mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-21 20:56:09 +03:00
Remove modular implementation -> will be introduced in subsequent PR.
This commit is contained in:
parent
6447009c18
commit
f4efe2970a
@ -1,545 +0,0 @@
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(function($) {
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/**
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* IDataLoader conforms to a specific texture type and WebGL version.
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* It provides API for uniform handling of textures:
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* - texture loading
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* - GLSL texture handling
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*/
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$.WebGLModule.IDataLoader = class {
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/**
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* Creation
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* @param {WebGLRenderingContextBase} gl
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* @param {string} webglVersion
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* @param {object} options
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* @param {GLuint} options.wrap texture wrap parameteri
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* @param {GLuint} options.magFilter texture filter parameteri
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* @param {GLuint} options.minFilter texture filter parameteri
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* */
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constructor(gl, webglVersion, options) {
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//texture cache to keep track of loaded GPU data
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this.__cache = new Map();
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this.wrap = options.wrap;
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this.minFilter = options.minFilter;
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this.magFilter = options.magFilter;
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this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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/**
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* Loader strategy based on toString result, extend with your type if necessary.
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* If your type cannot use the given version strategy (TEXTURE_2D_ARRAY UNIT), you have
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* to re-define the whole API.
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*
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* When a data is sent to the shader for processing, `toString` method is called to
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* get the data identifier. A typeLoaders key must be present to handle loading
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* of that texture(s) data.
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* @member typeLoaders
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* @memberOf OpenSeadragon.WebGLModule.IDataLoader
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*
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* @return {object} whatever you need to stare in the cache to later free the object
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*/
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this.typeLoaders = {};
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}
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/**
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* @param {string} version
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* @return {boolean} true if given webgl version is supported by the loader
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*/
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supportsWebglVersion(version) {
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throw("::supportsWebglVersion must be implemented!");
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}
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/**
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* Get stored options under ID
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* @param id
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* @return {unknown} options stored by setLoaded
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*/
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getLoaded(id) {
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return this.__cache.get(id);
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}
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/**
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* Store options object
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* @param id
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* @param options
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*/
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setLoaded(id, options) {
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this.__cache.set(id, options);
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}
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/**
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* Unload stored options
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* @param id
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*/
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setUnloaded(id) {
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this.__cache.delete(id);
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}
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/**
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* Set texture sampling parameters
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* @param {string} name one of 'minFilter', 'magFilter', 'wrap'
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* @param {GLuint} value
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*/
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setTextureParam(name, value) {
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if (!['minFilter', 'magFilter', 'wrap'].includes(name)) {
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return;
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}
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this[name] = value;
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}
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/**
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*
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* @param renderer
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* @param id
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* @param options
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*/
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unloadTexture(renderer, id, options) {
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throw("::unloadTexture must be implemented!");
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}
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/**
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* @param {OpenSeadragon.WebGLModule} renderer renderer renderer reference
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* @param id
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* @param data
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* @param width
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* @param height
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* @param {[number]} shaderDataIndexToGlobalDataIndex mapping of array indices to data indices, e.g. texture 0 for
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* this shader corresponds to index shaderDataIndexToGlobalDataIndex[0] in the data array,
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* -1 value used for textures not loaded
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*/
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load(renderer, id, data, width, height, shaderDataIndexToGlobalDataIndex) {
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if (!data) {
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$.console.warn("Attempt to draw nullable data!");
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return;
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}
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const textureLoader = this.typeLoaders[toString.apply(data)];
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if (!textureLoader) {
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throw "WebGL Renderer cannot load data as texture: " + toString.apply(data);
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}
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this.setLoaded(id, textureLoader(this, renderer, data, width, height, shaderDataIndexToGlobalDataIndex));
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}
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/**
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*
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* @param renderer
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* @param id
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*/
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free(renderer, 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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* Called when the program is being loaded (set as active)
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* @param {OpenSeadragon.WebGLModule} renderer
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* @param {WebGLRenderingContextBase} gl WebGL context
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* @param {WebGLProgram} program
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* @param {object} specification reference to the specification object used
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*/
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programLoaded(renderer, gl, program, specification) {
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//not needed
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}
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/**
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* Called when tile is processed
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* @param {OpenSeadragon.WebGLModule} renderer renderer renderer reference
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* @param {object} specification reference to the current active specification object
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* @param {*} id data object present in the texture cache
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* @param {WebGLProgram} program current WebGLProgram
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* @param {WebGL2RenderingContext} gl
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*/
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programUsed(renderer, specification, id, program, gl) {
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}
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/**
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* Sample texture
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* @param {number|string} index texture index, must respect index re-mapping (see declare())
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* @param {string} vec2coords GLSL expression that evaluates to vec2
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* @return {string} GLSL expression (unterminated) that evaluates to vec4
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*/
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sample(index, vec2coords) {
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return `texture(_vis_data_sampler_array, vec3(${vec2coords}, _vis_data_sampler_array_indices[${index}]))`;
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}
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/**
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* Declare GLSL texture logic (global scope) in the GLSL shader
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* @param {[number]} shaderDataIndexToGlobalDataIndex mapping of array indices to data indices, e.g. texture 0 for
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* this shader corresponds to index shaderDataIndexToGlobalDataIndex[0] in the data array,
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* -1 value used for textures not loaded
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* @return {string} GLSL declaration (terminated with semicolon) of necessary elements for textures
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*/
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declare(shaderDataIndexToGlobalDataIndex) {
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return `
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vec4 osd_texture(float index, vec2 coords) {
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//This method must be implemented!
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}
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//TODO: is this relevant?
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// vec2 osd_texture_size() {
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// //This method must be implemented!
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// }
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`;
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}
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};
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/**
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* Data loading strategies for different WebGL versions.
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* Should you have your own data format, change/re-define these
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* to correctly load the textures to GPU, based on the WebGL version used.
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*
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* The processing accepts arrays of images to feed to the shader built from configuration.
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* This implementation supports data as Image or Canvas objects. We will refer to them as <image*>
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*
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* Implemented texture loaders support
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* - working with <image*> object - image data chunks are vertically concatenated
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* - working with [<image*>] object - images are in array
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*
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* @namespace OpenSeadragon.WebGLModule.Loaders
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*/
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$.WebGLModule.Loaders = {
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/**
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* //TODO: ugly
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* In case the system is fed by anything but 'Image' (or the like) data object,
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* implement here conversion so that debug mode can draw it.
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* @param {*} data
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* @return {HTMLElement} Dom Element
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*/
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dataAsHtmlElement: function(data) {
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return {
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"[object HTMLImageElement]": () => data,
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"[object HTMLCanvasElement]": () => data,
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//Image objects in Array, we assume image objects only
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"[object Array]": function() {
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const node = document.createElement("div");
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for (let image of data) {
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node.append(image);
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}
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return node;
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}
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}[toString.apply(data)]();
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},
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/**
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* Data loader for WebGL 2.0. Must load the data to a Texture2DArray.
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* The name of the texture is a constant. The order od the textures in
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* the z-stacking is defined in shaderDataIndexToGlobalDataIndex.
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*
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* For details, please, see the implementation.
