mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-24 06:06:09 +03:00
Removed date loader (will be handled by future OSD cache system). Attempt to use instanced rendering. Refactoring of the module.
This commit is contained in:
parent
31f9a71109
commit
cd9d340038
@ -70,7 +70,6 @@ module.exports = function(grunt) {
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//Aiosa's webgl drawer - needs optimization, polishing, trimming
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"src/webgl/renderer.js",
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"src/webgl/shaderLayer.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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@ -38,6 +38,12 @@ $.DrawerOptions = class DrawerOptions{
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constructor(options){}
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};
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/**
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* @typedef {Object} Point
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* @property {number} x
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* @property {number} y
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*/
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/**
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* @class DrawerBase
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* @memberof OpenSeadragon
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@ -297,7 +303,7 @@ $.DrawerBase = class DrawerBase{
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* @inner
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* Calculate width and height of the canvas based on viewport dimensions
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* and pixelDensityRatio
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* @returns {Dictionary} {x, y} size of the canvas
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* @returns {Point} {x, y} size of the canvas
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*/
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_calculateCanvasSize() {
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var pixelDensityRatio = $.pixelDensityRatio;
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@ -272,7 +272,8 @@ $.TileCache.prototype = {
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* @property {CanvasRenderingContext2D} context2D - The context that is being unloaded
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*/
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tiledImage.viewer.raiseEvent("image-unloaded", {
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context2D: context2D
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context2D: context2D,
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tile: tile
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});
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}
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@ -125,8 +125,11 @@ $.WebGLModule.IDataLoader = class {
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* @param id
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*/
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free(renderer, id) {
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this.unloadTexture(renderer, id, this.getLoaded(id));
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this.setUnloaded(id);
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const loaded = this.getLoaded(id);
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if (loaded) {
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this.unloadTexture(renderer, id, this.getLoaded(id));
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this.setUnloaded(id);
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}
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}
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/**
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@ -41,6 +41,7 @@
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* @param {Object} options - Options for this Drawer.
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* @param {OpenSeadragon.Viewer} options.viewer - The Viewer that owns this Drawer.
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* @param {OpenSeadragon.Viewport} options.viewport - Reference to Viewer viewport.
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* @param {boolean} options.twoPassRendering
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* @param {Element} options.element - Parent element.
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* @param {Number} [options.debugGridColor] - See debugGridColor in {@link OpenSeadragon.Options} for details.
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*/
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@ -49,10 +50,56 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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constructor(options){
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super(options);
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const gl = this.renderer.gl;
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this.maxTextureUnits = 4 || gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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this.maxDrawBufferUnits = gl.getParameter(gl.MAX_DRAW_BUFFERS);
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this._createSinglePassShader('TEXTURE_2D');
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const size = this._calculateCanvasSize();
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this.renderer.init(size.x, size.y);
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this._size = size;
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this.renderer.setDataBlendingEnabled(true);
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this.destroyed = false;
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this._textureMap = {};
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this._renderOffScreenBuffer = gl.createFramebuffer();
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this._renderOffScreenTextures = [];
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//batch rendering (artifacts)
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// this._tileTexturePositions = new Float32Array(this.maxTextureUnits * 8);
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// this._transformMatrices = new Float32Array(this.maxTextureUnits * 9);
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this.viewer.addHandler("resize", this._resizeRenderer.bind(this));
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// Add listeners for events that require modifying the scene or camera
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this.viewer.addHandler("tile-ready", this._tileReadyHandler.bind(this));
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this.viewer.addHandler("image-unloaded", this.renderer.freeData.bind(this.renderer));
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this.viewer.addHandler("image-unloaded", (e) => {
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const tileData = this._textureMap[e.tile.cacheKey];
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if (tileData.texture) {
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this.renderer.gl.deleteTexture(tileData.texture);
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delete this._textureMap[e.tile.cacheKey];
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}
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});
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this.viewer.world.addHandler("add-item", (e) => {
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let shader = e.item.source.shader;
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if (shader) {
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const targetIndex = this.renderer.getSpecificationsCount();
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if (this.renderer.addRenderingSpecifications(shader)) {
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shader._programIndexTarget = targetIndex;
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return;
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}
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} else {
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e.item.source.shader = shader = this.defaultRenderingSpecification;
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}
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//set default program: identity
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shader._programIndexTarget = 0;
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});
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this.viewer.world.addHandler("remove-item", (e) => {
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const tIndex = e.item.source.shader._programIndexTarget;
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if (tIndex > 0) {
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this.renderer.setRenderingSpecification(tIndex, null);
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}
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});
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}
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// Public API required by all Drawer implementations
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@ -64,6 +111,17 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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return;
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}
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//todo
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const gl = this.renderer.gl;
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this._renderOffScreenTextures.forEach(t => {
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if (t) {
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gl.deleteTexture(t);
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}
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});
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this._renderOffScreenTextures = [];
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if (this._renderOffScreenBuffer) {
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gl.deleteFramebuffer(this._renderOffScreenBuffer);
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}
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this.destroyed = true;
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}
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@ -94,8 +152,7 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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* @returns {Element} the canvas to draw into
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*/
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createDrawingElement(){
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const engine = new $.WebGLModule($.extend(this.options, {
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this.renderer = new $.WebGLModule($.extend(this.options, {
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uniqueId: "openseadragon",
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"2.0": {
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canvasOptions: {
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@ -103,51 +160,26 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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}
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}
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}));
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return this.renderer.canvas;
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}
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engine.addRenderingSpecifications({
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shaders: {
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renderShader: {
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type: "identity",
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dataReferences: [0],
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}
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enableStencilTest(enabled) {
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if (enabled) {
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if (!this._stencilTestEnabled) {
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const gl = this.renderer.gl;
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gl.enable(gl.STENCIL_TEST);
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gl.stencilMask(0xff);
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gl.stencilFunc(gl.GREATER, 1, 0xff);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
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this._stencilTestEnabled = true;
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}
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});
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engine.prepare();
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const size = this._calculateCanvasSize();
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engine.init(size.x, size.y);
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this.viewer.addHandler("resize", this._resizeRenderer.bind(this));
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this.renderer = engine;
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this.renderer.setDataBlendingEnabled(true);
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const gl = this.renderer.gl;
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// this._renderToTexture = gl.createTexture();
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// gl.activeTexture(gl.TEXTURE0);
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// gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
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// gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size.x, size.y, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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//
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// // set up the framebuffer for render-to-texture
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// this._glFrameBuffer = gl.createFramebuffer();
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// gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
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// gl.framebufferTexture2D(
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// gl.FRAMEBUFFER,
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// gl.COLOR_ATTACHMENT0, // attach texture as COLOR_ATTACHMENT0
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// gl.TEXTURE_2D, // attach a 2D texture
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// this._renderToTexture, // the texture to attach
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// 0
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// );
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// gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
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// gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._renderToTexture, 0);
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gl.enable(gl.STENCIL_TEST);
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gl.stencilMask(0xff);
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gl.stencilFunc(gl.GREATER, 1, 0xff);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
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return engine.canvas;
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} else {
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if (this._stencilTestEnabled) {
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this._stencilTestEnabled = false;
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const gl = this.renderer.gl;
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gl.disable(gl.STENCIL_TEST);
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}
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}
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}
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/**
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@ -155,6 +187,15 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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* @param {Array} tiledImages Array of TiledImage objects to draw
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*/
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draw(tiledImages){
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let twoPassRendering = this.options.twoPassRendering;
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if (!twoPassRendering) {
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for (const tiledImage of tiledImages) {
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if (tiledImage.blendTime > 0) {
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twoPassRendering = false; //todo set true, now we debug single pass
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}
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}
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}
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let viewport = {
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bounds: this.viewport.getBoundsNoRotate(true),
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center: this.viewport.getCenter(true),
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@ -162,20 +203,39 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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zoom: this.viewport.getZoom(true)
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};
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// let flipMultiplier = this.viewport.flipped ? -1 : 1;
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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, -2 / viewport.bounds.height);
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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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this._batchTextures = Array(this.maxTextureUnits);
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if (twoPassRendering) {
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this._resizeOffScreenTextures(0);
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this.enableStencilTest(true);
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this._drawTwoPass(tiledImages, viewport, viewMatrix);
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} else {
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this._resizeOffScreenTextures(tiledImages.length);
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this.enableStencilTest(false);
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this._drawSinglePass(tiledImages, viewport, viewMatrix);
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}
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}
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tiledImageViewportToImageZoom(tiledImage, viewportZoom) {
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var ratio = tiledImage._scaleSpring.current.value *
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tiledImage.viewport._containerInnerSize.x /
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tiledImage.source.dimensions.x;
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return ratio * viewportZoom;
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}
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_drawSinglePass(tiledImages, viewport, viewMatrix) {
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const gl = this.renderer.gl;
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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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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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//iterate over tiled images and draw each one using a two-pass rendering pipeline if needed
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for (const tiledImage of tiledImages) {
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let tilesToDraw = tiledImage.getTilesToDraw();
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@ -183,8 +243,145 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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continue;
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}
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//todo better access to the rendering context
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const shader = this.renderer.specification(0).shaders.renderShader._renderContext;
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shader.setBlendMode(tiledImage.index === 0 ?
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"source-over" : tiledImage.compositeOperation || this.viewer.compositeOperation);
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const sourceShader = tiledImage.source.shader;
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if (tiledImage.debugMode !== this.renderer.getCompiled("debug", sourceShader._programIndexTarget)) {
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this.buildOptions.debug = tiledImage.debugMode;
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//todo per image-level debug info :/
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this.renderer.buildProgram(sourceShader._programIndexTarget, null, true, this.buildOptions);
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}
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this.renderer.useProgram(sourceShader._programIndexTarget);
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gl.clear(gl.STENCIL_BUFFER_BIT);
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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 pixelSize = this.tiledImageViewportToImageZoom(tiledImage, viewport.zoom);
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//tile level opacity not supported with single pass rendering
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shader.opacity.set(tiledImage.opacity);
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//batch rendering (artifacts)
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//let batchSize = 0;
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// iterate over tiles and add data for each one to the buffers
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for (let tileIndex = tilesToDraw.length - 1; tileIndex >= 0; tileIndex--){
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const tile = tilesToDraw[tileIndex].tile;
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const matrix = this._getTileMatrix(tile, tiledImage, overallMatrix);
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const tileData = this._textureMap[tile.cacheKey];
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this.renderer.processData(tileData.texture, {
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transform: matrix,
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zoom: viewport.zoom,
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pixelSize: pixelSize,
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textureCoords: tileData.position,
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});
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//batch rendering (artifacts)
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// this._transformMatrices.set(matrix, batchSize * 9);
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// this._tileTexturePositions.set(tileData.position, batchSize * 8);
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// this._batchTextures[batchSize] = tileData.texture;
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// batchSize++;
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// if (batchSize === this.maxTextureUnits) {
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// console.log("tiles inside", this._tileTexturePositions);
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// this.renderer.processData(this._batchTextures, {
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// transform: this._transformMatrices,
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// zoom: viewport.zoom,
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// pixelSize: pixelSize,
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// textureCoords: this._tileTexturePositions,
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// instanceCount: batchSize
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// });
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// batchSize = 0;
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// }
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}
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//batch rendering (artifacts)
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// if (batchSize > 0) {
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// console.log("tiles outside", this._tileTexturePositions);
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//
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// //todo possibly zero out unused, or limit drawing size
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// this.renderer.processData(this._batchTextures, {
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// transform: this._transformMatrices,
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// zoom: viewport.zoom,
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// pixelSize: pixelSize,
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// textureCoords: this._tileTexturePositions,
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// instanceCount: batchSize
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// });
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// }
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// Fire tiled-image-drawn event.
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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
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* for webgl drawer.
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*
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* @event tiled-image-drawn
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* @memberof OpenSeadragon.Viewer
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* @type {object}
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* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
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* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
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* @property {Array} tiles - An array of Tile objects that were drawn.
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* @property {?Object} userData - Arbitrary subscriber-defined object.
