gl.viewport(0, 0, _this._renderingCanvas.width, _this._renderingCanvas.height);
// important - update the size of the rendering viewport!
_this._resizeRenderer();
});
}
_makeQuadVertexBuffer(left, right, top, bottom){
return new Float32Array([
left, bottom,
right, bottom,
left, top,
left, top,
right, bottom,
right, top]);
}
_tileReadyHandler(event){
let tile = event.tile;
let tiledImage = event.tiledImage;
let tileContext = tile.getCanvasContext();
let canvas = tileContext.canvas;
let texture = this._TextureMap.get(canvas);
let textureInfo = this._TextureMap.get(canvas);
// if this is a new image for us, create a texture
if(!texture){
if(!textureInfo){
let gl = this._gl;
// create a gl Texture for this tile and bind the canvas with the image data
texture = gl.createTexture();
let texture = gl.createTexture();
let position;
let overlap = tiledImage.source.tileOverlap;
if( overlap > 0){
// calculate the normalized position of the rect to actually draw
// discarding overlap.
let overlapFraction = this._calculateOverlapFraction(tile, tiledImage);
let left = tile.x === 0 ? 0 : overlapFraction.x;
let top = tile.y === 0 ? 0 : overlapFraction.y;
let right = tile.isRightMost ? 1 : 1 - overlapFraction.x;
let bottom = tile.isBottomMost ? 1 : 1 - overlapFraction.y;
position = this._makeQuadVertexBuffer(left, right, top, bottom);
} else {
// no overlap: this texture can use the unit quad as it's position data
position = this._glUnitQuad;
}
let textureInfo = {
texture: texture,
position: position,
};
// add it to our _TextureMap
this._TextureMap.set(canvas, texture);
this._TextureMap.set(canvas, textureInfo);
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the parameters so we can render any size image.
@ -583,17 +730,29 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
}
_calculateOverlapFraction(tile, tiledImage){
let overlap = tiledImage.source.tileOverlap;
let nativeWidth = tile.sourceBounds.width; // in pixels
let nativeHeight = tile.sourceBounds.height; // in pixels
let overlapWidth = (tile.x === 0 ? 0 : overlap) + (tile.isRightMost ? 0 : overlap); // in pixels
let overlapHeight = (tile.y === 0 ? 0 : overlap) + (tile.isBottomMost ? 0 : overlap); // in pixels
let widthOverlapFraction = overlap / (nativeWidth + overlapWidth); // as a fraction of image including overlap
let heightOverlapFraction = overlap / (nativeHeight + overlapHeight); // as a fraction of image including overlap
return {
x: widthOverlapFraction,
y: heightOverlapFraction
};
}
_uploadImageData(tileContext){
let gl = this._gl;
try{
let canvas = tileContext.canvas;
if(!canvas){
throw('Tile context does not have a canvas', tileContext);
}
// This depends on gl.TEXTURE_2D being bound to the texture
// associated with this canvas before calling this function
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
} catch(e) {
$.console.error('Error uploading canvas data to webgl', e);
}
}
_imageUnloadedHandler(event){
@ -602,12 +761,17 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
}
_cleanupImageData(tileCanvas){
let texture = this._TextureMap.get(tileCanvas);
let textureInfo = this._TextureMap.get(tileCanvas);
//remove from the map
this._TextureMap.delete(tileCanvas);
//release the texture from the GPU
this._gl.deleteTexture(texture);
if(textureInfo){
this._gl.deleteTexture(textureInfo.texture);
}
// release the position buffer from the GPU
// TO DO: do this!
}
// private
// necessary for clip testing to pass (test uses spyOnce(drawer._setClip))
@ -810,8 +974,8 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
// modified from https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
static initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = this.loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = this.loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
@ -832,13 +996,8 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
}
return shaderProgram;
}
//
// creates a shader of the given type, uploads the source and
// compiles it.