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* @class OpenSeadragon.WebGLModule.Loaders.TEXTURE_2D_ARRAY
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*/
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TEXTURE_2D_ARRAY: class /**@lends $.WebGLModule.Loaders.TEXTURE_2D_ARRAY */ extends OpenSeadragon.WebGLModule.IDataLoader {
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unloadTexture(renderer, id, options) {
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renderer.gl.deleteTexture(options);
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}
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/**
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* Creation
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* @param {WebGL2RenderingContext} gl
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* @param {string} webglVersion
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* @param {object} options
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* @param {GLuint} options.wrap texture wrap parameteri
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* @param {GLuint} options.magFilter texture filter parameteri
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* @param {GLuint} options.minFilter texture filter parameteri
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* @memberOf OpenSeadragon.WebGLModule.Loaders.TEXTURE_2D_ARRAY
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* */
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constructor(gl, webglVersion, options) {
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super(gl, webglVersion, options);
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if (webglVersion !== "2.0") {
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throw "Incompatible WebGL version for TEXTURE_2D_ARRAY data loader!";
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}
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// this.batchSize = 5;
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// let lastBatch = null;
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this.typeLoaders["[object HTMLImageElement]"] =
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this.typeLoaders["[object HTMLCanvasElement]"] = function (self, webglModule, data, width, height,
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shaderDataIndexToGlobalDataIndex) {
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const NUM_IMAGES = Math.round(data.height / height);
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const gl = webglModule.gl;
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// //todo different tile sizes are problems
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// if (!lastBatch || lastBatch.length < NUM_IMAGES) {
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// lastBatch = {
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// texId: gl.createTexture(),
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// length: this.batchSize,
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// texCount: 0,
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// };
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// gl.bindTexture(gl.TEXTURE_2D_ARRAY, options.texId);
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// gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, data[0].width, data[0].height, data.length + 1);
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// } else {
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// gl.bindTexture(gl.TEXTURE_2D_ARRAY, options.texId);
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// }
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const textureId = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D_ARRAY, textureId);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, self.magFilter);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, self.minFilter);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, self.wrap);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, self.wrap);
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gl.texImage3D(
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gl.TEXTURE_2D_ARRAY,
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0,
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gl.RGBA,
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width,
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height,
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NUM_IMAGES,
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0,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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data
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);
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return textureId;
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};
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//Image objects in Array, we assume image objects only todo ugly, can be array of anything
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this.typeLoaders["[object Array]"] = function (self, webglModule, data, options, width, height, shaderDataIndexToGlobalDataIndex) {
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const gl = webglModule.gl;
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const textureId = gl.createTexture();
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//gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D_ARRAY, textureId);
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gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, data[0].width, data[0].height, data.length + 1);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAX_LEVEL, 0);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, self.minFilter);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, self.magFilter);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, self.wrap);
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gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, self.wrap);
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let index = 0;
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for (let image of data) {
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gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, index++, image.width, image.height,
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1, gl.RGBA, gl.UNSIGNED_BYTE, image);
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}
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return textureId;
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};
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}
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supportsWebglVersion(version) {
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return version === "2.0";
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}
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programUsed(renderer, specification, id, program, gl) {
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gl.activeTexture(gl.TEXTURE0);
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const tid = this.getLoaded(id);
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gl.bindTexture(gl.TEXTURE_2D_ARRAY, tid);
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}
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sample(index, vec2coords) {
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return `texture(_vis_data_sampler_array, vec3(${vec2coords}, _vis_data_sampler_array_indices[${index}]))`;
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}
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declare(shaderDataIndexToGlobalDataIndex) {
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return `uniform sampler2DArray _vis_data_sampler_array;
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int _vis_data_sampler_array_indices[${shaderDataIndexToGlobalDataIndex.length}] = int[${shaderDataIndexToGlobalDataIndex.length}](
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${shaderDataIndexToGlobalDataIndex.join(",")}
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);
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vec4 osd_texture(int index, vec2 coords) {
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return ${this.sample("index", "coords")};
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}
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`;
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}
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},
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/**
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* Data loader for WebGL 2.0. Must load the data to a Texture2DArray.
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* The name of the texture is a constant. The order od the textures in
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* the z-stacking is defined in shaderDataIndexToGlobalDataIndex.
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*
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* For details, please, see the implementation.
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* @class OpenSeadragon.WebGLModule.Loaders.TEXTURE_2D
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*/
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TEXTURE_2D: class /**@lends $.WebGLModule.Loaders.TEXTURE_2D */ extends OpenSeadragon.WebGLModule.IDataLoader {
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/**
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* Creation
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* @param {WebGL2RenderingContext} gl
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* @param {string} webglVersion
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* @param {object} options
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* @param {GLuint} options.wrap texture wrap parameteri
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* @param {GLuint} options.magFilter texture filter parameteri
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* @param {GLuint} options.minFilter texture filter parameteri
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* @memberOf OpenSeadragon.WebGLModule.Loaders.TEXTURE_2D
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* */
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constructor(gl, webglVersion, options) {
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super(gl, webglVersion, options);
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this._samples = webglVersion === "1.0" ? "texture2D" : "texture";
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this.typeLoaders["[object HTMLImageElement]"] =
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this.typeLoaders["[object HTMLCanvasElement]"] = function (self, webglModule, data, width, height,
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shaderDataIndexToGlobalDataIndex) {
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//Avoid canvas slicing if possible
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const NUM_IMAGES = Math.round(data.height / height);
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if (NUM_IMAGES === 1) {
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, self.wrap);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, self.wrap);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, self.minFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, self.magFilter);
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gl.texImage2D(gl.TEXTURE_2D,
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0,
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gl.RGBA,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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data);
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return [texture];
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}
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if (!self._canvas) {
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self._canvas = document.createElement('canvas');
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self._canvasReader = self._canvas.getContext('2d', {willReadFrequently: true});
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self._canvasConverter = document.createElement('canvas');
|
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self._canvasConverterReader = self._canvasConverter.getContext('2d',
|
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{willReadFrequently: true});
|
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}
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||||
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let index = 0;
|
||||
width = Math.round(width);
|
||||
height = Math.round(height);
|
||||
|
||||
const units = [];
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|
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//we read from here
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self._canvas.width = data.width;
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self._canvas.height = data.height;
|
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self._canvasReader.drawImage(data, 0, 0);
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//Allowed texture size dimension only 256+ and power of two...
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//it worked for arbitrary size until we begun with image arrays... is it necessary?
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const IMAGE_SIZE = data.width < 256 ? 256 : Math.pow(2, Math.ceil(Math.log2(data.width)));
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self._canvasConverter.width = IMAGE_SIZE;
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self._canvasConverter.height = IMAGE_SIZE;
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//just load all images and let shaders reference them...
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for (let i = 0; i < shaderDataIndexToGlobalDataIndex.length; i++) {
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if (shaderDataIndexToGlobalDataIndex[i] < 0) {
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continue;
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}
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if (index >= NUM_IMAGES) {
|
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console.warn("The visualisation contains less data than layers. Skipping layers ...");
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return units;
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}
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units.push(gl.createTexture());
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gl.bindTexture(gl.TEXTURE_2D, units[index]);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, self.wrap);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, self.wrap);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, self.minFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, self.magFilter);
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||||
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let pixels;
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if (width !== IMAGE_SIZE || height !== IMAGE_SIZE) {
|
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self._canvasConverterReader.drawImage(self._canvas, 0,
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shaderDataIndexToGlobalDataIndex[i] * height,
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||||
width, height, 0, 0, IMAGE_SIZE, IMAGE_SIZE);
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||||
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pixels = self._canvasConverterReader.getImageData(0, 0, IMAGE_SIZE, IMAGE_SIZE);
|
||||
} else {
|
||||
//load data
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pixels = self._canvasReader.getImageData(0,
|
||||
shaderDataIndexToGlobalDataIndex[i] * height, width, height);
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||||
}
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||||
|
||||
gl.texImage2D(gl.TEXTURE_2D,
|
||||
0,
|
||||
gl.RGBA,
|
||||
gl.RGBA,
|
||||
gl.UNSIGNED_BYTE,
|
||||
pixels);
|
||||
index++;
|
||||
}
|
||||
return units;
|
||||
};
|
||||
|
||||
//Image objects in Array, we assume image objects only todo ugly, can be array of anything
|
||||
this.typeLoaders["[object Array]"] = function (self, webglModule, data, options, width, height, shaderDataIndexToGlobalDataIndex) {
|
||||
const gl = webglModule.gl;
|
||||
|
||||
let index = 0;
|
||||
const NUM_IMAGES = data.length;
|
||||
const units = [];
|
||||
|
||||
//just load all images and let shaders reference them...