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*/
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this.viewer.raiseEvent( 'tiled-image-drawn', {
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tiledImage: tiledImage,
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tiles: tilesToDraw.map(info => info.tile),
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});
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}
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}
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}
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_drawTwoPass(tiledImages, viewport, viewMatrix) {
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const gl = this.renderer.gl;
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gl.clear(gl.COLOR_BUFFER_BIT);
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let drawnItems = 0;
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for (const tiledImage of tiledImages) {
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let tilesToDraw = tiledImage.getTilesToDraw();
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if (tilesToDraw.length === 0) {
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continue;
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}
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//second pass first: check whether next render won't overflow batch size
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//todo better access to the rendering context
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const shader = this.renderer.specification(0).shaders.renderShader._renderContext;
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shader.setBlendMode(tiledImage.index === 0 ?
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"source-over" : tiledImage.compositeOperation || this.viewer.compositeOperation);
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// const willDraw = drawnItems + shader.dataReferences.length;
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// if (willDraw > this.maxTextureUnits) {
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// //merge to the output screen
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// this._bindOffScreenTexture(-1);
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//
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// //todo
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//
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// drawnItems = 0;
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// }
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this.renderer.useProgram(0); //todo use program based on texture used, e.g. drawing multi output
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this._bindOffScreenTexture(drawnItems);
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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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@ -199,21 +396,20 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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overallMatrix = viewMatrix.multiply(localMatrix);
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}
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//todo better access to the rendering context
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const shader = this.renderer.specification(0).shaders.renderShader._renderContext;
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// iterate over tiles and add data for each one to the buffers
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for (let tileIndex = tilesToDraw.length - 1; tileIndex >= 0; tileIndex--){
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const tile = tilesToDraw[tileIndex].tile;
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const matrix = this._getTileMatrix(tile, tiledImage, overallMatrix);
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shader.opacity.set(tile.opacity * tiledImage.opacity);
|
||||
const tileData = this._textureMap[tile.cacheKey];
|
||||
|
||||
//todo pixelSize value (not yet memoized)
|
||||
this.renderer.processData(tile.cacheKey, {
|
||||
this.renderer.processData(tileData.texture, {
|
||||
transform: matrix,
|
||||
zoom: viewport.zoom,
|
||||
pixelSize: 0
|
||||
pixelSize: 0,
|
||||
textureCoords: tileData.position
|
||||
});
|
||||
}
|
||||
|
||||
@ -240,6 +436,54 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
|
||||
}
|
||||
}
|
||||
|
||||
//single pass shaders are built-in shaders compiled from JSON
|
||||
_createSinglePassShader(textureType) {
|
||||
this.defaultRenderingSpecification = {
|
||||
shaders: {
|
||||
renderShader: {
|
||||
type: "identity",
|
||||
dataReferences: [0],
|
||||
}
|
||||
}
|
||||
};
|
||||
this.buildOptions = {
|
||||
textureType: textureType,
|
||||
//batch rendering (artifacts)
|
||||
//instanceCount: this.maxTextureUnits,
|
||||
debug: false
|
||||
};
|
||||
const index = this.renderer.getSpecificationsCount();
|
||||
this.renderer.addRenderingSpecifications(this.defaultRenderingSpecification);
|
||||
this.renderer.buildProgram(index, null, true, this.buildOptions);
|
||||
}
|
||||
|
||||
//two pass shaders are special
|
||||
_createTwoPassShaderForFirstPass(textureType) {
|
||||
//custom program for two pass processing
|
||||
const gl = this.renderer.gl;
|
||||
const program = gl.createProgram();
|
||||
|
||||
//works only in version dependent matter!
|
||||
const glContext = this.renderer.webglContext;
|
||||
const options = {
|
||||
textureType: textureType
|
||||
};
|
||||
|
||||
glContext.compileVertexShader(program, `
|
||||
uniform mat3 transform_matrix;
|
||||
const vec3 quad[4] = vec3[4] (
|
||||
vec3(0.0, 1.0, 1.0),
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
vec3(1.0, 1.0, 1.0),
|
||||
vec3(1.0, 0.0, 1.0)
|
||||
);`, `
|
||||
gl_Position = vec4(transform_matrix * quad[gl_VertexID], 1);`, options);
|
||||
glContext.compileFragmentShader(program, `
|
||||
uniform int texture_location;`, `
|
||||
blend(osd_texture(texture_location, osd_texture_coords), 0, false)`, options);
|
||||
return program;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the context2d imageSmoothingEnabled parameter
|
||||
* @param {Boolean} enabled
|
||||
@ -253,11 +497,12 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
|
||||
// private
|
||||
_getTileMatrix(tile, tiledImage, viewMatrix){
|
||||
// compute offsets that account for tile overlap; needed for calculating the transform matrix appropriately
|
||||
// x, y, w, h in viewport coords
|
||||
|
||||
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 + (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);
|
||||
@ -288,19 +533,116 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
|
||||
_resizeRenderer(){
|
||||
const size = this._calculateCanvasSize();
|
||||
this.renderer.setDimensions(0, 0, size.x, size.y);
|
||||
this._size = size;
|
||||
}
|
||||
|
||||
_imageUnloadedHandler(event){
|
||||
this.renderer.freeData(event.tile.cacheKey);
|
||||
_bindOffScreenTexture(index) {
|
||||
const gl = this.renderer.gl;
|
||||
if (index < 0) {
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
} else {
|
||||
let texture = this._renderOffScreenTextures[index];
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this._renderOffScreenBuffer);
|
||||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
||||
}
|
||||
}
|
||||
|
||||
_resizeOffScreenTextures(count) {
|
||||
//create at most count textures, with max texturing units constraint
|
||||
const gl = this.renderer.gl;
|
||||
|
||||
count = Math.min(count, this.maxTextureUnits);
|
||||
|
||||
if (count > 0) {
|
||||
//append or reinitialize textures
|
||||
const rebuildStartIndex =
|
||||
this._renderBufferSize === this._size ?
|
||||
this._renderOffScreenTextures.length : 0;
|
||||
|
||||
let i;
|
||||
for (i = rebuildStartIndex; i < count; i++) {
|
||||
let texture = this._renderOffScreenTextures[i];
|
||||
if (!texture) {
|
||||
this._renderOffScreenTextures[i] = texture = gl.createTexture();
|
||||
}
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8,
|
||||
this._size.x, this._size.y, 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.MIRRORED_REPEAT);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
|
||||
}
|
||||
|
||||
//destroy any textures that we don't need todo maybe just keep dont bother?
|
||||
for (let j = this._renderOffScreenTextures.length - 1; j >= i; j--) {
|
||||
let texture = this._renderOffScreenTextures.pop();
|
||||
gl.deleteTexture(texture);
|
||||
}
|
||||
|
||||
this._renderBufferSize = this._size;
|
||||
return count;
|
||||
}
|
||||
//just leave the textures be, freeing consumes time
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
_tileReadyHandler(event){
|
||||
//todo tile overlap
|
||||
let tile = event.tile;
|
||||
//todo fix cache system and then this line
|
||||
//access by default raw tile data, and only access canvas if not cache set
|
||||
let tiledImage = event.tiledImage;
|
||||
if (this._textureMap[tile.cacheKey]) {
|
||||
return;
|
||||
}
|
||||
|
||||
let position,
|
||||
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 = new Float32Array([
|
||||
left, bottom,
|
||||
left, top,
|
||||
right, bottom,
|
||||
right, top
|
||||
]);
|
||||
} else {
|
||||
// no overlap: this texture can use the unit quad as it's position data
|
||||
position = new Float32Array([
|
||||
0, 1,
|
||||
0, 0,
|
||||
1, 1,
|
||||
1, 0
|
||||
]);
|
||||
}
|
||||
|
||||
//todo rewrite with new cache api, support data arrays
|
||||
let data = tile.cacheImageRecord ? tile.cacheImageRecord.getData() : tile.getCanvasContext().canvas;
|
||||
this.renderer.loadData(tile.cacheKey, data, tile.sourceBounds.width, tile.sourceBounds.height);
|
||||
|
||||
const options = this.renderer.webglContext.options;
|
||||
const gl = this.renderer.gl;
|
||||
const texture = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, options.wrap);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, options.wrap);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, options.minFilter);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, options.magFilter);
|
||||
gl.texImage2D(gl.TEXTURE_2D,
|
||||
0,
|
||||
gl.RGBA,
|
||||
gl.RGBA,
|
||||
gl.UNSIGNED_BYTE,
|
||||
data);
|
||||
this._textureMap[tile.cacheKey] = {
|
||||
texture: texture,
|
||||
position: position,
|
||||
};
|
||||
}
|
||||
|
||||
_calculateOverlapFraction(tile, tiledImage){
|
||||
|
@ -1,34 +1,36 @@
|
||||
(function($) {
|
||||
/**
|
||||
* Identity shader
|
||||
*
|
||||
* data reference must contain one index to the data to render using identity
|
||||
*/
|
||||
$.WebGLModule.IdentityLayer = class extends $.WebGLModule.ShaderLayer {
|
||||
/**
|
||||
* Identity shader
|
||||
*
|
||||
* data reference must contain one index to the data to render using identity
|
||||
*/
|
||||
$.WebGLModule.IdentityLayer = class extends $.WebGLModule.ShaderLayer {
|
||||
|
||||
static type() {
|
||||
return "identity";
|
||||
}
|
||||
static type() {
|
||||
return "identity";
|
||||
}
|
||||
|
||||
static name() {
|
||||
return "Identity";
|
||||
}
|
||||
static name() {
|
||||
return "Identity";
|
||||
}
|
||||
|
||||
static description() {
|
||||
return "shows the data AS-IS";
|
||||
}
|
||||
static description() {
|
||||
return "shows the data AS-IS";
|
||||
}
|
||||
|
||||
static sources() {
|
||||
return [{
|
||||
acceptsChannelCount: (x) => x === 4,
|
||||
description: "4d texture to render AS-IS"
|
||||
}];
|
||||
}
|
||||
static sources() {
|
||||
return [{
|
||||
acceptsChannelCount: (x) => x === 4,
|
||||
description: "4d texture to render AS-IS"
|
||||
}];
|
||||
}
|
||||
|
||||
getFragmentShaderExecution() {
|
||||
return `return ${this.sampleChannel("tile_texture_coords")};`;
|
||||
}
|
||||
};
|
||||
getFragmentShaderExecution() {
|
||||
return `return ${this.sampleChannel("osd_texture_coords")};`;
|
||||
//return `return vec4(osd_texture_coords, .0, 1.0);`;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
//todo why cannot be inside object :/
|
||||
$.WebGLModule.IdentityLayer.defaultControls["use_channel0"] = {
|
||||
|
@ -12,8 +12,8 @@
|
||||
$.WebGLModule = class extends $.EventSource {
|
||||
/**
|
||||
* @typedef {{
|
||||
* name: string,
|
||||
* lossless: boolean,
|
||||
* name?: string,
|
||||
* lossless?: boolean,
|
||||
* shaders: Object.<string, OpenSeadragon.WebGLModule.ShaderLayerConfig>
|
||||
* }} OpenSeadragon.WebGLModule.RenderingConfig
|
||||
*
|
||||
@ -26,11 +26,11 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @type {{TUseChannel,TUseFilter,TIControlConfig}}
|
||||
*
|
||||
* @typedef {{
|
||||
* name: string,
|
||||
* name?: string,
|
||||
* type: string,
|
||||
* visible: boolean,
|
||||
* visible?: boolean,
|
||||
* dataReferences: number[],
|
||||
* params: OpenSeadragon.WebGLModule.ShaderLayerParams
|
||||
* params?: OpenSeadragon.WebGLModule.ShaderLayerParams,
|
||||
* }} OpenSeadragon.WebGLModule.ShaderLayerConfig
|
||||
*
|
||||
*
|
||||
@ -53,8 +53,6 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @param {boolean} incomingOptions.debug debug mode default false
|
||||
* @param {function} incomingOptions.ready function called when ready
|
||||
* @param {function} incomingOptions.resetCallback function called when user input changed, e.g. changed output of the current rendering
|
||||
* @param {function} incomingOptions.visualisationInUse function called when a specification is initialized and run
|
||||
* @param {function} incomingOptions.visualisationChanged function called when a visualization swap is performed:
|
||||
* signature f({Visualization} oldVisualisation,{Visualization} newVisualisation)
|
||||
* @constructor
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
@ -77,9 +75,6 @@ $.WebGLModule = class extends $.EventSource {
|
||||
this.resetCallback = function() { };
|
||||
//called once a visualisation is compiled and linked (might not happen)
|
||||
this.visualisationReady = function(i, visualisation) { };
|
||||
//called once a visualisation is switched to (including first run)
|
||||
this.visualisationInUse = function(visualisation) { };
|
||||
this.visualisationChanged = function(oldVis, newVis) { };
|
||||
|
||||
/**
|
||||
* Debug mode.