//
static loadShader(gl, type, source) {
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
// Send the source to the shader object
@ -861,7 +1020,18 @@ $.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
return shader;
}
};
}
};
// $.WebGLDrawer.Filter = class{
// constructor(gl){
// this.gl = gl;
// }
// apply(){
// }
// };
}( OpenSeadragon ));

View File

@ -1,14 +1,13 @@
<!DOCTYPE html>
<html>
<head>
<title>OSD-ThreeJS</title>
<title>Drawer Comparison Demo</title>
<script type="text/javascript" src='../../build/openseadragon/openseadragon.js'></script>
<script type="text/javascript" src='../lib/jquery-1.9.1.min.js'></script>
<script type="text/javascript" src='../lib/jquery-ui-1.10.2/js/jquery-ui-1.10.2.min.js'></script>
<link rel="stylesheet" href="../lib/jquery-ui-1.10.2/css/smoothness/jquery-ui-1.10.2.min.css">
</script>
<script type="module" src="./webgl.js"></script>
<script type="module" src="./drawercomparison.js"></script>
<style type="text/css">
.content{
max-width:960px;
@ -62,7 +61,7 @@
<body>
<div class="content">
<h2>Compare behavior of <strong>Context2d</strong> and <strong>WebGL</strong> (via three.js) drawers</h2>
<h2>Compare behavior of <strong>Context2d</strong> and <strong>WebGL</strong> drawers</h2>
<div class="mirrored">
<div>
<h3>Context2d drawer (default in OSD &lt;= 4.1.0)</h3>

View File

@ -15,7 +15,7 @@ const labels = {
}
//Double viewer setup for comparison - Context2dDrawer and WebGLDrawer
// viewer1: context2d drawer
let viewer1 = window.viewer1 = OpenSeadragon({
id: "context2d",
prefixUrl: "../../build/openseadragon/images/",
@ -29,6 +29,7 @@ let viewer1 = window.viewer1 = OpenSeadragon({
blendTime:0
});
// viewer2: webgl drawer
let viewer2 = window.viewer2 = OpenSeadragon({
id: "webgl",
prefixUrl: "../../build/openseadragon/images/",
@ -39,9 +40,26 @@ let viewer2 = window.viewer2 = OpenSeadragon({
ajaxWithCredentials: false,
// maxImageCacheCount: 30,
drawer:'webgl',
blendTime:0
blendTime:0,
});
// viewer3: html drawer
var viewer3 = window.viewer3 = OpenSeadragon({
id: "htmldrawer",
drawer:'html',
blendTime:2,
prefixUrl: "../../build/openseadragon/images/",
minZoomImageRatio:0.01,
customDrawer: OpenSeadragon.HTMLDrawer,
tileSources: [sources['leaves'], sources['rainbow'], sources['duomo']],
sequenceMode: true,
crossOriginPolicy: 'Anonymous',
ajaxWithCredentials: false
});
// Sync navigation of viewer1 and viewer 2
var viewer1Leading = false;
var viewer2Leading = false;
@ -82,22 +100,6 @@ viewer1.addHandler('flip', viewer1Handler);
viewer2.addHandler('flip', viewer2Handler);
// Single viewer showing how to use plugin Drawer via configuration
// Also shows sequence mode
var viewer3 = window.viewer3 = OpenSeadragon({
id: "htmldrawer",
drawer:'html',
blendTime:2,
prefixUrl: "../../build/openseadragon/images/",
minZoomImageRatio:0.01,
customDrawer: OpenSeadragon.HTMLDrawer,
tileSources: [sources['leaves'], sources['rainbow'], sources['duomo']],
sequenceMode: true,
crossOriginPolicy: 'Anonymous',
ajaxWithCredentials: false
});
$('#image-picker').sortable({
update: function(event, ui){
let thisItem = ui.item.find('.toggle').data('item1');

1046
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@ -0,0 +1,105 @@
<!DOCTYPE html>
<html>
<head>
<title>WebGL Demo</title>
<script type="text/javascript" src='../../build/openseadragon/openseadragon.js'></script>
<script type="text/javascript" src='../lib/jquery-1.9.1.min.js'></script>