|
||||
for (let i = 0; i < shaderDataIndexToGlobalDataIndex.length; i++) {
|
||||
if (shaderDataIndexToGlobalDataIndex[i] < 0) {
|
||||
continue;
|
||||
}
|
||||
if (index >= NUM_IMAGES) {
|
||||
console.warn("The visualisation contains less data than layers. Skipping layers ...");
|
||||
return units;
|
||||
}
|
||||
|
||||
//create textures
|
||||
units.push(gl.createTexture());
|
||||
gl.bindTexture(gl.TEXTURE_2D, units[index]);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, self.wrap);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, self.wrap);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, self.minFilter);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, self.magFilter);
|
||||
//do not check the image size, we render what wwe
|
||||
gl.texImage2D(gl.TEXTURE_2D,
|
||||
0,
|
||||
gl.RGBA,
|
||||
gl.RGBA,
|
||||
gl.UNSIGNED_BYTE,
|
||||
data[index++]
|
||||
);
|
||||
}
|
||||
return units;
|
||||
};
|
||||
}
|
||||
|
||||
unloadTexture(renderer, id, options) {
|
||||
for (let textureUnit of options) {
|
||||
renderer.gl.deleteTexture(textureUnit);
|
||||
}
|
||||
}
|
||||
|
||||
supportsWebglVersion(version) {
|
||||
return true;
|
||||
}
|
||||
|
||||
programUsed(renderer, specification, id, program, gl) {
|
||||
const units = this.getLoaded(id);
|
||||
for (let i = 0; i < units.length; i++) {
|
||||
let textureUnit = units[i];
|
||||
let bindConst = `TEXTURE${i}`;
|
||||
gl.activeTexture(gl[bindConst]);
|
||||
gl.bindTexture(gl.TEXTURE_2D, textureUnit);
|
||||
let location = gl.getUniformLocation(program, `vis_data_sampler_${i}`);
|
||||
gl.uniform1i(location, i);
|
||||
}
|
||||
}
|
||||
|
||||
sample(index, vec2coords) {
|
||||
return `${this._samples}(vis_data_sampler_${index}, ${vec2coords})`;
|
||||
}
|
||||
|
||||
declare(shaderDataIndexToGlobalDataIndex) {
|
||||
let samplers = 'uniform vec2 sampler_size;';
|
||||
for (let i = 0; i < shaderDataIndexToGlobalDataIndex.length; i++) {
|
||||
if (shaderDataIndexToGlobalDataIndex[i] === -1) {
|
||||
continue;
|
||||
}
|
||||
samplers += `uniform sampler2D vis_data_sampler_${i};`;
|
||||
}
|
||||
return samplers;
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
})(OpenSeadragon);
|
@ -1,662 +0,0 @@
|
||||
|
||||
/*
|
||||
* OpenSeadragon - WebGLDrawer
|
||||
*
|
||||
* Copyright (C) 2010-2023 OpenSeadragon contributors
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are
|
||||
* met:
|
||||
*
|
||||
* - Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
*
|
||||
* - Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* - Neither the name of CodePlex Foundation nor the names of its
|
||||
* contributors may be used to endorse or promote products derived from
|
||||
* this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
||||
* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
(function( $ ){
|
||||
|
||||
/**
|
||||
* @class WebGLDrawer
|
||||
* @memberof OpenSeadragon
|
||||
* @classdesc Default implementation of WebGLDrawer for an {@link OpenSeadragon.Viewer}.
|
||||
* @param {Object} options - Options for this Drawer.
|
||||
* @param {OpenSeadragon.Viewer} options.viewer - The Viewer that owns this Drawer.
|
||||
* @param {OpenSeadragon.Viewport} options.viewport - Reference to Viewer viewport.
|
||||
* @param {boolean} options.twoPassRendering
|
||||
* @param {Element} options.element - Parent element.
|
||||
* @param {Number} [options.debugGridColor] - See debugGridColor in {@link OpenSeadragon.Options} for details.
|
||||
*/
|
||||
|
||||
$.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
|
||||
constructor(options){
|
||||
super(options);
|
||||
|
||||
const gl = this.renderer.gl;
|
||||
this.maxTextureUnits = 4 || gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
|
||||
this.maxDrawBufferUnits = gl.getParameter(gl.MAX_DRAW_BUFFERS);
|
||||
|
||||
this._createSinglePassShader('TEXTURE_2D');
|
||||
|
||||
const size = this._calculateCanvasSize();
|
||||
this.renderer.init(size.x, size.y);
|
||||
this._size = size;
|
||||
this.renderer.setDataBlendingEnabled(true);
|
||||
|
||||
this.destroyed = false;
|
||||
this._textureMap = {};
|
||||
this._renderOffScreenBuffer = gl.createFramebuffer();
|
||||
this._renderOffScreenTextures = [];
|
||||
//batch rendering (artifacts)
|
||||
// this._tileTexturePositions = new Float32Array(this.maxTextureUnits * 8);
|
||||
// this._transformMatrices = new Float32Array(this.maxTextureUnits * 9);
|
||||
|
||||
|
||||
this.viewer.addHandler("resize", this._resizeRenderer.bind(this));
|
||||
// Add listeners for events that require modifying the scene or camera
|
||||
this.viewer.addHandler("tile-ready", this._tileReadyHandler.bind(this));
|
||||
this.viewer.addHandler("image-unloaded", (e) => {
|
||||
const tileData = this._textureMap[e.tile.cacheKey];
|
||||
if (tileData.texture) {
|
||||
this.renderer.gl.deleteTexture(tileData.texture);
|
||||
delete this._textureMap[e.tile.cacheKey];
|
||||
}
|
||||
});
|
||||
this.viewer.world.addHandler("add-item", (e) => {
|
||||
let shader = e.item.source.shader;
|
||||
if (shader) {
|
||||
const targetIndex = this.renderer.getSpecificationsCount();
|
||||
if (this.renderer.addRenderingSpecifications(shader)) {
|
||||
shader._programIndexTarget = targetIndex;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
e.item.source.shader = shader = this.defaultRenderingSpecification;
|
||||
}
|
||||
//set default program: identity
|
||||
shader._programIndexTarget = 0;
|
||||
});
|
||||
this.viewer.world.addHandler("remove-item", (e) => {
|
||||
const tIndex = e.item.source.shader._programIndexTarget;
|
||||
if (tIndex > 0) {
|
||||
this.renderer.setRenderingSpecification(tIndex, null);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Public API required by all Drawer implementations
|
||||
/**
|
||||
* Clean up the renderer, removing all resources
|
||||
*/
|
||||
destroy(){
|
||||
if(this.destroyed){
|
||||
return;
|
||||
}
|
||||
//todo
|
||||
const gl = this.renderer.gl;
|
||||
this._renderOffScreenTextures.forEach(t => {
|
||||
if (t) {
|
||||
gl.deleteTexture(t);
|
||||
}
|
||||
});
|
||||
this._renderOffScreenTextures = [];
|
||||
|
||||
if (this._renderOffScreenBuffer) {
|
||||
gl.deleteFramebuffer(this._renderOffScreenBuffer);
|
||||
}
|
||||
this.destroyed = true;
|
||||
}
|
||||
|
||||
// Public API required by all Drawer implementations
|
||||
/**
|
||||
*
|
||||
* @returns true if the drawer supports rotation
|
||||
*/
|
||||
canRotate(){
|
||||
return true;
|
||||
}
|
||||
|
||||
// Public API required by all Drawer implementations
|
||||
|
||||
/**
|
||||
* @returns {Boolean} returns true if canvas and webgl are supported
|
||||
*/
|
||||
static isSupported(){
|
||||
return true; //todo
|
||||
}
|
||||
|
||||
getType() {
|
||||
return 'universal_webgl';
|
||||
}
|
||||
|
||||
/**
|
||||
* create the HTML element (canvas in this case) that the image will be drawn into
|
||||
* @returns {Element} the canvas to draw into
|
||||
*/
|
||||
createDrawingElement(){
|
||||
this.renderer = new $.WebGLModule($.extend(this.options, {
|
||||
uniqueId: "openseadragon",
|
||||
"2.0": {
|
||||
canvasOptions: {
|
||||
stencil: true
|
||||
}
|
||||
}
|
||||
}));
|
||||
return this.renderer.canvas;
|
||||
}
|
||||
|
||||
enableStencilTest(enabled) {
|
||||
if (enabled) {
|
||||
if (!this._stencilTestEnabled) {
|
||||
const gl = this.renderer.gl;
|
||||
gl.enable(gl.STENCIL_TEST);
|
||||
gl.stencilMask(0xff);
|
||||
gl.stencilFunc(gl.GREATER, 1, 0xff);
|
||||
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
|
||||
this._stencilTestEnabled = true;
|
||||
}
|
||||
} else {
|
||||
if (this._stencilTestEnabled) {
|
||||
this._stencilTestEnabled = false;
|
||||
const gl = this.renderer.gl;
|
||||
gl.disable(gl.STENCIL_TEST);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Array} tiledImages Array of TiledImage objects to draw
|
||||
*/
|
||||
draw(tiledImages){
|
||||
let twoPassRendering = this.options.twoPassRendering;
|
||||
if (!twoPassRendering) {
|
||||
for (const tiledImage of tiledImages) {
|
||||
if (tiledImage.blendTime > 0) {
|
||||
twoPassRendering = false; //todo set true, now we debug single pass
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let viewport = {
|
||||
bounds: this.viewport.getBoundsNoRotate(true),
|
||||
center: this.viewport.getCenter(true),
|
||||
rotation: this.viewport.getRotation(true) * Math.PI / 180,
|
||||
zoom: this.viewport.getZoom(true)
|
||||
};
|
||||
|
||||
let flipMultiplier = this.viewport.flipped ? -1 : 1;
|
||||
// calculate view matrix for viewer
|
||||
let posMatrix = $.Mat3.makeTranslation(-viewport.center.x, -viewport.center.y);
|
||||
let scaleMatrix = $.Mat3.makeScaling(2 / viewport.bounds.width * flipMultiplier, -2 / viewport.bounds.height);
|
||||
let rotMatrix = $.Mat3.makeRotation(-viewport.rotation);
|
||||
let viewMatrix = scaleMatrix.multiply(rotMatrix).multiply(posMatrix);
|
||||
this._batchTextures = Array(this.maxTextureUnits);
|
||||
|
||||
if (twoPassRendering) {
|
||||
this._resizeOffScreenTextures(0);
|
||||
this.enableStencilTest(true);
|
||||
this._drawTwoPass(tiledImages, viewport, viewMatrix);
|
||||
} else {
|
||||
this._resizeOffScreenTextures(tiledImages.length);
|
||||
this.enableStencilTest(false);
|
||||
this._drawSinglePass(tiledImages, viewport, viewMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
tiledImageViewportToImageZoom(tiledImage, viewportZoom) {
|
||||
var ratio = tiledImage._scaleSpring.current.value *
|
||||
tiledImage.viewport._containerInnerSize.x /
|
||||
tiledImage.source.dimensions.x;
|
||||
return ratio * viewportZoom;
|
||||
}
|
||||
|
||||
|
||||
_drawSinglePass(tiledImages, viewport, viewMatrix) {
|
||||
const gl = this.renderer.gl;
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
|
||||
for (const tiledImage of tiledImages) {
|
||||
let tilesToDraw = tiledImage.getTilesToDraw();
|
||||
|
||||
if (tilesToDraw.length === 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//todo better access to the rendering context
|
||||
const shader = this.renderer.specification(0).shaders.renderShader._renderContext;
|
||||
shader.setBlendMode(tiledImage.index === 0 ?