|
||||
@ -110,7 +105,7 @@ $.WebGLModule = class extends $.EventSource {
|
||||
|
||||
/**
|
||||
* WebGL context
|
||||
* @member {WebGLRenderingContextBase}
|
||||
* @member {WebGLRenderingContext|WebGL2RenderingContext}
|
||||
*/
|
||||
this.gl = null;
|
||||
|
||||
@ -141,13 +136,11 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @param {string} options.wrap texture wrap parameteri
|
||||
* @param {string} options.magFilter texture filter parameteri
|
||||
* @param {string} options.minFilter texture filter parameteri
|
||||
* @param {string|WebGLModule.IDataLoader} options.dataLoader class name or implementation of a given loader
|
||||
*/
|
||||
const options = {
|
||||
wrap: readGlProp("wrap", "MIRRORED_REPEAT"),
|
||||
magFilter: readGlProp("magFilter", "LINEAR"),
|
||||
minFilter: readGlProp("minFilter", "LINEAR"),
|
||||
dataLoader: contextOpts.dataLoader || "TEXTURE_2D"
|
||||
};
|
||||
this.webglContext = new Context(this, glContext, options);
|
||||
}
|
||||
@ -159,10 +152,10 @@ $.WebGLModule = class extends $.EventSource {
|
||||
*/
|
||||
this.raiseEvent('fatal-error', {message: "Unable to initialize the WebGL renderer.",
|
||||
details: e});
|
||||
console.error(e);
|
||||
$.console.error(e);
|
||||
return;
|
||||
}
|
||||
console.log(`WebGL ${this.webglContext.getVersion()} Rendering module (ID ${this.uniqueId})`);
|
||||
$.console.log(`WebGL ${this.webglContext.getVersion()} Rendering module (ID ${this.uniqueId})`);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -171,28 +164,18 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
reset() {
|
||||
this._unloadCurrentProgram();
|
||||
this._programConfigurations = [];
|
||||
if (this._programs) {
|
||||
Object.values(this._programs).forEach(p => this._unloadProgram(p));
|
||||
}
|
||||
this._programSpecifications = [];
|
||||
this._dataSources = [];
|
||||
this._shaderDataIndexToGlobalDataIndex = [];
|
||||
this._origDataSources = [];
|
||||
this._programs = {};
|
||||
this._program = -1;
|
||||
this._prepared = false;
|
||||
this.running = false;
|
||||
this._initialized = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if prepare() was called.
|
||||
* @return {boolean}
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
get isPrepared() {
|
||||
return this._prepared;
|
||||
}
|
||||
|
||||
/**
|
||||
* WebGL target canvas
|
||||
* @return {HTMLCanvasElement}
|
||||
@ -236,50 +219,108 @@ $.WebGLModule = class extends $.EventSource {
|
||||
this.gl.viewport(x, y, width, height);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
getCompiled(name, programIndex = this._program) {
|
||||
return this.webglContext.getCompiled(this._programs[programIndex], name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set program shaders. Vertex shader is set by default a square.
|
||||
* @param {RenderingConfig} configurations - objects that define the what to render (see Readme)
|
||||
* @param {RenderingConfig} specifications - objects that define the what to render (see Readme)
|
||||
* @return {boolean} true if loaded successfully
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
addRenderingSpecifications(...configurations) {
|
||||
if (this._prepared) {
|
||||
console.error("New specification cannot be introduced after the visualiser was prepared.");
|
||||
return false;
|
||||
}
|
||||
for (let config of configurations) {
|
||||
if (!config.shaders) {
|
||||
console.warn("Invalid visualization: no shaders defined", config);
|
||||
continue;
|
||||
addRenderingSpecifications(...specifications) {
|
||||
for (let spec of specifications) {
|
||||
const parsed = this._parseSpec(spec);
|
||||
if (parsed) {
|
||||
this._programSpecifications.push(parsed);
|
||||
}
|
||||
|
||||
let count = 0;
|
||||
for (let sid in config.shaders) {
|
||||
const shader = config.shaders[sid];
|
||||
if (!shader.params) {
|
||||
shader.params = {};
|
||||
}
|
||||
count++;
|
||||
}
|
||||
|
||||
if (count < 0) {
|
||||
console.warn("Invalid configualization: no shader configuration present!", config);
|
||||
continue;
|
||||
}
|
||||
this._programConfigurations.push(config);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
setRenderingSpecification(i, spec) {
|
||||
if (!spec) {
|
||||
const program = this._programs[i];
|
||||
if (program) {
|
||||
this._unloadProgram();
|
||||
}
|
||||
delete this._programs[i];
|
||||
delete this._programSpecifications[i];
|
||||
this.getCurrentProgramIndex();
|
||||
return true;
|
||||
} else {
|
||||
const parsed = this._parseSpec(spec);
|
||||
if (parsed) {
|
||||
this._programSpecifications[i] = parsed;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
_parseSpec(spec) {
|
||||
if (!spec.shaders) {
|
||||
$.console.warn("Invalid visualization: no shaders defined", spec);
|
||||
return undefined;
|
||||
}
|
||||
|
||||
let count = 0;
|
||||
for (let sid in spec.shaders) {
|
||||
const shader = spec.shaders[sid];
|
||||
if (!shader.params) {
|
||||
shader.params = {};
|
||||
}
|
||||
count++;
|
||||
}
|
||||
|
||||
if (count < 0) {
|
||||
$.console.warn("Invalid rendering specs: no shader configuration present!", spec);
|
||||
return undefined;
|
||||
}
|
||||
return spec;
|
||||
}
|
||||
|
||||
/**
|
||||
* Runs a callback on each specification
|
||||
* @param {function} call callback to perform on each specification (its object given as the only parameter)
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*
|
||||
* @param i
|
||||
* @param order
|
||||
* @param force
|
||||
* @param {object} options
|
||||
* @param {boolean} options.withHtml whether html should be also created (false if no UI controls are desired)
|
||||
* @param {string} options.textureType id of texture to be used, supported are TEXTURE_2D, TEXTURE_2D_ARRAY, TEXTURE_3D
|
||||
* @param {string} options.instanceCount number of instances to draw at once
|
||||
* @param {boolean} options.debug draw debugging info
|
||||
* @return {boolean}
|
||||
*/
|
||||
foreachRenderingSpecification(call) {
|
||||
this._programConfigurations.forEach(vis => call(vis));
|
||||
buildProgram(i, order, force, options) {
|
||||
let vis = this._programSpecifications[i];
|
||||
|
||||
if (!vis) {
|
||||
$.console.error("Invalid rendering program target!", i);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (order) {
|
||||
vis.order = order;
|
||||
}
|
||||
|
||||
let program = this._programs && this._programs[i];
|
||||
force = force || (program && !program['VERTEX_SHADER']);
|
||||
if (force) {
|
||||
this._unloadProgram(program);
|
||||
this._specificationToProgram(vis, i, options);
|
||||
|
||||
if (i === this._program) {
|
||||
this._forceSwitchShader(this._program);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -289,15 +330,11 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
rebuildSpecification(order = undefined) {
|
||||
let vis = this._programConfigurations[this._program];
|
||||
|
||||
if (order) {
|
||||
vis.order = order;
|
||||
rebuildCurrentProgram(order = undefined) {
|
||||
const program = this._programs[this._program];
|
||||
if (this.buildProgram(this._program, order, true, program && program._osdOptions)) {
|
||||
this._forceSwitchShader(this._program);
|
||||
}
|
||||
this._unloadCurrentProgram();
|
||||
this._specificationToProgram(vis, this._program);
|
||||
this._forceSwitchShader(this._program);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -307,7 +344,7 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
specification(index) {
|
||||
return this._programConfigurations[Math.min(index, this._programConfigurations.length - 1)];
|
||||
return this._programSpecifications[index];
|
||||
}
|
||||
|
||||
/**
|
||||
@ -328,17 +365,25 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
useSpecification(i) {
|
||||
useProgram(i) {
|
||||
if (!this._initialized) {
|
||||
console.warn("$.WebGLModule::useSpecification(): not initialized.");
|
||||
$.console.warn("$.WebGLModule::useSpecification(): not initialized.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._program === i) {
|
||||
return;
|
||||
}
|
||||
let oldIndex = this._program;
|
||||
this._forceSwitchShader(i);
|
||||
this.visualisationChanged(this._programConfigurations[oldIndex], this._programConfigurations[i]);
|
||||
}
|
||||
|
||||
useCustomProgram(program) {
|
||||
this._program = -1;
|
||||
this.webglContext.programLoaded(program, null);
|
||||
}
|
||||
|
||||
getSpecificationsCount() {
|
||||
return this._programSpecifications.length;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -347,59 +392,55 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @memberOf WebGLModule
|
||||
*/
|
||||
getSources() {
|
||||
//return this._programConfigurations[this._program].dziExtendedUrl;
|
||||
return this._dataSources;
|
||||
}
|
||||
|
||||
/**
|
||||
* Supported: 'wrap', 'minFilter', 'magFilter'
|
||||
* @param {string} name WebGL name of the parameter
|
||||
* @param {GLuint} value
|
||||
* Set data srouces
|
||||
*/
|
||||
setTextureParam(name, value) {
|
||||
this.webglContext.texture.setTextureParam(name, value);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param id
|
||||
* @param data
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
loadData(id, data, width, height) {
|
||||
this.webglContext.texture.load(this, id, data, width, height);
|
||||
setSources(sources) {
|
||||
if (!this._initialized) {
|
||||
$.console.warn("$.WebGLModule::useSpecification(): not initialized.");
|
||||
return;
|
||||
}
|
||||
this._origDataSources = sources || [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders data using WebGL
|
||||
* @param {string} id used in loadImage()
|
||||
* @param {GLuint|[GLuint]} texture or texture array for instanced drawing
|
||||
*
|
||||
* @param {object} tileOpts
|
||||
* @param {number} tileOpts.zoom value passed to the shaders as zoom_level
|
||||
* @param {number} tileOpts.pixelSize value passed to the shaders as pixel_size_in_fragments
|
||||
* @param {OpenSeadragon.Mat3} tileOpts.transform position of the rendered tile
|
||||
* @param {OpenSeadragon.Mat3|[OpenSeadragon.Mat3]} tileOpts.transform position transform
|
||||
* matrix or flat matrix array (instance drawing)
|
||||
* @param {number?} tileOpts.instanceCount how many instances to draw in case instanced drawing is enabled
|
||||
*
|
||||
* @instance
|
||||
* @memberOf WebGLModule
|
||||
*/
|
||||
processData(id, tileOpts) {
|
||||
this.webglContext.programUsed(
|
||||
this.program,
|
||||
this._programConfigurations[this._program],
|
||||
id,
|
||||
tileOpts
|
||||
);
|
||||
processData(texture, tileOpts) {
|
||||
const spec = this._programSpecifications[this._program];
|
||||
if (!spec) {
|
||||
$.console.error("Cannot render using invalid specification: did you call useCustomProgram?", this._program);
|
||||
} else {
|
||||
this.webglContext.programUsed(this.program, spec, texture, tileOpts);
|
||||
// if (this.debug) {
|
||||
// //todo
|
||||
// this._renderDebugIO(data, result);
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
processCustomData(texture, tileOpts) {
|
||||
this.webglContext.programUsed(this.program, null, texture, tileOpts);
|
||||
// if (this.debug) {
|
||||
// //todo
|
||||
// this._renderDebugIO(data, result);
|
||||
// }
|
||||
}
|
||||
|
||||
freeData(id) {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the output canvas
|
||||
*/
|
||||
@ -431,9 +472,12 @@ $.WebGLModule = class extends $.EventSource {
|
||||
static eachValidShaderLayer(vis, callback,
|
||||
onFail = (layer, e) => {
|
||||
layer.error = e.message;
|
||||
console.error(e);
|
||||
$.console.error(e);
|
||||
}) {
|
||||
let shaders = vis.shaders;
|
||||
if (!shaders) {
|
||||
return true;
|
||||
}
|
||||
let noError = true;
|
||||
for (let key in shaders) {
|
||||
let shader = shaders[key];
|
||||
@ -466,10 +510,13 @@ $.WebGLModule = class extends $.EventSource {
|
||||
static eachVisibleShaderLayer(vis, callback,
|
||||
onFail = (layer, e) => {
|
||||
layer.error = e.message;
|
||||
console.error(e);
|
||||
$.console.error(e);
|
||||
}) {
|
||||
|
||||
let shaders = vis.shaders;
|
||||
if (!shaders) {
|
||||
return true;
|
||||
}
|
||||
let noError = true;
|
||||
for (let key in shaders) {
|
||||
//rendering == true means no error
|
||||
@ -499,7 +546,7 @@ $.WebGLModule = class extends $.EventSource {
|
||||
* @return {number} program index
|
||||
*/
|
||||
getCurrentProgramIndex() {
|
||||
if (this._program < 0 || this._program >= this._programConfigurations.length) {
|
||||
if (this._program < 0 || this._program >= this._programSpecifications.length) {
|
||||
this._program = 0;
|
||||
}
|
||||
return this._program;
|
||||
@ -516,36 +563,21 @@ $.WebGLModule = class extends $.EventSource {
|
||||
}
|
||||
|
||||
/**
|
||||
* For easy initialization, do both in once call.