<script type="text/javascript" src='../lib/jquery-ui-1.10.2/js/jquery-ui-1.10.2.min.js'></script>
<link rel="stylesheet" href="../lib/jquery-ui-1.10.2/css/smoothness/jquery-ui-1.10.2.min.css">
<script type="text/javascript" src="./webgldemodrawer.js"></script>
<script type="module" src="./webglfiltering.js"></script>
<style type="text/css">
.content{
max-width:960px;
margin: 0 auto;
}
.side-by-side{
display:grid;
grid-template-columns:50% 50%;
gap: 2em;
}
.viewer-container {
/* width: 600px;
height: 400px; */
aspect-ratio: 4 / 3;
border: thin gray solid;
position:relative;
}
.example-code{
background-color:tan;
border: thin black solid;
padding:10px;
display:inline-block;
width:95%;
}
.description pre{
display:inline-block;
background-color:gainsboro;
padding:0;
margin:0;
}
.image-options{
display: grid;
grid-template-columns: 2em 9em 1fr;
padding:3px;
border: thin gray solid;
}
.option-grid{
display: grid;
grid-template-columns: 7em 7em 10em 10em 10em;
/* grid-template-columns: repeat(5, auto); */
}
.image-options input[type=number]{
width: 5em;
}
.image-options select{
width: 5em;
}
</style>
</head>
<body>
<div class="content">
<h2>WebGLDrawer demonstration</h2>
<div class="side-by-side">
<div>
<div id="webgl" class="viewer-container"></div>
</div>
</div>
<div id="image-picker">
<h3>Image options (drag and drop to re-order images)</h3>
</div>
<h2>Example code</h2>
<div>
<div>
<div class="description">
Drawer options are shown below.
</div>
<pre class="example-code">
let viewer = OpenSeadragon({
...
drawer: 'webgl',
drawerOptions: {
webgl: {
programs: [],
}
}
...
});
</pre>
</div>
<div id="htmldrawer" class="viewer-container"></div>
</div>
</div>
</body>
</html>

298
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const sources = {
"rainbow":"../data/testpattern.dzi",
"leaves":"../data/iiif_2_0_sizes/info.json",
"bblue":{
type:'image',
url: "../data/BBlue.png",
},
"duomo":"https://openseadragon.github.io/example-images/duomo/duomo.dzi",
}
const labels = {
rainbow: 'Rainbow Grid',
leaves: 'Leaves',
bblue: 'Blue B',
duomo: 'Duomo',
}
// viewer1: context2d drawer
let viewer1 = window.viewer1 = OpenSeadragon({
id: "webgl",
prefixUrl: "../../build/openseadragon/images/",
minZoomImageRatio:0.01,
maxZoomPixelRatio:100,
smoothTileEdgesMinZoom:1.1,
crossOriginPolicy: 'Anonymous',
ajaxWithCredentials: false,
// maxImageCacheCount: 30,
drawer:OpenSeadragon.WebGL2Drawer,
blendTime:0,
drawerOptions:{
webgl:{
programs:[makeRedFilter()],
}
}
});
setupImageControls();
class ColorChanelFilter {
constructor() {
this.red = 1;
this.blue = 1;
this.green = 1;
this.program = null;
}
createProgram(gl){
this.program = OpenSeadragon.WebGLDrawer.initShaderProgram(gl, this.getVertexShaderCode(), this.getFragmentShaderCode());
}
apply(gl, tiledImageTexture, tiledImage){
}
getVertexShaderCode(){
return `
attribute vec2 a_output_position;
attribute vec2 a_texture_position;
uniform mat3 u_matrix;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(u_matrix * vec3(a_output_position, 1), 1);
v_texCoord = a_texture_position;
}
`;
}
getFragmentShaderCode(){
return `
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
// the opacity multiplier for the image
uniform vec3 color_multiplier;
void main() {
gl_FragColor = texture2D(u_image, v_texCoord);
gl_FragColor *= vec4(color_multiplier, 1);
}
`;
}
}
function setupImageControls(){
$('#image-picker').sortable({
update: function(event, ui){
let thisItem = ui.item.find('.toggle').data('item1');