|
||||
"source-over" : tiledImage.compositeOperation || this.viewer.compositeOperation);
|
||||
|
||||
const sourceShader = tiledImage.source.shader;
|
||||
if (tiledImage.debugMode !== this.renderer.getCompiled("debug", sourceShader._programIndexTarget)) {
|
||||
this.buildOptions.debug = tiledImage.debugMode;
|
||||
//todo per image-level debug info :/
|
||||
this.renderer.buildProgram(sourceShader._programIndexTarget, null, true, this.buildOptions);
|
||||
}
|
||||
|
||||
|
||||
this.renderer.useProgram(sourceShader._programIndexTarget);
|
||||
gl.clear(gl.STENCIL_BUFFER_BIT);
|
||||
|
||||
let overallMatrix = viewMatrix;
|
||||
let imageRotation = tiledImage.getRotation(true);
|
||||
// if needed, handle the tiledImage being rotated
|
||||
if( imageRotation % 360 !== 0) {
|
||||
let imageRotationMatrix = $.Mat3.makeRotation(-imageRotation * Math.PI / 180);
|
||||
let imageCenter = tiledImage.getBoundsNoRotate(true).getCenter();
|
||||
let t1 = $.Mat3.makeTranslation(imageCenter.x, imageCenter.y);
|
||||
let t2 = $.Mat3.makeTranslation(-imageCenter.x, -imageCenter.y);
|
||||
|
||||
// update the view matrix to account for this image's rotation
|
||||
let localMatrix = t1.multiply(imageRotationMatrix).multiply(t2);
|
||||
overallMatrix = viewMatrix.multiply(localMatrix);
|
||||
}
|
||||
let pixelSize = this.tiledImageViewportToImageZoom(tiledImage, viewport.zoom);
|
||||
|
||||
//tile level opacity not supported with single pass rendering
|
||||
shader.opacity.set(tiledImage.opacity);
|
||||
|
||||
//batch rendering (artifacts)
|
||||
//let batchSize = 0;
|
||||
|
||||
// iterate over tiles and add data for each one to the buffers
|
||||
for (let tileIndex = tilesToDraw.length - 1; tileIndex >= 0; tileIndex--){
|
||||
const tile = tilesToDraw[tileIndex].tile;
|
||||
const matrix = this._getTileMatrix(tile, tiledImage, overallMatrix);
|
||||
const tileData = this._textureMap[tile.cacheKey];
|
||||
|
||||
this.renderer.processData(tileData.texture, {
|
||||
transform: matrix,
|
||||
zoom: viewport.zoom,
|
||||
pixelSize: pixelSize,
|
||||
textureCoords: tileData.position,
|
||||
});
|
||||
|
||||
//batch rendering (artifacts)
|
||||
// this._transformMatrices.set(matrix, batchSize * 9);
|
||||
// this._tileTexturePositions.set(tileData.position, batchSize * 8);
|
||||
// this._batchTextures[batchSize] = tileData.texture;
|
||||
// batchSize++;
|
||||
// if (batchSize === this.maxTextureUnits) {
|
||||
// console.log("tiles inside", this._tileTexturePositions);
|
||||
// this.renderer.processData(this._batchTextures, {
|
||||
// transform: this._transformMatrices,
|
||||
// zoom: viewport.zoom,
|
||||
// pixelSize: pixelSize,
|
||||
// textureCoords: this._tileTexturePositions,
|
||||
// instanceCount: batchSize
|
||||
// });
|
||||
// batchSize = 0;
|
||||
// }
|
||||
}
|
||||
|
||||
//batch rendering (artifacts)
|
||||
// if (batchSize > 0) {
|
||||
// console.log("tiles outside", this._tileTexturePositions);
|
||||
//
|
||||
// //todo possibly zero out unused, or limit drawing size
|
||||
// this.renderer.processData(this._batchTextures, {
|
||||
// transform: this._transformMatrices,
|
||||
// zoom: viewport.zoom,
|
||||
// pixelSize: pixelSize,
|
||||
// textureCoords: this._tileTexturePositions,
|
||||
// instanceCount: batchSize
|
||||
// });
|
||||
// }
|
||||
|
||||
// Fire tiled-image-drawn event.
|
||||
// TODO: the image data may not be on the output canvas yet!!
|
||||
if( this.viewer ){
|
||||
/**
|
||||
* Raised when a tiled image is drawn to the canvas. Only valid
|
||||
* for webgl drawer.
|
||||
*
|
||||
* @event tiled-image-drawn
|
||||
* @memberof OpenSeadragon.Viewer
|
||||
* @type {object}
|
||||
* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
|
||||
* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
|
||||
* @property {Array} tiles - An array of Tile objects that were drawn.
|
||||
* @property {?Object} userData - Arbitrary subscriber-defined object.
|
||||
*/
|
||||
this.viewer.raiseEvent( 'tiled-image-drawn', {
|
||||
tiledImage: tiledImage,
|
||||
tiles: tilesToDraw.map(info => info.tile),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_drawTwoPass(tiledImages, viewport, viewMatrix) {
|
||||
const gl = this.renderer.gl;
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
let drawnItems = 0;
|
||||
|
||||
for (const tiledImage of tiledImages) {
|
||||
let tilesToDraw = tiledImage.getTilesToDraw();
|
||||
|
||||
if (tilesToDraw.length === 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//second pass first: check whether next render won't overflow batch size
|
||||
//todo better access to the rendering context
|
||||
const shader = this.renderer.specification(0).shaders.renderShader._renderContext;
|
||||
shader.setBlendMode(tiledImage.index === 0 ?
