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https://github.com/openseadragon/openseadragon.git
synced 2024-11-24 06:06:09 +03:00
cleaning up webgldrawer
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1239b22c30
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@ -72,10 +72,10 @@
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this.viewer.addHandler("tile-ready", ev => this._tileReadyHandler(ev));
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this.viewer.addHandler("image-unloaded", ev => this._imageUnloadedHandler(ev));
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// this.viewer is set by parent constructor
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// this.canvas is set by parent constructor, created and appended to the viewer container element
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// this.viewer and this.canvas are part of the public DrawerBase API
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// and are set by the parent constructor. Additional setup is done by
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// the private _setupCanvases and _setupRenderer functions.
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this._setupCanvases();
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this._setupRenderer();
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this.context = this._outputContext; // API required by tests
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@ -143,7 +143,6 @@
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}
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// Public API required by all Drawer implementations
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/**
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* @returns {Boolean} true if canvas and webgl are supported
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*/
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@ -181,7 +180,7 @@
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*/
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draw(tiledImages){
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let gl = this._gl;
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let viewport = {
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let view = {
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bounds: this.viewport.getBoundsNoRotate(true),
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center: this.viewport.getCenter(true),
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rotation: this.viewport.getRotation(true) * Math.PI / 180
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@ -189,9 +188,9 @@
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let flipMultiplier = this.viewport.flipped ? -1 : 1;
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// calculate view matrix for viewer
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let posMatrix = $.Mat3.makeTranslation(-viewport.center.x, -viewport.center.y);
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let scaleMatrix = $.Mat3.makeScaling(2 / viewport.bounds.width * flipMultiplier, -2 / viewport.bounds.height);
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let rotMatrix = $.Mat3.makeRotation(-viewport.rotation);
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let posMatrix = $.Mat3.makeTranslation(-view.center.x, -view.center.y);
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let scaleMatrix = $.Mat3.makeScaling(2 / view.bounds.width * flipMultiplier, -2 / view.bounds.height);
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let rotMatrix = $.Mat3.makeRotation(-view.rotation);
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let viewMatrix = scaleMatrix.multiply(rotMatrix).multiply(posMatrix);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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@ -248,9 +247,6 @@
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// no need to clear, just draw on top of the existing pixels
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}
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let overallMatrix = viewMatrix;
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let imageRotation = tiledImage.getRotation(true);
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@ -418,6 +414,7 @@
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context.restore();
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}
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// private
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_getTextureDataFromTile(tile){
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return tile.getCanvasContext().canvas;
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@ -804,7 +801,7 @@
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let bottom = tile.isBottomMost ? 1 : 1 - overlapFraction.y;
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position = this._makeQuadVertexBuffer(left, right, top, bottom);
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} else {
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// no overlap: this texture can use the unit quad as it's position data
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// no overlap: this texture can use the unit quad as its position data
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position = this._unitQuad;
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}
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@ -883,7 +880,6 @@
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}
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// private
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// necessary for clip testing to pass (test uses spyOnce(drawer._setClip))
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_setClip(rect){
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this._clippingContext.beginPath();
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this._clippingContext.rect(rect.x, rect.y, rect.width, rect.height);
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@ -955,6 +951,7 @@
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}
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}
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}
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// private
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_drawDebugInfoOnTile(tile, count, i, tiledImage, stroke, fill) {
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@ -1065,6 +1062,31 @@
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// modified from https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
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static initShaderProgram(gl, vsSource, fsSource) {
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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// Send the source to the shader object
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gl.shaderSource(shader, source);
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// Compile the shader program
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gl.compileShader(shader);
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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$.console.error(
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`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`
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);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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@ -1078,7 +1100,7 @@
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert(
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$.console.error(
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`Unable to initialize the shader program: ${gl.getProgramInfoLog(
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shaderProgram
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)}`
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@ -1087,30 +1109,6 @@
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}
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return shaderProgram;
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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// Send the source to the shader object
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gl.shaderSource(shader, source);
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// Compile the shader program
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gl.compileShader(shader);
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert(
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`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`
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);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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}
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};
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