let items = $('#image-picker input.toggle:checked').toArray().map(item=>$(item).data('item1'));
let newIndex = items.indexOf(thisItem);
if(thisItem){
viewer1.world.setItemIndex(thisItem, newIndex);
}
}
});
Object.keys(sources).forEach((key, index)=>{
let element = makeImagePickerElement(key, labels[key])
$('#image-picker').append(element);
if(index === 0){
element.find('.toggle').prop('checked',true);
}
})
$('#image-picker input.toggle').on('change',function(){
let data = $(this).data();
if(this.checked){
addTileSource(viewer1, data.image, this);
} else {
if(data.item1){
viewer1.world.removeItem(data.item1);
$(this).data({item1: null});
}
}
}).trigger('change');
$('#image-picker input:not(.toggle)').on('change',function(){
let data = $(this).data();
let value = $(this).val();
let tiledImage1 = $(`#image-picker input.toggle[data-image=${data.image}]`).data('item1');
updateTiledImage(tiledImage1, data, value, this);
});
function updateTiledImage(tiledImage, data, value, item){
if(tiledImage){
//item = tiledImage
let field = data.field;
if(field == 'x'){
let bounds = tiledImage.getBoundsNoRotate();
let position = new OpenSeadragon.Point(Number(value), bounds.y);
tiledImage.setPosition(position);
} else if ( field == 'y'){
let bounds = tiledImage.getBoundsNoRotate();
let position = new OpenSeadragon.Point(bounds.x, Number(value));
tiledImage.setPosition(position);
} else if (field == 'width'){
tiledImage.setWidth(Number(value));
} else if (field == 'degrees'){
tiledImage.setRotation(Number(value));
} else if (field == 'opacity'){
tiledImage.setOpacity(Number(value));
} else if (field == 'flipped'){
tiledImage.setFlip($(item).prop('checked'));
} else if (field == 'cropped'){
if( $(item).prop('checked') ){
let croppingPolygons = [ [{x:200, y:200}, {x:800, y:200}, {x:500, y:800}] ];
tiledImage.setCroppingPolygons(croppingPolygons);
} else {
tiledImage.resetCroppingPolygons();
}
} else if (field == 'clipped'){
if( $(item).prop('checked') ){
let clipRect = new OpenSeadragon.Rect(2000, 0, 3000, 4000);
tiledImage.setClip(clipRect);
} else {
tiledImage.setClip(null);
}
}
else if (field == 'debug'){
if( $(item).prop('checked') ){
tiledImage.debugMode = true;
} else {
tiledImage.debugMode = false;
}
}
}
}
$('.image-options select[data-field=composite]').append(getCompositeOperationOptions()).on('change',function(){
let data = $(this).data();
let tiledImage1 = $(`#image-picker input.toggle[data-image=${data.image}]`).data('item1');
if(tiledImage1){
tiledImage1.setCompositeOperation(this.value == 'null' ? null : this.value);
}
let tiledImage2 = $(`#image-picker input.toggle[data-image=${data.image}]`).data('item2');
if(tiledImage2){
tiledImage2.setCompositeOperation(this.value == 'null' ? null : this.value);
}
}).trigger('change');
$('.image-options select[data-field=wrapping]').append(getWrappingOptions()).on('change',function(){
let data = $(this).data();
let tiledImage = $(`#image-picker input.toggle[data-image=${data.image}]`).data('item1');
if(tiledImage){
switch(this.value){
case "None": tiledImage.wrapHorizontal = tiledImage.wrapVertical = false; break;
case "Horizontal": tiledImage.wrapHorizontal = true; tiledImage.wrapVertical = false; break;
case "Vertical": tiledImage.wrapHorizontal = false; tiledImage.wrapVertical = true; break;
case "Both": tiledImage.wrapHorizontal = tiledImage.wrapVertical = true; break;
}
tiledImage.viewer.raiseEvent('opacity-change');//trigger a redraw for the webgl renderer. TODO: fix this hack.