|
||||
"source-over" : tiledImage.compositeOperation || this.viewer.compositeOperation);
|
||||
// const willDraw = drawnItems + shader.dataReferences.length;
|
||||
// if (willDraw > this.maxTextureUnits) {
|
||||
// //merge to the output screen
|
||||
// this._bindOffScreenTexture(-1);
|
||||
//
|
||||
// //todo
|
||||
//
|
||||
// drawnItems = 0;
|
||||
// }
|
||||
|
||||
this.renderer.useProgram(0); //todo use program based on texture used, e.g. drawing multi output
|
||||
|
||||
|
||||
|
||||
this._bindOffScreenTexture(drawnItems);
|
||||
|
||||
let overallMatrix = viewMatrix;
|
||||
let imageRotation = tiledImage.getRotation(true);
|
||||
// if needed, handle the tiledImage being rotated
|
||||
if( imageRotation % 360 !== 0){
|
||||
let imageRotationMatrix = $.Mat3.makeRotation(-imageRotation * Math.PI / 180);
|
||||
let imageCenter = tiledImage.getBoundsNoRotate(true).getCenter();
|
||||
let t1 = $.Mat3.makeTranslation(imageCenter.x, imageCenter.y);
|
||||
let t2 = $.Mat3.makeTranslation(-imageCenter.x, -imageCenter.y);
|
||||
|
||||
// update the view matrix to account for this image's rotation
|
||||
let localMatrix = t1.multiply(imageRotationMatrix).multiply(t2);
|
||||
overallMatrix = viewMatrix.multiply(localMatrix);
|
||||
}
|
||||
|
||||
// iterate over tiles and add data for each one to the buffers
|
||||
for (let tileIndex = tilesToDraw.length - 1; tileIndex >= 0; tileIndex--){
|
||||
const tile = tilesToDraw[tileIndex].tile;
|
||||
|
||||
const matrix = this._getTileMatrix(tile, tiledImage, overallMatrix);
|
||||
shader.opacity.set(tile.opacity * tiledImage.opacity);
|
||||
const tileData = this._textureMap[tile.cacheKey];
|
||||
|
||||
//todo pixelSize value (not yet memoized)
|
||||
this.renderer.processData(tileData.texture, {
|
||||
transform: matrix,
|
||||
zoom: viewport.zoom,
|
||||
pixelSize: 0,
|
||||
textureCoords: tileData.position
|
||||
});
|
||||
}
|
||||
|
||||
// Fire tiled-image-drawn event.
|
||||
// TODO: the image data may not be on the output canvas yet!!
|
||||
if( this.viewer ){
|
||||
/**
|
||||
* Raised when a tiled image is drawn to the canvas. Only valid
|
||||
* for webgl drawer.
|
||||
*
|
||||
* @event tiled-image-drawn
|
||||
* @memberof OpenSeadragon.Viewer
|
||||
* @type {object}
|
||||
* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
|
||||
* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
|
||||
* @property {Array} tiles - An array of Tile objects that were drawn.
|
||||
* @property {?Object} userData - Arbitrary subscriber-defined object.
|
||||
*/
|
||||
this.viewer.raiseEvent( 'tiled-image-drawn', {
|
||||
tiledImage: tiledImage,
|
||||
tiles: tilesToDraw.map(info => info.tile),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//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
|
||||
*/
|
||||
setImageSmoothingEnabled(enabled){
|
||||
//todo
|
||||
// this._clippingContext.imageSmoothingEnabled = enabled;
|
||||
// this._outputContext.imageSmoothingEnabled = enabled;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
let x = tile.positionedBounds.x + (tile.x === 0 ? 0 : xOffset);
|
||||
let y = tile.positionedBounds.y + (tile.y === 0 ? 0 : yOffset);
|
||||
let right = tile.positionedBounds.x + tile.positionedBounds.width - (tile.isRightMost ? 0 : xOffset);
|
||||
let bottom = tile.positionedBounds.y + tile.positionedBounds.height - (tile.isBottomMost ? 0 : yOffset);
|
||||
let w = right - x;
|
||||
let h = bottom - y;
|
||||
|
||||
let matrix = new $.Mat3([
|
||||
w, 0, 0,
|
||||
0, h, 0,
|
||||
x, y, 1,
|
||||
]);
|
||||
|
||||
if(tile.flipped){
|
||||
// flip the tile around the center of the unit quad
|
||||
let t1 = $.Mat3.makeTranslation(0.5, 0);
|
||||
let t2 = $.Mat3.makeTranslation(-0.5, 0);
|
||||
|
||||
// update the view matrix to account for this image's rotation
|
||||
let localMatrix = t1.multiply($.Mat3.makeScaling(-1, 1)).multiply(t2);
|
||||
matrix = matrix.multiply(localMatrix);
|
||||
}
|
||||
|
||||
let overallMatrix = viewMatrix.multiply(matrix);
|
||||
return overallMatrix.values;
|
||||
}
|
||||
|
||||
_resizeRenderer(){
|
||||
const size = this._calculateCanvasSize();
|
||||
this.renderer.setDimensions(0, 0, size.x, size.y);
|
||||
this._size = size;
|
||||
}
|
||||
|
||||
_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;
|
||||
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;
|
||||
|
||||
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){
|
||||
let overlap = tiledImage.source.tileOverlap;
|
||||
let nativeWidth = tile.sourceBounds.width; // in pixels
|
||||
let nativeHeight = tile.sourceBounds.height; // in pixels
|
||||
let overlapWidth = (tile.x === 0 ? 0 : overlap) + (tile.isRightMost ? 0 : overlap); // in pixels
|
||||
let overlapHeight = (tile.y === 0 ? 0 : overlap) + (tile.isBottomMost ? 0 : overlap); // in pixels
|
||||
let widthOverlapFraction = overlap / (nativeWidth + overlapWidth); // as a fraction of image including overlap
|
||||
let heightOverlapFraction = overlap / (nativeHeight + overlapHeight); // as a fraction of image including overlap
|
||||
return {
|
||||
x: widthOverlapFraction,
|
||||
y: heightOverlapFraction
|
||||
};
|
||||
}
|
||||
};
|
||||
}( OpenSeadragon ));
|
@ -1,42 +0,0 @@
|
||||
(function($) {
|
||||
/**
|
||||
* 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 name() {
|
||||
return "Identity";
|
||||
}
|
||||
|
||||
static description() {
|
||||
return "shows the data AS-IS";
|
||||
}
|
||||
|
||||
static sources() {
|
||||
return [{
|
||||
acceptsChannelCount: (x) => x === 4,
|
||||
description: "4d texture to render AS-IS"
|
||||
}];
|
||||
}
|
||||
|
||||
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"] = {
|
||||
required: "rgba"
|
||||
};
|
||||
|
||||
$.WebGLModule.ShaderMediator.registerLayer($.WebGLModule.IdentityLayer);
|
||||
|
||||
})(OpenSeadragon);
|
@ -1,902 +0,0 @@
|
||||
|
||||
|
||||
(function($) {
|
||||
|
||||
|
||||
/**
|
||||
* Wrapping the funcionality of WebGL to be suitable for tile processing and rendering.
|
||||
* Written by Aiosa
|
||||
* @class OpenSeadragon.WebGLModule
|
||||
* @memberOf OpenSeadragon
|
||||
*/
|
||||
$.WebGLModule = class extends $.EventSource {
|
||||
/**
|
||||
* @typedef {{
|
||||
* name?: string,
|
||||
* lossless?: boolean,
|
||||
* shaders: Object.<string, OpenSeadragon.WebGLModule.ShaderLayerConfig>
|
||||
* }} OpenSeadragon.WebGLModule.RenderingConfig
|
||||
*
|
||||
* //use_channel[X] name
|
||||
* @template {Object<string,any>} TUseChannel
|
||||
* //use_[fitler_name]
|
||||
* @template {Object<string,number>} TUseFilter
|
||||
* @template {Object<string,(string|any)>} TIControlConfig
|
||||
* @typedef OpenSeadragon.WebGLModule.ShaderLayerParams
|
||||
* @type {{TUseChannel,TUseFilter,TIControlConfig}}
|
||||
*
|
||||
* @typedef {{
|
||||
* name?: string,
|
||||
* type: string,
|
||||
* visible?: boolean,
|
||||
* dataReferences: number[],
|
||||
* params?: OpenSeadragon.WebGLModule.ShaderLayerParams,
|
||||
* }} OpenSeadragon.WebGLModule.ShaderLayerConfig
|
||||
*
|
||||
*
|
||||
* @typedef OpenSeadragon.WebGLModule.UIControlsRenderer
|
||||
* @type function
|
||||
* @param {string} title
|
||||
* @param {string} html
|
||||
* @param {string} dataId
|
||||
* @param {boolean} isVisible
|
||||
* @param {OpenSeadragon.WebGLModule.ShaderLayer} layer
|
||||
* @param {boolean} wasErrorWhenLoading
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* @param {object} incomingOptions
|
||||
* @param {string} incomingOptions.htmlControlsId: where to render html controls,
|
||||
* @param {string} incomingOptions.webGlPreferredVersion prefered WebGL version, for now "1.0" or "2.0"
|
||||
* @param {OpenSeadragon.WebGLModule.UIControlsRenderer} incomingOptions.htmlShaderPartHeader function that generates particular layer HTML
|
||||
* @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
|
||||
* signature f({Visualization} oldVisualisation,{Visualization} newVisualisation)
|
||||
* @constructor
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
constructor(incomingOptions) {
|
||||
super();
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
///////////// Default values overrideable from incomingOptions /////////////////
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
this.uniqueId = "";
|
||||
|
||||
//todo events instead
|
||||
this.ready = function() { };
|
||||
this.htmlControlsId = null;
|
||||
this.webGlPreferredVersion = "2.0";
|
||||
this.htmlShaderPartHeader = function(title, html, dataId, isVisible, layer, isControllable = true) {
|
||||
return `<div class="configurable-border"><div class="shader-part-name">${title}</div>${html}</div>`;
|
||||
};
|
||||
this.resetCallback = function() { };
|
||||
//called once a visualisation is compiled and linked (might not happen)
|
||||
this.visualisationReady = function(i, visualisation) { };
|
||||
|
||||
/**
|
||||
* Debug mode.