|
||||
* For separate initialization (prepare|init), see functions below.
|
||||
* @param {string[]|undefined} dataSources a list of data identifiers available to the specifications
|
||||
* - specification configurations should not reference data not present in this array
|
||||
* - the module gives you current list of required subset of this list for particular active visualization goal
|
||||
* @param width initialization width
|
||||
* @param height initialization height
|
||||
*/
|
||||
prepareAndInit(dataSources = undefined, width = 1, height = 1) {
|
||||
this.prepare(dataSources);
|
||||
this.init(width, height);
|
||||
}
|
||||
|
||||
/**
|
||||
* Prepares the WebGL wrapper for being initialized. It is separated from
|
||||
* initialization as this must be finished before OSD is ready (we must be ready to draw when the data comes).
|
||||
* The idea is to open the protocol for OSD in onPrepared.
|
||||
* Shaders are fetched from `specification.url` parameter.
|
||||
* Initialization. It is separated from preparation as this actually initiates the rendering,
|
||||
* sometimes this can happen only when other things are ready. Must be performed after
|
||||
* all the prepare() strategy finished: e.g. as onPrepared. Or use prepareAndInit();
|
||||
*
|
||||
* @param {string[]|undefined} dataSources id's of data such that server can understand which image to send (usually paths)
|
||||
* @param {number} visIndex index of the initial specification
|
||||
* @param {int} width width of the first tile going to be drawn
|
||||
* @param {int} height height of the first tile going to be drawn
|
||||
* @param firstProgram
|
||||
*/
|
||||
prepare(dataSources = undefined, visIndex = 0) {
|
||||
if (this._prepared) {
|
||||
console.error("Already prepared!");
|
||||
init(width = 1, height = 1, firstProgram = 0) {
|
||||
if (this._initialized) {
|
||||
$.console.error("Already initialized!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._programConfigurations.length < 1) {
|
||||
console.error("No specification specified!");
|
||||
if (this._programSpecifications.length < 1) {
|
||||
$.console.error("No specification specified!");
|
||||
/**
|
||||
* @event fatal-error
|
||||
*/
|
||||
@ -553,35 +585,12 @@ $.WebGLModule = class extends $.EventSource {
|
||||
details: "::prepare() called with no specification set."});
|
||||
return;
|
||||
}
|
||||
this._origDataSources = dataSources || [];
|
||||
this._program = visIndex;
|
||||
this._program = firstProgram;
|
||||
this.getCurrentProgramIndex(); //validates index
|
||||
|
||||
this._prepared = true;
|
||||
this.getCurrentProgramIndex(); //resets index
|
||||
this._specificationToProgram(this._programConfigurations[this._program], this._program);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialization. It is separated from preparation as this actually initiates the rendering,
|
||||
* sometimes this can happen only when other things are ready. Must be performed after
|
||||
* all the prepare() strategy finished: e.g. as onPrepared. Or use prepareAndInit();
|
||||
*
|
||||
* @param {int} width width of the first tile going to be drawn
|
||||
* @param {int} height height of the first tile going to be drawn
|
||||
*/
|
||||
init(width = 1, height = 1) {
|
||||
if (!this._prepared) {
|
||||
console.error("The viaGL was not yet prepared. Call prepare() before init()!");
|
||||
return;
|
||||
}
|
||||
if (this._initialized) {
|
||||
console.error("Already initialized!");
|
||||
return;
|
||||
}
|
||||
this._initialized = true;
|
||||
this.setDimensions(width, height);
|
||||
|
||||
|
||||
//todo rotate anticlockwise to cull backfaces
|
||||
this.gl.enable(this.gl.CULL_FACE);
|
||||
this.gl.cullFace(this.gl.FRONT);
|
||||
@ -604,23 +613,6 @@ $.WebGLModule = class extends $.EventSource {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Supported are two modes: show and blend
|
||||
* show is the default option, stacking layers by generalized alpha blending
|
||||
* blend is a custom alternative, default is a mask (remove background where foreground.a > 0.001)
|
||||
*
|
||||
* vec4 my_blend(vec4 foreground, vec4 background) {
|
||||
* <<code>> //here goes your blending code
|
||||
* }
|
||||
*
|
||||
* @param code GLSL code to blend - must return vec4() and can use
|
||||
* two variables: background, foreground
|
||||
*/
|
||||
setLayerBlending(code) {
|
||||
this.webglContext.setBlendEquation(code);
|
||||
this.rebuildSpecification();
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
///////////// YOU PROBABLY DON'T WANT TO READ/CHANGE FUNCTIONS BELOW
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
@ -659,16 +651,14 @@ $.WebGLModule = class extends $.EventSource {
|
||||
i = this._program;
|
||||
}
|
||||
|
||||
if (i >= this._programConfigurations.length) {
|
||||
console.error("Invalid specification index ", i, "trying to use index 0...");
|
||||
if (i === 0) {
|
||||
return;
|
||||
}
|
||||
i = 0;
|
||||
let target = this._programSpecifications[i];
|
||||
if (!target) {
|
||||
$.console.error("Invalid rendering target index!", i);
|
||||
return;
|
||||
}
|
||||
|
||||
let target = this._programConfigurations[i];
|
||||
if (!this._programs[i]) {
|
||||
const program = this._programs[i];
|
||||
if (!program) {
|
||||
this._specificationToProgram(target, i);
|
||||
} else if (i !== this._program) {
|
||||
this._updateRequiredDataSources(target);
|
||||
@ -677,11 +667,11 @@ $.WebGLModule = class extends $.EventSource {
|
||||
this._program = i;
|
||||
if (target.error) {
|
||||
if (this.supportsHtmlControls()) {
|
||||
this._loadHtml(i, this._program);
|
||||
this._loadHtml(i, program);
|
||||
}
|
||||
this._loadScript(i, this._program);
|
||||
this._loadScript(i);
|
||||
this.running = false;
|
||||
if (this._programConfigurations.length < 2) {
|
||||
if (this._programSpecifications.length < 2) {
|
||||
/**
|
||||
* @event fatal-error
|
||||
*/
|
||||
@ -695,22 +685,21 @@ $.WebGLModule = class extends $.EventSource {
|
||||
} else {
|
||||
this.running = true;
|
||||
if (this.supportsHtmlControls()) {
|
||||
this._loadHtml(i, this._program);
|
||||
this._loadHtml(program);
|
||||
}
|
||||
this._loadDebugInfo();
|
||||
if (!this._loadScript(i, this._program)) {
|
||||
if (!this._loadScript(i)) {
|
||||
if (!_reset) {
|
||||
throw "Could not build visualization";
|
||||
}
|
||||
this._forceSwitchShader(i, false); //force reset in errors
|
||||
return;
|
||||
}
|
||||
this.webglContext.programLoaded(this._programs[i], target);
|
||||
this.webglContext.programLoaded(program, target);
|
||||
}
|
||||
}
|
||||
|
||||
_unloadCurrentProgram() {
|
||||
let program = this._programs && this._programs[this._program];
|
||||
_unloadProgram(program) {
|
||||
if (program) {
|
||||
//must remove before attaching new
|
||||
this._detachShader(program, "VERTEX_SHADER");
|
||||
@ -718,13 +707,13 @@ $.WebGLModule = class extends $.EventSource {
|
||||
}
|
||||
}
|
||||
|
||||
_loadHtml(visId) {
|
||||
_loadHtml(program) {
|
||||
let htmlControls = document.getElementById(this.htmlControlsId);
|
||||
htmlControls.innerHTML = this._programConfigurations[visId]._built["html"];
|
||||
htmlControls.innerHTML = this.webglContext.getCompiled(program, "html") || "";
|
||||
}
|
||||
|
||||
_loadScript(visId) {
|
||||
return $.WebGLModule.eachValidShaderLayer(this._programConfigurations[visId], layer => layer._renderContext.init());
|
||||
return $.WebGLModule.eachValidShaderLayer(this._programSpecifications[visId], layer => layer._renderContext.init());
|
||||
}
|
||||
|
||||
_getDebugInfoPanel() {
|
||||
@ -774,33 +763,29 @@ Output:<br><div style="border: 1px solid;display: inline-block; overflow: auto;"
|
||||
}
|
||||
|
||||
_buildFailed(specification, error) {
|
||||
console.error(error);
|
||||
$.console.error(error);
|
||||
specification.error = "Failed to compose this specification.";
|
||||
specification.desc = error;
|
||||
}
|
||||
|
||||
_buildSpecification(order, specification) {
|
||||
_buildSpecification(program, order, specification, options) {
|
||||
try {
|
||||
let data = this.webglContext.compileSpecification(order, specification,
|
||||
this._shaderDataIndexToGlobalDataIndex, this.supportsHtmlControls());
|
||||
options.withHtml = this.supportsHtmlControls();
|
||||
const usableShaderCount = this.webglContext.compileSpecification(
|
||||
program, order, specification, options);
|
||||
|
||||
if (data.usableShaders < 1) {
|
||||
if (usableShaderCount < 1) {
|
||||
this._buildFailed(specification, `Empty specification: no valid specification has been specified.