}
tiledImage = $(`#image-picker input.toggle[data-image=${data.image}]`).data('item2');
if(tiledImage){
switch(this.value){
case "None": tiledImage.wrapHorizontal = tiledImage.wrapVertical = false; break;
case "Horizontal": tiledImage.wrapHorizontal = true; tiledImage.wrapVertical = false; break;
case "Vertical": tiledImage.wrapHorizontal = false; tiledImage.wrapVertical = true; break;
case "Both": tiledImage.wrapHorizontal = tiledImage.wrapVertical = true; break;
}
tiledImage.viewer.raiseEvent('opacity-change');//trigger a redraw for the webgl renderer. TODO: fix this hack.
}
}).trigger('change');
function getWrappingOptions(){
let opts = ['None', 'Horizontal', 'Vertical', 'Both'];
let elements = opts.map((opt, i)=>{
let el = $('<option>',{value:opt}).text(opt);
if(i===0){
el.attr('selected',true);
}
return el[0];
// $('.image-options select').append(el);
});
return $(elements);
}
function getCompositeOperationOptions(){
let opts = [null,'source-over','source-in','source-out','source-atop',
'destination-over','destination-in','destination-out','destination-atop',
'lighten','darken','copy','xor','multiply','screen','overlay','color-dodge',
'color-burn','hard-light','soft-light','difference','exclusion',
'hue','saturation','color','luminosity'];
let elements = opts.map((opt, i)=>{
let el = $('<option>',{value:opt}).text(opt);
if(i===0){
el.attr('selected',true);
}
return el[0];
// $('.image-options select').append(el);
});
return $(elements);
}
function addTileSource(viewer, image, checkbox){
let options = $(`#image-picker input[data-image=${image}][type=number]`).toArray().reduce((acc, input)=>{
let field = $(input).data('field');
if(field){
acc[field] = Number(input.value);
}
return acc;
}, {});
options.flipped = $(`#image-picker input[data-image=${image}][data-type=flipped]`).prop('checked');
let items = $('#image-picker input.toggle:checked').toArray();
let insertionIndex = items.indexOf(checkbox);
let tileSource = sources[image];
if(tileSource){
viewer&&viewer.addTiledImage({tileSource: tileSource, ...options, index: insertionIndex});
viewer&&viewer.world.addOnceHandler('add-item',function(ev){
let item = ev.item;
let field = viewer === viewer1 ? 'item1' : 'item2';
$(checkbox).data(field,item);
item.source.hasTransparency = ()=>true; //simulate image with transparency, to show seams in default renderer
});
}
}
function makeImagePickerElement(key, label){
return $(`<div class="image-options">
<span class="ui-icon ui-icon-arrowthick-2-n-s"></span>
<label><input type="checkbox" data-image="" class="toggle"> __title__</label>
<div class="option-grid">
<label>X: <input type="number" value="0" data-image="" data-field="x"> </label>
<label>Y: <input type="number" value="0" data-image="" data-field="y"> </label>
<label>Width: <input type="number" value="1" data-image="" data-field="width" min="0"> </label>
<label>Degrees: <input type="number" value="0" data-image="" data-field="degrees"> </label>
<label>Opacity: <input type="number" value="1" data-image="" data-field="opacity" min="0" max="1" step="0.2"> </label>
<label>Flipped: <input type="checkbox" data-image="" data-field="flipped"></label>
<label>Cropped: <input type="checkbox" data-image="" data-field="cropped"></label>
<label>Debug: <input type="checkbox" data-image="" data-field="debug"></label>
<label>Composite: <select data-image="" data-field="composite"></select></label>
<label>Wrapping: <select data-image="" data-field="wrapping"></select></label>
</div>
</div>`.replaceAll('data-image=""', `data-image="${key}"`).replace('__title__', label));
}
}