|
||||
* @member {boolean}
|
||||
*/
|
||||
this.debug = false;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
///////////// Incoming Values ///////////////////////////////////////////////////
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Assign from incoming terms
|
||||
for (let key in incomingOptions) {
|
||||
if (incomingOptions[key]) {
|
||||
this[key] = incomingOptions[key];
|
||||
}
|
||||
}
|
||||
|
||||
if (!this.constructor.idPattern.test(this.uniqueId)) {
|
||||
throw "$.WebGLModule: invalid ID! Id can contain only letters, numbers and underscore. ID: " + this.uniqueId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Current rendering context
|
||||
* @member {OpenSeadragon.WebGLModule.WebGLImplementation}
|
||||
*/
|
||||
this.webglContext = null;
|
||||
|
||||
/**
|
||||
* WebGL context
|
||||
* @member {WebGLRenderingContext|WebGL2RenderingContext}
|
||||
*/
|
||||
this.gl = null;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
///////////// Internals /////////////////////////////////////////////////////////
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
this.reset();
|
||||
|
||||
try {
|
||||
const canvas = document.createElement("canvas");
|
||||
for (let version of [this.webGlPreferredVersion, "2.0", "1.0"]) {
|
||||
const contextOpts = incomingOptions[version] || {};
|
||||
|
||||
const Context = $.WebGLModule.determineContext(version);
|
||||
//todo documment this
|
||||
let glContext = Context && Context.create(canvas, contextOpts.canvasOptions || {});
|
||||
|
||||
if (glContext) {
|
||||
this.gl = glContext;
|
||||
|
||||
const readGlProp = function(prop, defaultValue) {
|
||||
return glContext[contextOpts[prop] || defaultValue] || glContext[defaultValue];
|
||||
};
|
||||
|
||||
/**
|
||||
* @param {object} options
|
||||
* @param {string} options.wrap texture wrap parameteri
|
||||
* @param {string} options.magFilter texture filter parameteri
|
||||
* @param {string} options.minFilter texture filter parameteri
|
||||
*/
|
||||
const options = {
|
||||
wrap: readGlProp("wrap", "MIRRORED_REPEAT"),
|
||||
magFilter: readGlProp("magFilter", "LINEAR"),
|
||||
minFilter: readGlProp("minFilter", "LINEAR"),
|
||||
};
|
||||
this.webglContext = new Context(this, glContext, options);
|
||||
}
|
||||
}
|
||||
|
||||
} catch (e) {
|
||||
/**
|
||||
* @event fatal-error
|
||||
*/
|
||||
this.raiseEvent('fatal-error', {message: "Unable to initialize the WebGL renderer.",
|
||||
details: e});
|
||||
$.console.error(e);
|
||||
return;
|
||||
}
|
||||
$.console.log(`WebGL ${this.webglContext.getVersion()} Rendering module (ID ${this.uniqueId})`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset the engine to the initial state
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
reset() {
|
||||
if (this._programs) {
|
||||
Object.values(this._programs).forEach(p => this._unloadProgram(p));
|
||||
}
|
||||
this._programSpecifications = [];
|
||||
this._dataSources = [];
|
||||
this._origDataSources = [];
|
||||
this._programs = {};
|
||||
this._program = -1;
|
||||
this.running = false;
|
||||
this._initialized = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* WebGL target canvas
|
||||
* @return {HTMLCanvasElement}
|
||||
*/
|
||||
get canvas() {
|
||||
return this.gl.canvas;
|
||||
}
|
||||
|
||||
/**
|
||||
* WebGL active program
|
||||
* @return {WebGLProgram}
|
||||
*/
|
||||
get program() {
|
||||
return this._programs[this._program];
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if init() was called.
|
||||
* @return {boolean}
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
get isInitialized() {
|
||||
return this._initialized;
|
||||
}
|
||||
|
||||
/**
|
||||
* Change the dimensions, useful for borders, used by openSeadragonGL
|
||||
* @instance
|
||||
* @memberOf WebGLModule
|
||||
*/
|
||||
setDimensions(x, y, width, height) {
|
||||
if (width === this.width && height === this.height) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.gl.canvas.width = width;
|
||||
this.gl.canvas.height = height;
|
||||
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} specifications - objects that define the what to render (see Readme)
|
||||
* @return {boolean} true if loaded successfully
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
addRenderingSpecifications(...specifications) {
|
||||
for (let spec of specifications) {
|
||||
const parsed = this._parseSpec(spec);
|
||||
if (parsed) {
|
||||
this._programSpecifications.push(parsed);
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @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}
|
||||
*/
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* Rebuild specification and update scene
|
||||
* @param {string[]|undefined} order of shaders, ID's of data as defined in setup JSON, last element
|
||||
* is rendered last (top)
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
rebuildCurrentProgram(order = undefined) {
|
||||
const program = this._programs[this._program];
|
||||
if (this.buildProgram(this._program, order, true, program && program._osdOptions)) {
|
||||
this._forceSwitchShader(this._program);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get currently used specification
|
||||
* @return {object} current specification
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
specification(index) {
|
||||
return this._programSpecifications[index];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get currently used specification ilayer.params,ndex
|
||||
* @return {number} index of the current specification
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
currentSpecificationIndex() {
|
||||
return this._program;
|
||||
}
|
||||
|
||||
/**
|
||||
* Switch to program at index: this is the index (order) in which
|
||||
* setShaders(...) was called. If you want to switch to shader that
|
||||
* has been set with second setShaders(...) call, pass i=1.
|
||||
* @param {Number} i program index or null if you wish to re-initialize the current one
|
||||
* @instance
|
||||
* @memberOf OpenSeadragon.WebGLModule
|
||||
*/
|
||||
useProgram(i) {
|
||||
if (!this._initialized) {
|
||||
$.console.warn("$.WebGLModule::useSpecification(): not initialized.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._program === i) {
|
||||
return;
|
||||
}
|
||||
this._forceSwitchShader(i);
|
||||
}
|
||||
|
||||
useCustomProgram(program) {
|
||||
this._program = -1;
|
||||
this.webglContext.programLoaded(program, null);
|
||||
}
|
||||
|
||||
getSpecificationsCount() {
|
||||
return this._programSpecifications.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a list of image pyramids used to compose the current active specification
|
||||
* @instance
|
||||
* @memberOf WebGLModule
|
||||
*/
|
||||
getSources() {
|
||||
return this._dataSources;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set data srouces
|
||||
*/
|
||||
setSources(sources) {
|
||||
if (!this._initialized) {
|
||||
$.console.warn("$.WebGLModule::useSpecification(): not initialized.");
|
||||
return;
|
||||
}
|
||||
this._origDataSources = sources || [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders data using WebGL
|
||||
* @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|[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(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);
|
||||
// }
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the output canvas
|
||||
*/
|
||||
clear() {
|
||||
//todo: necessary?