|
||||
<br><b>Specification setup:</b></br> <code>${JSON.stringify(specification, $.WebGLModule.jsonReplacer)}</code>
|
||||
<br><b>Dynamic shader data:</b></br><code>${JSON.stringify(specification.data)}</code>`);
|
||||
return null;
|
||||
return;
|
||||
}
|
||||
data.dziExtendedUrl = data.dataUrls.join(",");
|
||||
specification._built = data;
|
||||
|
||||
//preventive
|
||||
delete specification.error;
|
||||
delete specification.desc;
|
||||
return data;
|
||||
} catch (error) {
|
||||
this._buildFailed(specification, error);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
_detachShader(program, type) {
|
||||
@ -812,73 +797,9 @@ Output:<br><div style="border: 1px solid;display: inline-block; overflow: auto;"
|
||||
}
|
||||
}
|
||||
|
||||
_specificationToProgram(vis, idx) {
|
||||
if (!vis._built) {
|
||||
vis._built = {};
|
||||
}
|
||||
|
||||
this._updateRequiredDataSources(vis);
|
||||
this._processSpecification(vis, idx);
|
||||
return idx;
|
||||
}
|
||||
|
||||
_initializeShaderFactory(ShaderFactoryClass, layer, idx) {
|
||||
if (!ShaderFactoryClass) {
|
||||
layer.error = "Unknown layer type.";
|
||||
layer.desc = `The layer type '${layer.type}' has no associated factory. Missing in 'shaderSources'.`;
|
||||
console.warn("Skipping layer " + layer.name);
|
||||
return;
|
||||
}
|
||||
layer._index = idx;
|
||||
layer.visible = layer.visible === undefined ? true : layer.visible;
|
||||
layer._renderContext = new ShaderFactoryClass(`${this.uniqueId}${idx}`, layer.params || {}, {
|
||||
layer: layer,
|
||||
webgl: this.webglContext,
|
||||
invalidate: this.resetCallback,
|
||||
rebuild: this.rebuildSpecification.bind(this, undefined)
|
||||
});
|
||||
}
|
||||
|
||||
_updateRequiredDataSources(specs) {
|
||||
//for now just request all data, later decide in the context on what to really send
|
||||
//might in the future decide to only request used data, now not supported
|
||||
let usedIds = new Set();
|
||||
for (let key in specs.shaders) {
|
||||
let layer = specs.shaders[key];
|
||||
if (layer) {
|
||||
for (let x of layer.dataReferences) {
|
||||
usedIds.add(x);
|
||||
}
|
||||
}
|
||||
}
|
||||
usedIds = [...usedIds].sort();
|
||||
this._dataSources = [];
|
||||
|
||||
while (usedIds[usedIds.length - 1] >= this._origDataSources.length) {
|
||||
//make sure values are set if user did not provide
|
||||
this._origDataSources.push("__generated_do_not_use__");
|
||||
}
|
||||
|
||||
this._shaderDataIndexToGlobalDataIndex = new Array(
|
||||
Math.max(this._origDataSources.length, usedIds[usedIds.length - 1])
|
||||
).fill(-1);
|
||||
|
||||
for (let id of usedIds) {
|
||||
this._shaderDataIndexToGlobalDataIndex[id] = this._dataSources.length;
|
||||
this._dataSources.push(this._origDataSources[id]);
|
||||
while (id > this._shaderDataIndexToGlobalDataIndex.length) {
|
||||
this._shaderDataIndexToGlobalDataIndex.push(-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_processSpecification(spec, idx) {
|
||||
let gl = this.gl,
|
||||
err = function(message, description) {
|
||||
spec.error = message;
|
||||
spec.desc = description;
|
||||
};
|
||||
|
||||
_specificationToProgram(spec, idx, options) {
|
||||
this._updateRequiredDataSources(spec);
|
||||
let gl = this.gl;
|
||||
let program;
|
||||
|
||||
if (!this._programs[idx]) {
|
||||
@ -923,55 +844,50 @@ Output:<br><div style="border: 1px solid;display: inline-block; overflow: auto;"
|
||||
spec.order = Object.keys(spec.shaders);
|
||||
}
|
||||
|
||||
this._buildSpecification(spec.order, spec);
|
||||
|
||||
if (spec.error) {
|
||||
this.visualisationReady(idx, spec);
|
||||
return;
|
||||
}
|
||||
|
||||
this.constructor.compileShader(gl, program,
|
||||
spec._built.vertexShader, spec._built.fragmentShader, err, this.debug);
|
||||
this._buildSpecification(program, spec.order, spec, options);
|
||||
this.visualisationReady(idx, spec);
|
||||
return idx;
|
||||
}
|
||||
|
||||
static compileShader(gl, program, VS, FS, onError, isDebugMode) {
|
||||
function ok (kind, status, value, sh) {
|
||||
if (!gl['get' + kind + 'Parameter'](value, gl[status + '_STATUS'])) {
|
||||
console.error((sh || 'LINK') + ':\n' + gl['get' + kind + 'InfoLog'](value));
|
||||
return false;
|
||||
_initializeShaderFactory(ShaderFactoryClass, layer, idx) {
|
||||
if (!ShaderFactoryClass) {
|
||||
layer.error = "Unknown layer type.";
|
||||
layer.desc = `The layer type '${layer.type}' has no associated factory. Missing in 'shaderSources'.`;
|
||||
$.console.warn("Skipping layer " + layer.name);
|
||||
return;
|
||||
}
|
||||
layer._index = idx;
|
||||
layer.visible = layer.visible === undefined ? true : layer.visible;
|
||||
layer._renderContext = new ShaderFactoryClass(`${this.uniqueId}${idx}`, layer.params || {}, {
|
||||
layer: layer,
|
||||
webgl: this.webglContext,
|
||||
invalidate: this.resetCallback,
|
||||
rebuild: this.rebuildCurrentProgram.bind(this, undefined)
|
||||
});
|
||||
}
|
||||
|
||||
_updateRequiredDataSources(specs) {
|
||||
//for now just request all data, later decide in the context on what to really send
|
||||
//might in the future decide to only request used data, now not supported
|
||||
let usedIds = new Set();
|
||||
for (let key in specs.shaders) {
|
||||
let layer = specs.shaders[key];
|
||||
if (layer) {
|
||||
for (let x of layer.dataReferences) {
|
||||
usedIds.add(x);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
usedIds = [...usedIds].sort();
|
||||
this._dataSources = [];
|
||||
|
||||
while (usedIds[usedIds.length - 1] >= this._origDataSources.length) {
|
||||
//make sure values are set if user did not provide
|
||||
this._origDataSources.push("__generated_do_not_use__");
|
||||
}
|
||||
|
||||
function useShader(gl, program, data, type) {
|
||||
let shader = gl.createShader(gl[type]);
|
||||
gl.shaderSource(shader, data);
|
||||
gl.compileShader(shader);
|
||||
gl.attachShader(program, shader);
|
||||
program[type] = shader;
|
||||
return ok('Shader', 'COMPILE', shader, type);
|
||||
}
|
||||
|
||||
function numberLines(str) {
|
||||
//https://stackoverflow.com/questions/49714971/how-to-add-line-numbers-to-beginning-of-each-line-in-string-in-javascript
|
||||
return str.split('\n').map((line, index) => `${index + 1} ${line}`).join('\n');
|
||||
}
|
||||
|
||||
if (!useShader(gl, program, VS, 'VERTEX_SHADER') ||
|
||||
!useShader(gl, program, FS, 'FRAGMENT_SHADER')) {
|
||||
onError("Unable to use this specification.",
|
||||
"Compilation of shader failed. For more information, see logs in the console.");
|
||||
console.warn("VERTEX SHADER\n", numberLines( VS ));
|
||||
console.warn("FRAGMENT SHADER\n", numberLines( FS ));
|
||||
} else {
|
||||
gl.linkProgram(program);
|
||||
if (!ok('Program', 'LINK', program)) {
|
||||
onError("Unable to use this specification.",
|
||||
"Linking of shader failed. For more information, see logs in the console.");
|
||||
} else { //if (isDebugMode) { //todo testing
|
||||
console.info("FRAGMENT SHADER\n", numberLines( FS ));
|
||||
}
|
||||
for (let id of usedIds) {
|
||||
this._dataSources.push(this._origDataSources[id]);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
@ -8,7 +8,7 @@ $.WebGLModule.ShaderMediator = class {
|
||||
|
||||
/**
|
||||
* Register shader
|
||||
* @param {function} LayerRendererClass class extends OpenSeadragon.WebGLModule.ShaderLayer
|
||||
* @param {typeof OpenSeadragon.WebGLModule.ShaderLayer} LayerRendererClass static class definition
|
||||
*/
|
||||
static registerLayer(LayerRendererClass) {
|
||||
//todo why not hasOwnProperty check allowed by syntax checker
|
||||
@ -18,9 +18,16 @@ $.WebGLModule.ShaderMediator = class {
|
||||
// if (!$.WebGLModule.ShaderLayer.isPrototypeOf(LayerRendererClass)) {
|
||||
// throw `${LayerRendererClass} does not inherit from ShaderLayer!`;
|
||||
// }
|
||||
if (!this.acceptsShaders) {
|
||||
$.console.error("Registering layer renderer when registering disabled!", LayerRendererClass.type());
|
||||
}
|
||||
this._layers[LayerRendererClass.type()] = LayerRendererClass;
|
||||
}
|
||||
|
||||
static setAcceptsRegistrations(accepts) {
|
||||
this.acceptsShaders = accepts;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the shader class by type id
|
||||
* @param {string} id
|
||||
@ -32,16 +39,52 @@ $.WebGLModule.ShaderMediator = class {
|
||||
|
||||
/**
|
||||
* Get all available shaders
|
||||
* @return {function[]} classes that extend OpenSeadragon.WebGLModule.ShaderLayer
|
||||
* @return {typeof OpenSeadragon.WebGLModule.ShaderLayer[]} classes that extend OpenSeadragon.WebGLModule.ShaderLayer
|
||||
*/
|
||||
static availableShaders() {
|
||||
return Object.values(this._layers);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all available shaders
|
||||
* @return {string[]} classes that extend OpenSeadragon.WebGLModule.ShaderLayer
|
||||
*/
|
||||
static availableTypes() {
|
||||
return Object.keys(this._layers);
|
||||
}
|
||||
};
|
||||
//todo why cannot be inside object :/
|
||||
$.WebGLModule.ShaderMediator.acceptsShaders = true;
|
||||
$.WebGLModule.ShaderMediator._layers = {};
|
||||
|
||||
|
||||
$.WebGLModule.BLEND_MODE = {
|
||||
'source-over': 0,
|
||||
'source-in': 1,
|
||||
'source-out': 1,
|
||||
'source-atop': 1,
|
||||
'destination-over': 1,
|
||||
'destination-in': 1,
|
||||
'destination-out': 1,
|
||||
'destination-atop': 1,
|
||||
lighten: 1,
|
||||
darken: 1,
|
||||
copy: 1,
|
||||
xor: 1,
|
||||
multiply: 1,
|
||||
screen: 1,
|
||||
overlay: 1,
|
||||
'color-dodge': 1,
|
||||
'color-burn': 1,
|
||||
'hard-light': 1,
|
||||
'soft-light': 1,
|
||||
difference: 1,
|
||||
exclusion: 1,
|
||||
hue: 1,
|
||||
saturation: 1,
|
||||
color: 1,
|
||||
luminosity: 1
|
||||
};
|
||||
$.WebGLModule.BLEND_MODE_MULTIPLY = 1;
|
||||
/**
|
||||
* Abstract interface to any Shader.