|
||||
this.gl.clearColor(0, 0, 0, 0);
|
||||
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether the webgl module renders UI
|
||||
* @return {boolean|boolean}
|
||||
* @instance
|
||||
* @memberOf WebGLModule
|
||||
*/
|
||||
supportsHtmlControls() {
|
||||
return typeof this.htmlControlsId === "string" && this.htmlControlsId.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Execute call on each visualization layer with no errors
|
||||
* @param {object} vis current specification setup context
|
||||
* @param {function} callback call to execute
|
||||
* @param {function} onFail handle exception during execition
|
||||
* @return {boolean} true if no exception occured
|
||||
* @instance
|
||||
* @memberOf WebGLModule
|
||||
*/
|
||||
static eachValidShaderLayer(vis, callback,
|
||||
onFail = (layer, e) => {
|
||||
layer.error = e.message;
|
||||
$.console.error(e);
|
||||
}) {
|
||||
let shaders = vis.shaders;
|
||||
if (!shaders) {
|
||||
return true;
|
||||
}
|
||||
let noError = true;
|
||||
for (let key in shaders) {
|
||||
let shader = shaders[key];
|
||||
|
||||
if (shader && !shader.error) {
|
||||
try {
|
||||
callback(shader);
|
||||
} catch (e) {
|
||||
if (!onFail) {
|
||||
throw e;
|
||||
}
|
||||
onFail(shader, e);
|
||||
noError = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return noError;
|
||||
}
|
||||
|
||||
/**
|
||||
* Execute call on each _visible_ specification layer with no errors.
|
||||
* Visible is subset of valid.
|
||||
* @param {object} vis current specification setup context
|
||||
* @param {function} callback call to execute
|
||||
* @param {function} onFail handle exception during execition
|
||||
* @return {boolean} true if no exception occured
|
||||
* @instance
|
||||
* @memberOf WebGLModule
|
||||
*/
|
||||
static eachVisibleShaderLayer(vis, callback,
|
||||
onFail = (layer, e) => {
|
||||
layer.error = e.message;
|
||||
$.console.error(e);
|
||||
}) {
|
||||
|
||||
let shaders = vis.shaders;
|
||||
if (!shaders) {
|
||||
return true;
|
||||
}
|
||||
let noError = true;
|
||||
for (let key in shaders) {
|
||||
//rendering == true means no error
|
||||
let shader = shaders[key];
|
||||
if (shader && shader.rendering) {
|
||||
try {
|
||||
callback(shader);
|
||||
} catch (e) {
|
||||
if (!onFail) {
|
||||
throw e;
|
||||
}
|
||||
onFail(shader, e);
|
||||
noError = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return noError;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
//// YOU PROBABLY WANT TO READ FUNCTIONS BELOW SO YOU KNOW HOW TO SET UP YOUR SHADERS
|
||||
//// BUT YOU SHOULD NOT CALL THEM DIRECTLY
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Get current program, reset if invalid
|
||||
* @return {number} program index
|
||||
*/
|
||||
getCurrentProgramIndex() {
|
||||
if (this._program < 0 || this._program >= this._programSpecifications.length) {
|
||||
this._program = 0;
|
||||
}
|
||||
return this._program;
|
||||
}
|
||||
|
||||
/**
|
||||
* Function to JSON.stringify replacer
|
||||
* @param key key to the value
|
||||
* @param value value to be exported
|
||||
* @return {*} value if key passes exportable condition, undefined otherwise
|
||||
*/
|
||||
static jsonReplacer(key, value) {
|
||||
return key.startsWith("_") || ["eventSource"].includes(key) ? undefined : value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
* @param firstProgram
|
||||
*/
|
||||
init(width = 1, height = 1, firstProgram = 0) {
|
||||
if (this._initialized) {
|
||||
$.console.error("Already initialized!");
|
||||
return;
|
||||
}
|
||||
if (this._programSpecifications.length < 1) {
|
||||
$.console.error("No specification specified!");
|
||||
/**
|
||||
* @event fatal-error
|
||||
*/
|
||||
this.raiseEvent('fatal-error', {message: "No specification specified!",
|
||||
details: "::prepare() called with no specification set."});
|
||||
return;
|
||||
}
|
||||
this._program = firstProgram;
|
||||
this.getCurrentProgramIndex(); //validates index
|
||||
|
||||
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);
|
||||
|
||||
this.running = true;
|
||||
|
||||
this._forceSwitchShader(null);
|
||||
this.ready();
|
||||
}
|
||||
|
||||
setDataBlendingEnabled(enabled) {
|
||||
if (enabled) {
|
||||
// this.gl.enable(this.gl.BLEND);
|
||||
// this.gl.blendEquation(this.gl.FUNC_ADD);
|
||||
// this.gl.blendFuncSeparate(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA, this.gl.ONE, this.gl.ONE);
|
||||
this.gl.enable(this.gl.BLEND);
|
||||
this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA);
|
||||
} else {
|
||||
this.gl.disable(this.gl.BLEND);
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
///////////// YOU PROBABLY DON'T WANT TO READ/CHANGE FUNCTIONS BELOW
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Forward glLoaded event to the active layer
|
||||
* @param gl
|
||||
* @param program
|
||||
* @param vis
|
||||
*/
|
||||
glLoaded(gl, program, vis) {
|
||||
$.WebGLModule.eachVisibleShaderLayer(vis, layer => layer._renderContext.glLoaded(program, gl));
|
||||
}
|
||||
|
||||
/**
|
||||
* Forward glDrawing event to the active layer
|
||||
* @param gl
|
||||
* @param program
|
||||
* @param vis
|
||||
* @param bounds
|
||||
*/
|
||||
glDrawing(gl, program, vis, bounds) {
|
||||
$.WebGLModule.eachVisibleShaderLayer(vis, layer => layer._renderContext.glDrawing(program, gl));
|
||||
}
|
||||
|
||||
/**
|
||||
* Force switch shader (program), will reset even if the specified
|
||||
* program is currently active, good if you need 'gl-loaded' to be
|
||||
* invoked (e.g. some uniform variables changed)
|
||||
* @param {Number} i program index or null if you wish to re-initialize the current one
|
||||
* @param _reset
|
||||
* @private
|
||||
*/
|
||||
_forceSwitchShader(i, _reset = true) {
|
||||
if (isNaN(i) || i === null || i === undefined) {
|
||||
i = this._program;
|
||||
}
|
||||
|
||||
let target = this._programSpecifications[i];
|
||||
if (!target) {
|
||||
$.console.error("Invalid rendering target index!", i);
|
||||
return;
|
||||
}
|
||||
|
||||
const program = this._programs[i];
|
||||
if (!program) {
|
||||
this._specificationToProgram(target, i);
|
||||
} else if (i !== this._program) {
|
||||
this._updateRequiredDataSources(target);
|
||||
}
|
||||
|
||||
this._program = i;
|
||||
if (target.error) {
|
||||
if (this.supportsHtmlControls()) {
|
||||
this._loadHtml(i, program);
|
||||
}
|
||||
this._loadScript(i);
|
||||
this.running = false;
|
||||
if (this._programSpecifications.length < 2) {
|
||||
/**
|
||||
* @event fatal-error
|
||||
*/
|
||||
this.raiseEvent('fatal-error', {message: "The only rendering specification left is invalid!", target: target});
|
||||
} else {
|
||||
/**
|
||||
* @event error
|
||||
*/
|
||||
this.raiseEvent('error', {message: "Currently chosen rendering specification is not valid!", target: target});
|
||||
}
|
||||
} else {
|
||||
this.running = true;
|
||||
if (this.supportsHtmlControls()) {
|
||||
this._loadHtml(program);
|
||||
}
|
||||
this._loadDebugInfo();
|
||||
if (!this._loadScript(i)) {
|
||||
if (!_reset) {
|
||||
throw "Could not build visualization";
|
||||
}
|
||||
this._forceSwitchShader(i, false); //force reset in errors
|
||||
return;
|
||||
}
|
||||
this.webglContext.programLoaded(program, target);
|
||||
}
|
||||
}
|
||||
|
||||
_unloadProgram(program) {
|
||||
if (program) {
|
||||
//must remove before attaching new
|
||||
this._detachShader(program, "VERTEX_SHADER");
|
||||
this._detachShader(program, "FRAGMENT_SHADER");
|
||||
}
|