|
||||
* @abstract
|
||||
@ -103,6 +146,9 @@ $.WebGLModule.ShaderLayer = class {
|
||||
this._buildControls(options);
|
||||
this.resetChannel(options);
|
||||
this.resetMode(options);
|
||||
this._blendUniform = null;
|
||||
this._clipUniform = null;
|
||||
this.blendMode = $.WebGLModule.BLEND_MODE["source-over"];
|
||||
}
|
||||
|
||||
/**
|
||||
@ -121,8 +167,10 @@ $.WebGLModule.ShaderLayer = class {
|
||||
* @return {string}
|
||||
*/
|
||||
getFragmentShaderDefinition() {
|
||||
this._blendUniform = `${this.uid}_blend`;
|
||||
this._clipUniform = `${this.uid}_clip`;
|
||||
let controls = this.constructor.defaultControls,
|
||||
html = [];
|
||||
glsl = [`uniform int ${this._blendUniform};`, `uniform bool ${this._clipUniform};`];
|
||||
for (let control in controls) {
|
||||
if (control.startsWith("use_")) {
|
||||
continue;
|
||||
@ -133,11 +181,19 @@ $.WebGLModule.ShaderLayer = class {
|
||||
let code = controlObject.define();
|
||||
if (code) {
|
||||
code = code.trim();
|
||||
html.push(code);
|
||||
glsl.push(code);
|
||||
}
|
||||
}
|
||||
}
|
||||
return html.join("\n");
|
||||
return glsl.join("\n");
|
||||
}
|
||||
|
||||
setBlendMode(name) {
|
||||
const modes = $.WebGLModule.BLEND_MODE;
|
||||
this.blendMode = modes[name];
|
||||
if (this.blendMode === undefined) {
|
||||
this.blendMode = modes["source-over"];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@ -159,6 +215,11 @@ $.WebGLModule.ShaderLayer = class {
|
||||
* @param {WebGLRenderingContextBase} gl
|
||||
*/
|
||||
glDrawing(program, gl) {
|
||||
if (this._blendUniform) {
|
||||
gl.uniform1i(this._blendLoc, this.blendMode);
|
||||
gl.uniform1i(this._clipLoc, 0); //todo
|
||||
}
|
||||
|
||||
let controls = this.constructor.defaultControls;
|
||||
for (let control in controls) {
|
||||
if (control.startsWith("use_")) {
|
||||
@ -178,6 +239,13 @@ $.WebGLModule.ShaderLayer = class {
|
||||
* @param {WebGLRenderingContextBase} gl WebGL Context
|
||||
*/
|
||||
glLoaded(program, gl) {
|
||||
if (!this._blendUniform) {
|
||||
$.console.warn("Shader layer has autoblending disabled: are you sure you call super.getFragmentShaderDefinition()?");
|
||||
} else {
|
||||
this._clipLoc = gl.getUniformLocation(program, this._clipUniform);
|
||||
this._blendLoc = gl.getUniformLocation(program, this._blendUniform);
|
||||
}
|
||||
|
||||
let controls = this.constructor.defaultControls;
|
||||
for (let control in controls) {
|
||||
if (control.startsWith("use_")) {
|
||||
@ -295,7 +363,7 @@ $.WebGLModule.ShaderLayer = class {
|
||||
return 'vec4(0.0)';
|
||||
}
|
||||
}
|
||||
let sampled = `${this.webglContext.texture.sample(refs[otherDataIndex], textureCoords)}.${chan}`;
|
||||
let sampled = `${this.webglContext.sampleTexture(refs[otherDataIndex], textureCoords)}.${chan}`;
|
||||
// if (raw) return sampled;
|
||||
// return this.filter(sampled);
|
||||
return sampled;
|
||||
|
@ -16,6 +16,15 @@ $.WebGLModule.determineContext = function( version ){
|
||||
return null;
|
||||
};
|
||||
|
||||
function iterate(n) {
|
||||
let result = Array(n),
|
||||
it = 0;
|
||||
while (it < n) {
|
||||
result[it] = it++;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @interface OpenSeadragon.WebGLModule.webglContext
|
||||
* Interface for the visualisation rendering implementation which can run
|
||||
@ -26,35 +35,18 @@ $.WebGLModule.WebGLImplementation = class {
|
||||
/**
|
||||
* Create a WebGL Renderer Context Implementation (version-dependent)
|
||||
* @param {WebGLModule} renderer
|
||||
* @param {WebGLRenderingContextBase} gl
|
||||
* @param {WebGLRenderingContext|WebGL2RenderingContext} gl
|
||||
* @param webglVersion
|
||||
* @param {object} options
|
||||
* @param {GLuint} options.wrap texture wrap parameteri
|
||||
* @param {GLuint} options.magFilter texture filter parameteri
|
||||
* @param {GLuint} options.minFilter texture filter parameteri
|
||||
* @param {string|WebGLModule.IDataLoader} options.dataLoader class name or implementation of a given loader
|
||||
*/
|
||||
constructor(renderer, gl, webglVersion, options) {
|
||||
//Set default blending to be MASK
|
||||
this.renderer = renderer;
|
||||
this.gl = gl;
|
||||
this.glslBlendCode = "return background * (step(0.001, foreground.a));";
|
||||
|
||||
let Loader = options.dataLoader;
|
||||
if (typeof Loader === "string") {
|
||||
Loader = $.WebGLModule.Loaders[Loader];
|
||||
}
|
||||
if (!Loader) {
|
||||
throw("Unknown data loader: " + options.dataLoader);
|
||||
}
|
||||
if (!(Loader.prototype instanceof $.WebGLModule.IDataLoader)) {
|
||||
throw("Incompatible texture loader used: " + options.dataLoader);
|
||||
}
|
||||
|
||||
this._texture = new Loader(gl, webglVersion, options);
|
||||
if (!this.texture.supportsWebglVersion(this.getVersion())) {
|
||||
throw("Incompatible texture loader version to the renderer context version! Context WebGL" + this.getVersion());
|
||||
}
|
||||
this.options = options;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -82,49 +74,81 @@ $.WebGLModule.WebGLImplementation = class {
|
||||
return this._texture;
|
||||
}
|
||||
|
||||
getCompiled(program, name) {
|
||||
throw("::getCompiled() must be implemented!");
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a visualisation from the given JSON params
|
||||
* @param program
|
||||
* @param {string[]} order keys of visualisation.shader in which order to build the visualization
|
||||
* the order: painter's algorithm: the last drawn is the most visible
|
||||
* @param {object} visualisation
|
||||
* @param {[number]} shaderDataIndexToGlobalDataIndex
|
||||
* @param {boolean} withHtml whether html should be also created (false if no UI controls are desired)
|
||||
* @return {object} compiled specification object ready to be used by the wrapper, with the following keys:
|
||||
{string} object.vertexShader vertex shader code
|
||||
{string} object.fragmentShader fragment shader code
|
||||
{string} object.html html for the UI
|
||||
{number} object.usableShaders how many layers are going to be visualised
|
||||
{(array|string[])} object.dataUrls ID's of data in use (keys of visualisation.shaders object) in desired order
|
||||
the data is guaranteed to arrive in this order (images stacked below each other in imageElement)
|
||||
* @param {object} options
|
||||
* @param {boolean} options.withHtml whether html should be also created (false if no UI controls are desired)
|
||||
* @param {string} options.textureType id of texture to be used, supported are TEXTURE_2D, TEXTURE_2D_ARRAY, TEXTURE_3D
|
||||
* @param {string} options.instanceCount number of instances to draw at once
|
||||
* @return {number} amount of usable shaders
|
||||
*/
|
||||
compileSpecification(order, visualisation, shaderDataIndexToGlobalDataIndex, withHtml) {
|
||||
compileSpecification(program, order, visualisation, options) {
|
||||
throw("::compileSpecification() must be implemented!");
|
||||
}
|
||||
|
||||
/**
|
||||
* Called once program is switched to: initialize all necessary items
|
||||
* @param {WebGLProgram} program used program
|
||||
* @param {OpenSeadragon.WebGLModule.RenderingConfig} currentConfig JSON parameters used for this visualisation
|
||||
* @param {OpenSeadragon.WebGLModule.RenderingConfig?} currentConfig JSON parameters used for this visualisation
|
||||
*/
|
||||
programLoaded(program, currentConfig) {
|
||||
programLoaded(program, currentConfig = null) {
|
||||
throw("::programLoaded() must be implemented!");
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw on the canvas using given program
|
||||
* @param {WebGLProgram} program used program
|
||||
* @param {OpenSeadragon.WebGLModule.RenderingConfig} currentConfig JSON parameters used for this visualisation
|
||||
*
|
||||
* @param {string} id dataId
|
||||
* @param {OpenSeadragon.WebGLModule.RenderingConfig?} currentConfig JSON parameters used for this visualisation
|
||||
* @param {GLuint} texture
|
||||
* @param {object} tileOpts
|
||||
* @param {number} tileOpts.zoom value passed to the shaders as zoom_level
|
||||
* @param {number} tileOpts.pixelSize value passed to the shaders as pixel_size_in_fragments
|
||||
* @param {OpenSeadragon.Mat3} tileOpts.transform position of the rendered tile
|
||||
* @param {OpenSeadragon.Mat3|[OpenSeadragon.Mat3]} tileOpts.transform position transform
|
||||
* @param {number?} tileOpts.instanceCount how many instances to draw in case instanced drawing is enabled
|
||||
* matrix or flat matrix array (instance drawing)
|
||||
*/
|
||||
programUsed(program, currentConfig, id, tileOpts) {
|
||||
programUsed(program, currentConfig, texture, tileOpts = {}) {
|
||||
throw("::programUsed() must be implemented!");
|
||||
}
|
||||
|
||||
sampleTexture(index, vec2coords) {
|
||||
throw("::sampleTexture() must be implemented!");
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {WebGLProgram} program
|
||||
* @param definition
|
||||
* @param execution
|
||||
* @param {object} options
|
||||
* @param {string} options.textureType id of texture to be used, supported are TEXTURE_2D, TEXTURE_2D_ARRAY, TEXTURE_3D
|
||||
* @param {string} options.instanceCount number of instances to draw at once
|
||||
*/
|
||||
compileFragmentShader(program, definition, execution, options) {
|
||||
throw("::compileFragmentShader() must be implemented!");
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {WebGLProgram} program
|
||||
* @param definition
|
||||
* @param execution
|
||||
* @param {object} options
|
||||
* @param {string} options.textureType id of texture to be used, supported are TEXTURE_2D, TEXTURE_2D_ARRAY, TEXTURE_3D
|
||||
* @param {string} options.instanceCount number of instances to draw at once
|
||||
*/
|
||||
compileVertexShader(program, definition, execution, options) {
|
||||
throw("::compileVertexShader() must be implemented!");
|
||||
}
|
||||
|
||||
/**
|
||||
* Code to be included only once, required by given shader type (keys are considered global)
|
||||
* @param {string} type shader type
|
||||
@ -167,6 +191,55 @@ $.WebGLModule.WebGLImplementation = class {
|
||||
setBlendEquation(glslCode) {
|
||||
this.glslBlendCode = glslCode;
|
||||
}
|
||||
|
||||
_compileProgram(program, onError) {
|
||||
const gl = this.gl;
|
||||
function ok (kind, status, value, sh) {
|
||||
if (!gl['get' + kind + 'Parameter'](value, gl[status + '_STATUS'])) {
|
||||
$.console.error((sh || 'LINK') + ':\n' + gl['get' + kind + 'InfoLog'](value));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function useShader(gl, program, data, type) {
|
||||
let shader = gl.createShader(gl[type]);
|
||||
gl.shaderSource(shader, data);
|
||||
gl.compileShader(shader);
|
||||
gl.attachShader(program, shader);
|
||||
program[type] = shader;
|
||||
return ok('Shader', 'COMPILE', shader, type);
|
||||
}
|
||||
|
||||
function numberLines(str) {
|
||||
//https://stackoverflow.com/questions/49714971/how-to-add-line-numbers-to-beginning-of-each-line-in-string-in-javascript
|
||||
return str.split('\n').map((line, index) => `${index + 1} ${line}`).join('\n');
|
||||
}
|
||||
|
||||
const opts = program._osdOptions;
|
||||
if (!opts) {
|
||||
$.console.error("Invalid program compilation! Did you build shaders using compile[Type]Shader() methods?");
|
||||
onError("Invalid program.", "Program not compatible with this renderer!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!useShader(gl, program, opts.vs, 'VERTEX_SHADER') ||
|
||||
!useShader(gl, program, opts.fs, 'FRAGMENT_SHADER')) {
|
||||
onError("Unable to use this specification.",
|
||||
"Compilation of shader failed. For more information, see logs in the $.console.");
|
||||
$.console.warn("VERTEX SHADER\n", numberLines( opts.vs ));
|
||||
$.console.warn("FRAGMENT SHADER\n", numberLines( opts.fs ));
|
||||
} else {
|
||||
gl.linkProgram(program);
|
||||
if (!ok('Program', 'LINK', program)) {
|
||||
onError("Unable to use this specification.",
|
||||
"Linking of shader failed. For more information, see logs in the $.console.");
|
||||
} else { //if (this.renderer.debug) { //todo uncomment in production
|
||||
$.console.info("VERTEX SHADER\n", numberLines( opts.vs ));
|
||||
$.console.info("FRAGMENT SHADER\n", numberLines( opts.fs ));
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
$.WebGLModule.WebGL20 = class extends $.WebGLModule.WebGLImplementation {
|
||||
@ -178,7 +251,32 @@ $.WebGLModule.WebGL20 = class extends $.WebGLModule.WebGLImplementation {
|
||||
*/
|
||||
constructor(renderer, gl, options) {
|
||||
super(renderer, gl, "2.0", options);
|
||||
this.emptyBuffer = gl.createBuffer();
|
||||
|
||||
// this.vao = gl.createVertexArray();
|
||||
this._bufferTexturePosition = gl.createBuffer();
|
||||
|
||||
|
||||
// Create a texture.
|
||||
this.glyphTex = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.glyphTex);
|
||||
// Fill the texture with a 1x1 blue pixel.
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
|
||||
new Uint8Array([0, 0, 255, 255]));
|
||||
// Asynchronously load an image
|
||||
var image = new Image();
|
||||
image.src = "8x8-font.png";
|
||||
|
||||
const _this = this;
|
||||
image.addEventListener('load', function() {
|
||||
// Now that the image has loaded make copy it to the texture.
|
||||
gl.bindTexture(gl.TEXTURE_2D, _this.glyphTex);
|
||||
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
||||
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);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
});
|
||||
}
|
||||
|
||||
getVersion() {
|
||||
@ -191,33 +289,40 @@ $.WebGLModule.WebGL20 = class extends $.WebGLModule.WebGLImplementation {
|
||||
return canvas.getContext('webgl2', options);
|
||||
}
|
||||
|
||||
getCompiled(program, name) {
|
||||
return program._osdOptions[name];
|
||||
}
|
||||
|
||||
//todo try to implement on the global scope version-independntly
|
||||
compileSpecification(order, visualisation, shaderDataIndexToGlobalDataIndex, withHtml) {
|
||||
compileSpecification(program, order, specification, options) {
|
||||
var definition = "",
|
||||
execution = "",
|
||||
html = "",
|
||||
_this = this,
|
||||
usableShaders = 0,
|
||||
dataCount = 0,
|
||||
globalScopeCode = {};
|
||||
|
||||
order.forEach(dataId => {
|
||||
let layer = visualisation.shaders[dataId];
|
||||
let layer = specification.shaders[dataId];
|
||||
layer.rendering = false;
|
||||
|
||||
if (layer.type === "none") {
|
||||
//prevents the layer from being accounted for
|
||||
layer.error = "Not an error - layer type none.";
|
||||
} else if (layer.error) {
|
||||
if (withHtml) {
|
||||
if (options.withHtml) {
|
||||
html = _this.renderer.htmlShaderPartHeader(layer.name, layer.error, dataId, false, layer, false) + html;
|
||||
}
|
||||
console.warn(layer.error, layer["desc"]);
|
||||
$.console.warn(layer.error, layer["desc"]);
|
||||
|
||||
} else if (layer._renderContext && (layer._index || layer._index === 0)) {
|
||||
//todo consider html generating in the renderer
|
||||
let visible = false;
|
||||
usableShaders++;
|
||||
|
||||
//make visible textures if 'visible' flag set
|
||||
//todo either allways visible or ensure textures do not get loaded
|
||||
if (layer.visible) {
|
||||
let renderCtx = layer._renderContext;
|
||||
definition += renderCtx.getFragmentShaderDefinition() + `
|
||||
@ -228,137 +333,308 @@ vec4 lid_${layer._index}_xo() {
|
||||
execution += `
|
||||
vec4 l${layer._index}_out = lid_${layer._index}_xo();
|
||||
l${layer._index}_out.a *= ${renderCtx.opacity.sample()};
|
||||
${renderCtx.__mode}(l${layer._index}_out);`;
|
||||
blend(l${layer._index}_out, ${renderCtx._blendUniform}, ${renderCtx._clipUniform});`;
|
||||
} else {
|
||||
execution += `
|
||||
${renderCtx.__mode}(lid_${layer._index}_xo());`;
|
||||
blend(lid_${layer._index}_xo(), ${renderCtx._blendUniform}, ${renderCtx._clipUniform});`; //todo remove ${renderCtx.__mode}
|
||||
}
|
||||
|
||||
layer.rendering = true;
|
||||
visible = true;
|
||||
OpenSeadragon.extend(globalScopeCode, _this.globalCodeRequiredByShaderType(layer.type));
|
||||
$.extend(globalScopeCode, _this.globalCodeRequiredByShaderType(layer.type));
|
||||
dataCount += layer.dataReferences.length;
|
||||
}
|
||||
|
||||
//reverse order append to show first the last drawn element (top)
|
||||
if (withHtml) {
|
||||
if (options.withHtml) {
|
||||
html = _this.renderer.htmlShaderPartHeader(layer.name,
|
||||
layer._renderContext.htmlControls(), dataId, visible, layer, true) + html;
|
||||
}
|
||||
} else {
|
||||
if (withHtml) {
|
||||
if (options.withHtml) {
|
||||
html = _this.renderer.htmlShaderPartHeader(layer.name,
|
||||
`The requested visualisation type does not work properly.`, dataId, false, layer, false) + html;
|
||||
`The requested specification type does not work properly.`, dataId, false, layer, false) + html;
|
||||
}
|
||||
console.warn("Invalid shader part.", "Missing one of the required elements.", layer);
|
||||
$.console.warn("Invalid shader part.", "Missing one of the required elements.", layer);
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
vertexShader: this.getVertexShader(),
|
||||
fragmentShader: this.getFragmentShader(definition, execution, shaderDataIndexToGlobalDataIndex, globalScopeCode),
|
||||
html: html,
|
||||
usableShaders: usableShaders,
|
||||
dataUrls: this.renderer._dataSources
|
||||
if (!options.textureType) {
|
||||
if (dataCount === 1) {
|
||||
options.textureType = "TEXTURE_2D";
|
||||
}
|
||||
if (dataCount > 1) {
|
||||
options.textureType = "TEXTURE_2D_ARRAY";
|
||||
}
|
||||
}
|
||||
|
||||
options.html = html;
|
||||
options.dataUrls = this.renderer._dataSources;
|
||||
options.onError = function(message, description) {
|
||||
specification.error = message;
|
||||
specification.desc = description;
|
||||
};
|
||||
}
|
||||
|
||||
getFragmentShader(definition, execution, shaderDataIndexToGlobalDataIndex, globalScopeCode) {
|
||||
return `#version 300 es
|
||||
precision mediump float;
|
||||
precision mediump sampler2DArray;
|
||||
precision mediump sampler2D;
|
||||
const matrixType = options.instanceCount > 2 ? "in" : "uniform";
|
||||
|
||||
${this.texture.declare(shaderDataIndexToGlobalDataIndex)}
|
||||
uniform float pixel_size_in_fragments;
|
||||
uniform float zoom_level;
|
||||
uniform vec2 u_tile_size;
|
||||
vec4 _last_rendered_color = vec4(.0);
|
||||
|
||||
in vec2 tile_texture_coords;
|
||||
|
||||
out vec4 final_color;
|
||||
|
||||
bool close(float value, float target) {
|
||||
return abs(target - value) < 0.001;
|
||||
}
|
||||
|
||||
void show(vec4 color) {
|
||||
//premultiplied alpha blending
|
||||
vec4 fg = _last_rendered_color;
|
||||
_last_rendered_color = color;
|
||||
vec4 pre_fg = vec4(fg.rgb * fg.a, fg.a);
|
||||
final_color = pre_fg + final_color;
|
||||
}
|
||||
|
||||
vec4 blend_equation(in vec4 foreground, in vec4 background) {
|
||||
${this.glslBlendCode}
|
||||
}
|
||||
|
||||
void blend_clip(vec4 foreground) {
|
||||
_last_rendered_color = blend_equation(foreground, _last_rendered_color);
|
||||
}
|
||||
|
||||
void blend(vec4 foreground) {
|
||||
show(_last_rendered_color);
|
||||
final_color = blend_equation(foreground, final_color);
|
||||
_last_rendered_color = vec4(.0);
|
||||
}
|
||||
|
||||
${Object.values(globalScopeCode).join("\n")}
|
||||
|
||||
${definition}
|
||||
|
||||
void main() {
|
||||
${execution}
|
||||
|
||||
//blend last level
|
||||
show(vec4(.0));
|
||||
}`;
|
||||
}
|
||||
|
||||
getVertexShader() {
|
||||
//UNPACK_FLIP_Y_WEBGL not supported with 3D textures so sample bottom up
|
||||
return `#version 300 es
|
||||
precision mediump float;
|
||||
|
||||
uniform mat3 transform_matrix;
|
||||
out vec2 tile_texture_coords;
|
||||
//hack use 'invalid' key to attach item
|
||||
globalScopeCode[null] = definition;
|
||||
this.compileVertexShader(
|
||||
program, `
|
||||
${matrixType} mat3 osd_transform_matrix;
|
||||
const vec3 quad[4] = vec3[4] (
|
||||
vec3(0.0, 1.0, 1.0),
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
vec3(1.0, 1.0, 1.0),
|
||||
vec3(1.0, 0.0, 1.0)
|
||||
);
|
||||
);`, `
|
||||
gl_Position = vec4(osd_transform_matrix * quad[gl_VertexID], 1);`, options);
|
||||
this.compileFragmentShader(
|
||||
program,
|
||||
Object.values(globalScopeCode).join("\n"),
|
||||
execution,
|
||||
options);
|
||||
|
||||
void main() {
|
||||
vec3 vertex = quad[gl_VertexID];
|
||||
tile_texture_coords = vec2(vertex.x, -vertex.y);
|
||||
gl_Position = vec4(transform_matrix * vertex, 1);
|
||||
}
|
||||
`;
|
||||
return usableShaders;
|
||||
}
|
||||
|
||||
programLoaded(program, currentConfig) {
|
||||
getTextureSampling(options) {
|
||||
const type = options.textureType;
|
||||
if (!type) { //no texture is also allowed option todo test if valid, defined since we read its location
|
||||
return `
|
||||
ivec2 osd_texture_size() {
|
||||
return ivec2(0);
|
||||
}
|
||||
uniform sampler2D _vis_data_sampler[0];
|
||||
vec4 osd_texture(int index, vec2 coords) {
|
||||
return vec(.0);
|
||||
}`;
|
||||
}
|
||||
const numOfTextures = options.instanceCount =
|
||||
Math.max(options.instanceCount || 0, 1);
|
||||
|
||||
function samplingCode(coords) {
|
||||
if (numOfTextures === 1) {
|
||||
return `return texture(_vis_data_sampler[0], ${coords});`;
|
||||
}
|
||||
//sampling hardcode switch to sample with constant indexes
|
||||
return `switch(osd_texture_id) {
|
||||
${iterate(options.instanceCount).map(i => `
|
||||
case ${i}:
|
||||
return texture(_vis_data_sampler[${i}], ${coords});`).join("")}
|
||||
}
|
||||
return vec4(1.0);`;
|
||||
}
|
||||
|
||||
//todo consider sampling with vec3 for universality
|
||||
if (type === "TEXTURE_2D") {
|
||||
return `
|
||||
uniform sampler2D _vis_data_sampler[${numOfTextures}];
|
||||
ivec2 osd_texture_size() {
|
||||
return textureSize(_vis_data_sampler[0], 0);
|
||||
}
|
||||
vec4 osd_texture(int index, vec2 coords) {
|
||||
${samplingCode('coords')}
|
||||
}`;
|
||||
}
|
||||
if (type === "TEXTURE_2D_ARRAY") {
|
||||
return `
|
||||
uniform sampler2DArray _vis_data_sampler[${numOfTextures}];
|
||||
ivec2 osd_texture_size() {
|
||||
return textureSize(_vis_data_sampler[0], 0).xy;
|
||||
}
|
||||
vec4 osd_texture(int index, vec2 coords) {
|
||||
${samplingCode('vec3(coords, index)')}
|
||||
}`;
|
||||
} else if (type === "TEXTURE_3D") {
|
||||
//todo broken api, but pointless sending vec2 with 3d tex
|
||||
return `
|
||||
uniform sampler3D _vis_data_sampler[${numOfTextures}];
|
||||
ivec3 osd_texture_size() {
|
||||
return textureSize(_vis_data_sampler[0], 0).xy;
|
||||
}
|
||||
vec4 osd_texture(int index, vec2 coords) {
|
||||
${samplingCode('vec3(coords, index)')}
|
||||
}`;
|
||||
}
|
||||
return 'Error: invalid texture: unsupported sampling type ' + type;
|
||||
}
|
||||
|
||||
sampleTexture(index, vec2coords) {
|
||||
return `osd_texture(${index}, ${vec2coords})`;
|
||||
}
|
||||
|
||||
compileFragmentShader(program, definition, execution, options) {
|
||||
const debug = options.debug ? `
|
||||
float twoPixels = 1.0 / float(osd_texture_size().x) * 2.0;
|
||||
vec2 distance = abs(osd_texture_bounds - osd_texture_coords);
|
||||
if (distance.x <= twoPixels || distance.y <= twoPixels) {
|
||||
final_color = vec4(1.0, .0, .0, 1.0);
|
||||
return;
|
||||
}
|
||||
` : "";
|
||||
|
||||
options.fs = `#version 300 es
|
||||
precision mediump float;
|
||||
precision mediump sampler2DArray;
|
||||
precision mediump sampler2D;
|
||||
precision mediump sampler3D;
|
||||
|
||||
uniform float pixel_size_in_fragments;
|
||||
uniform float zoom_level;
|
||||
|
||||
in vec2 osd_texture_coords;
|
||||
flat in vec2 osd_texture_bounds;
|
||||
flat in int osd_texture_id;
|
||||
|
||||
${this.getTextureSampling(options)}
|
||||
|
||||
out vec4 final_color;
|
||||
|
||||
vec4 _last_rendered_color = vec4(.0);
|
||||
|
||||
bool close(float value, float target) {
|
||||
return abs(target - value) < 0.001;
|
||||
}
|
||||
|
||||
int _last_mode = 0;
|
||||
bool _last_clip = false;
|
||||
void blend(vec4 color, int mode, bool clip) {
|
||||
//premultiplied alpha blending
|
||||
//if (_last_clip) {
|
||||
// todo
|
||||
//} else {
|
||||
vec4 fg = _last_rendered_color;
|
||||
vec4 pre_fg = vec4(fg.rgb * fg.a, fg.a);
|
||||
|
||||
if (_last_mode == 0) {
|
||||
final_color = pre_fg + (1.0-fg.a)*final_color;
|
||||
} else if (_last_mode == 1) {
|
||||
final_color = vec4(pre_fg.rgb * final_color.rgb, pre_fg.a + final_color.a);
|
||||
} else {
|
||||
final_color = vec4(.0, .0, 1.0, 1.0);
|
||||
}
|
||||
//}
|
||||
_last_rendered_color = color;
|
||||
_last_mode = mode;
|
||||
_last_clip = clip;
|
||||
}
|
||||
|
||||
${definition}
|
||||
|
||||
void main() {
|
||||
${debug}
|
||||
|
||||
${execution}
|
||||
|
||||
//blend last level
|
||||
blend(vec4(.0), 0, false);
|
||||
}`;
|
||||
if (options.vs) {
|
||||
program._osdOptions = options;
|
||||
this._compileProgram(program, options.onError || $.console.error);
|
||||
delete options.fs;
|
||||
delete options.vs;
|
||||
}
|
||||
}
|
||||
|
||||
compileVertexShader(program, definition, execution, options) {
|
||||
const textureId = options.instanceCount > 1 ? 'gl_InstanceID' : '0';
|
||||
|
||||
options.vs = `#version 300 es
|
||||
precision mediump float;
|
||||
in vec2 osd_tile_texture_position;
|
||||
flat out int osd_texture_id;
|
||||
out vec2 osd_texture_coords;
|
||||
flat out vec2 osd_texture_bounds;
|
||||
|
||||
${definition}
|
||||
|
||||
void main() {
|
||||
osd_texture_id = ${textureId};
|
||||
// vec3 vertex = quad[gl_VertexID];
|
||||
// vec2 texCoords = vec2(vertex.x, -vertex.y);
|
||||
// osd_texture_coords = texCoords;
|
||||
// osd_texture_bounds = texCoords;
|
||||
|
||||
osd_texture_coords = osd_tile_texture_position;
|
||||
osd_texture_bounds = osd_tile_texture_position;
|
||||
${execution}
|
||||
}
|
||||
`;
|
||||
if (options.fs) {
|
||||
program._osdOptions = options;
|
||||
this._compileProgram(program, options.onError || $.console.error);
|
||||
delete options.fs;
|
||||
delete options.vs;
|
||||
}
|
||||
}
|
||||
|
||||
programLoaded(program, currentConfig = null) {
|
||||
if (!this.renderer.running) {
|
||||
return;
|
||||
}
|
||||
|
||||
let context = this.renderer,
|
||||
gl = this.gl;
|
||||
|
||||
const gl = this.gl;
|
||||
// Allow for custom loading
|
||||
gl.useProgram(program);
|
||||
context.visualisationInUse(currentConfig);
|
||||
context.glLoaded(gl, program, currentConfig);
|
||||
if (currentConfig) {
|
||||
this.renderer.glLoaded(gl, program, currentConfig);
|
||||
}
|
||||
|
||||
//Note that the drawing strategy is not to resize canvas, and simply draw everyhing on squares
|
||||
this.texture.programLoaded(context, gl, program, currentConfig);
|
||||
// gl.bindVertexArray(this.vao);
|
||||
|
||||
//Empty ARRAY: get the vertices directly from the shader
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.emptyBuffer);
|
||||
this._locationPixelSize = gl.getUniformLocation(program, "pixel_size_in_fragments");
|
||||
this._locationZoomLevel = gl.getUniformLocation(program, "zoom_level");
|
||||
|
||||
const options = program._osdOptions;
|
||||
if (options.instanceCount > 1) {
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._bufferTexturePosition);
|
||||
this._locationTexturePosition = gl.getAttribLocation(program, 'osd_tile_texture_position');
|
||||
//vec2 * 4 bytes per element
|
||||
const vertexSizeByte = 2 * 4;
|
||||
gl.bufferData(gl.ARRAY_BUFFER, options.instanceCount * 4 * vertexSizeByte, gl.STREAM_DRAW);
|
||||
gl.enableVertexAttribArray(this._locationTexturePosition);
|
||||
gl.vertexAttribPointer(this._locationTexturePosition, 2, gl.FLOAT, false, 0, 0);
|
||||
gl.vertexAttribDivisor(this._locationTexturePosition, 0);
|
||||
|
||||
this._bufferMatrices = this._bufferMatrices || gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._bufferMatrices);
|
||||
this._locationMatrices = gl.getAttribLocation(program, "osd_transform_matrix");
|
||||
gl.bufferData(gl.ARRAY_BUFFER, 4 * 9 * options.instanceCount, gl.STREAM_DRAW);
|
||||
//matrix 3x3 (9) * 4 bytes per element
|
||||
const bytesPerMatrix = 4 * 9;
|
||||
for (let i = 0; i < 3; ++i) {
|
||||
const loc = this._locationMatrices + i;
|
||||
gl.enableVertexAttribArray(loc);
|
||||
// note the stride and offset
|
||||
const offset = i * 12; // 3 floats per row, 4 bytes per float
|
||||
gl.vertexAttribPointer(
|
||||
loc, // location
|
||||
3, // size (num values to pull from buffer per iteration)
|
||||
gl.FLOAT, // type of data in buffer
|
||||
false, // normalize
|
||||
bytesPerMatrix, // stride, num bytes to advance to get to next set of values
|
||||
offset
|
||||
);
|
||||
// this line says this attribute only changes for each 1 instance
|
||||
gl.vertexAttribDivisor(loc, 1);
|
||||
}
|
||||
|
||||
this._textureLoc = gl.getUniformLocation(program, "_vis_data_sampler");
|
||||
gl.uniform1iv(this._textureLoc, iterate(options.instanceCount));
|
||||
|
||||
} else {
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._bufferTexturePosition);
|
||||
this._locationTexturePosition = gl.getAttribLocation(program, 'osd_tile_texture_position');
|
||||
gl.enableVertexAttribArray(this._locationTexturePosition);
|
||||
gl.vertexAttribPointer(this._locationTexturePosition, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
this._locationMatrices = gl.getUniformLocation(program, "osd_transform_matrix");
|
||||
}
|
||||
}
|
||||
|
||||
programUsed(program, currentConfig, id, tileOpts) {
|
||||
programUsed(program, currentConfig, texture, tileOpts = {}) {
|
||||
if (!this.renderer.running) {
|
||||
return;
|
||||
}
|
||||
@ -367,19 +643,46 @@ void main() {
|
||||
let context = this.renderer,
|
||||
gl = this.gl;
|
||||
|
||||
context.glDrawing(gl, program, currentConfig, tileOpts);
|
||||
if (currentConfig) {
|
||||
context.glDrawing(gl, program, currentConfig, tileOpts);
|
||||
}
|
||||
|
||||
// Set Attributes for GLSL
|
||||
gl.uniform1f(gl.getUniformLocation(program, "pixel_size_in_fragments"), tileOpts.pixelSize || 1);
|
||||
gl.uniform1f(gl.getUniformLocation(program, "zoom_level"), tileOpts.zoom || 1);
|
||||
gl.uniformMatrix3fv(gl.getUniformLocation(program, "transform_matrix"), false,
|
||||
tileOpts.transform || OpenSeadragon.Mat3.makeIdentity());
|
||||
gl.uniform1f(this._locationPixelSize, tileOpts.pixelSize || 1);
|
||||
gl.uniform1f(this._locationZoomLevel, tileOpts.zoom || 1);
|
||||
|
||||
// Upload textures
|
||||
this.texture.programUsed(context, currentConfig, id, program, gl);
|
||||
const options = program._osdOptions;
|
||||
//if compiled as instanced drawing
|
||||
if (options.instanceCount > 1) {
|
||||
|
||||
// Draw triangle strip (two triangles) from a static array defined in the vertex shader
|
||||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._bufferTexturePosition);
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, tileOpts.textureCoords);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._bufferMatrices);
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, tileOpts.transform);
|
||||
|
||||
let drawInstanceCount = tileOpts.instanceCount || Infinity;
|
||||
drawInstanceCount = Math.min(drawInstanceCount, options.instanceCount);
|
||||
|
||||
for (let i = 0; i <= drawInstanceCount; i++){
|
||||
gl.activeTexture(gl.TEXTURE0 + i);
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture[i]);
|
||||
}
|
||||
|
||||
gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, drawInstanceCount);
|
||||
} else {
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._bufferTexturePosition);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, tileOpts.textureCoords, gl.STATIC_DRAW);
|
||||
|
||||
gl.uniformMatrix3fv(this._locationMatrices, false, tileOpts.transform || $.Mat3.makeIdentity());
|
||||
|
||||
// Upload texture, only one texture active, no preparation
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl[options.textureType], texture);
|
||||
|
||||
// Draw triangle strip (two triangles) from a static array defined in the vertex shader
|
||||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -129,6 +129,9 @@ $('#image-picker').sortable({
|
||||
}
|
||||
});
|
||||
|
||||
$('#image-picker').append(`<div class="option-grid">
|
||||
<label>Blend Time (s): <input type="number" value="0" data-field="blend-time" min="0" max="1" step="0.2"> </label>
|
||||
</div>`);
|
||||
Object.keys(sources).forEach((key, index)=>{
|
||||
let element = makeImagePickerElement(key, labels[key])
|
||||
$('#image-picker').append(element);
|
||||
@ -163,9 +166,10 @@ $('#image-picker input:not(.toggle)').on('change',function(){
|
||||
});
|
||||
|
||||
function updateTiledImage(tiledImage, data, value, item){
|
||||
let field = data.field;
|
||||
|
||||
if(tiledImage){
|
||||
//item = tiledImage
|
||||
let field = data.field;
|
||||
if(field == 'x'){
|
||||
let bounds = tiledImage.getBoundsNoRotate();
|
||||
let position = new OpenSeadragon.Point(Number(value), bounds.y);
|
||||
@ -198,14 +202,18 @@ function updateTiledImage(tiledImage, data, value, item){
|
||||
} else {
|
||||
tiledImage.setClip(null);
|
||||
}
|
||||
}
|
||||
else if (field == 'debug'){
|
||||
} else if (field == 'debug'){
|
||||
if( $(item).prop('checked') ){
|
||||
tiledImage.debugMode = true;
|
||||
} else {
|
||||
tiledImage.debugMode = false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//viewer-level option
|
||||
if (field == "blend-time") {
|
||||
//todo
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -339,6 +347,7 @@ function makeImagePickerElement(key, label){
|
||||
<label>Flipped: <input type="checkbox" data-image="" data-field="flipped"></label>
|
||||
<label>Cropped: <input type="checkbox" data-image="" data-field="cropped"></label>
|
||||
<label>Clipped: <input type="checkbox" data-image="" data-field="clipped"></label>
|
||||
<label>Chess Tile Opacity: <input type="checkbox" data-image="" data-field="tile-level-opecity"></label>
|
||||
<label>Debug: <input type="checkbox" data-image="" data-field="debug"></label>
|
||||
<label>Composite: <select data-image="" data-field="composite"></select></label>
|
||||
<label>Wrap: <select data-image="" data-field="wrapping"></select></label>
|
||||
|
Loading…
Reference in New Issue
Block a user