||||
}
|
||||
|
||||
_loadHtml(program) {
|
||||
let htmlControls = document.getElementById(this.htmlControlsId);
|
||||
htmlControls.innerHTML = this.webglContext.getCompiled(program, "html") || "";
|
||||
}
|
||||
|
||||
_loadScript(visId) {
|
||||
return $.WebGLModule.eachValidShaderLayer(this._programSpecifications[visId], layer => layer._renderContext.init());
|
||||
}
|
||||
|
||||
_getDebugInfoPanel() {
|
||||
return `<div id="test-inner-${this.uniqueId}-webgl">
|
||||
<b>WebGL Processing I/O (debug mode)</b>
|
||||
<div id="test-${this.uniqueId}-webgl-log"></div>
|
||||
Input: <br><div style="border: 1px solid;display: inline-block; overflow: auto;" id='test-${this.uniqueId}-webgl-input'>No input.</div><br>
|
||||
Output:<br><div style="border: 1px solid;display: inline-block; overflow: auto;" id="test-${this.uniqueId}-webgl-output">No output.</div>`;
|
||||
}
|
||||
|
||||
_loadDebugInfo() {
|
||||
if (!this.debug) {
|
||||
return;
|
||||
}
|
||||
|
||||
let container = document.getElementById(`test-${this.uniqueId}-webgl`);
|
||||
if (!container) {
|
||||
if (!this.htmlControlsId) {
|
||||
document.body.innerHTML += `<div id="test-${this.uniqueId}-webgl" style="position:absolute; top:0; right:0; width: 250px">${this._getDebugInfoPanel()}</div>`;
|
||||
} else {
|
||||
//safe as we do this before handlers are attached
|
||||
document.getElementById(this.htmlControlsId).parentElement.innerHTML += `<div id="test-${this.uniqueId}-webgl" style="width: 100%;">${this._getDebugInfoPanel()}</div>`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_renderDebugIO(inputData, outputData) {
|
||||
let input = document.getElementById(`test-${this.uniqueId}-webgl-input`);
|
||||
let output = document.getElementById(`test-${this.uniqueId}-webgl-output`);
|
||||
|
||||
input.innerHTML = "";
|
||||
input.append($.WebGLModule.Loaders.dataAsHtmlElement(inputData));
|
||||
|
||||
if (outputData) {
|
||||
output.innerHTML = "";
|
||||
if (!this._ocanvas) {
|
||||
this._ocanvas = document.createElement("canvas");
|
||||
}
|
||||
this._ocanvas.width = outputData.width;
|
||||
this._ocanvas.height = outputData.height;
|
||||
let octx = this._ocanvas.getContext('2d');
|
||||
octx.drawImage(outputData, 0, 0);
|
||||
output.append(this._ocanvas);
|
||||
} else {
|
||||
output.innerHTML = "No output!";
|
||||
}
|
||||
}
|
||||
|
||||
_buildFailed(specification, error) {
|
||||
$.console.error(error);
|
||||
specification.error = "Failed to compose this specification.";
|
||||
specification.desc = error;
|
||||
}
|
||||
|
||||
_buildSpecification(program, order, specification, options) {
|
||||
try {
|
||||
options.withHtml = this.supportsHtmlControls();
|
||||
const usableShaderCount = this.webglContext.compileSpecification(
|
||||
program, order, specification, options);
|
||||
|
||||
if (usableShaderCount < 1) {
|
||||
this._buildFailed(specification, `Empty specification: no valid specification has been specified.
|
||||
<br><b>Specification setup:</b></br> <code>${JSON.stringify(specification, $.WebGLModule.jsonReplacer)}</code>
|
||||
<br><b>Dynamic shader data:</b></br><code>${JSON.stringify(specification.data)}</code>`);
|
||||
return;
|
||||
}
|
||||
//preventive
|
||||
delete specification.error;
|
||||
delete specification.desc;
|
||||
} catch (error) {
|
||||
this._buildFailed(specification, error);
|
||||
}
|
||||
}
|
||||
|
||||
_detachShader(program, type) {
|
||||
let shader = program[type];
|
||||
if (shader) {
|
||||
this.gl.detachShader(program, shader);
|
||||
this.gl.deleteShader(shader);
|
||||
program[type] = null;
|
||||
}
|
||||
}
|
||||
|
||||
_specificationToProgram(spec, idx, options) {
|
||||
this._updateRequiredDataSources(spec);
|
||||
let gl = this.gl;
|
||||
let program;
|
||||
|
||||
if (!this._programs[idx]) {
|
||||
program = gl.createProgram();
|
||||
this._programs[idx] = program;
|
||||
|
||||
let index = 0;
|
||||
//init shader factories and unique id's
|
||||
for (let key in spec.shaders) {
|
||||
let layer = spec.shaders[key];
|
||||
if (layer) {
|
||||
let ShaderFactoryClass = $.WebGLModule.ShaderMediator.getClass(layer.type);
|
||||
if (layer.type === "none") {
|
||||
continue;
|
||||
}
|
||||
this._initializeShaderFactory(ShaderFactoryClass, layer, index++);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
program = this._programs[idx];
|
||||
for (let key in spec.shaders) {
|
||||
let layer = spec.shaders[key];
|
||||
|
||||
if (layer) {
|
||||
if (!layer.error &&
|
||||
layer._renderContext &&
|
||||
layer._renderContext.constructor.type() === layer.type) {
|
||||
continue;
|
||||
}
|
||||
delete layer.error;
|
||||
delete layer.desc;
|
||||
if (layer.type === "none") {
|
||||
continue;
|
||||
}
|
||||
let ShaderFactoryClass = $.WebGLModule.ShaderMediator.getClass(layer.type);
|
||||
this._initializeShaderFactory(ShaderFactoryClass, layer, layer._index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!Array.isArray(spec.order) || spec.order.length < 1) {
|
||||
spec.order = Object.keys(spec.shaders);
|
||||
}
|
||||
|
||||
this._buildSpecification(program, spec.order, spec, options);
|
||||
this.visualisationReady(idx, spec);
|
||||
return idx;
|
||||
}
|
||||
|
||||
_initializeShaderFactory(ShaderFactoryClass, layer, idx) {
|
||||
if (!ShaderFactoryClass) {
|
||||
layer.error = "Unknown layer type.";
|
||||
layer.desc = `The layer type '${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.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);
|
||||
}
|
||||
}
|
||||
}
|
||||
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__");
|
||||
}
|
||||
|
||||
for (let id of usedIds) {
|
||||
this._dataSources.push(this._origDataSources[id]);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* ID pattern allowed for module, ID's are used in GLSL
|
||||
* to distinguish uniquely between static generated code parts
|
||||
* @type {RegExp}
|
||||
*/
|
||||
$.WebGLModule.idPattern = /[0-9a-zA-Z_]*/;
|
||||
|
||||
})(OpenSeadragon);
|
File diff suppressed because it is too large
Load Diff
@ -1,689 +0,0 @@
|
||||
(function($) {
|
||||
|
||||
$.WebGLModule.determineContext = function( version ){
|
||||
const namespace = OpenSeadragon.WebGLModule;
|
||||
for (let property in namespace) {
|
||||
const context = namespace[ property ],
|
||||
proto = context.prototype;
|
||||
if( proto &&
|
||||
proto instanceof namespace.WebGLImplementation &&
|
||||
$.isFunction( proto.getVersion ) &&
|
||||
proto.getVersion.call( context ) === version
|
||||
){
|
||||
return context;
|
||||
}
|
||||
}
|
||||
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
|
||||
* on various GLSL versions
|
||||
*/
|
||||
$.WebGLModule.WebGLImplementation = class {
|
||||
|
||||
/**
|
||||
* Create a WebGL Renderer Context Implementation (version-dependent)
|
||||
* @param {WebGLModule} renderer
|
||||
* @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
|
||||
*/
|
||||
constructor(renderer, gl, webglVersion, options) {
|
||||
//Set default blending to be MASK
|
||||
this.renderer = renderer;
|
||||
this.gl = gl;
|
||||
this.options = options;
|
||||
}
|
||||
|
||||
/**
|
||||
* Static context creation (to avoid class instantiation in case of missing support)
|
||||
* @param canvas
|
||||
* @param options desired options used in the canvas webgl context creation
|
||||
* @return {WebGLRenderingContextBase} //todo base is not common to all, remove from docs
|
||||
*/
|
||||
static create(canvas, options) {
|
||||
throw("::create() must be implemented!");
|
||||
}
|
||||
|
||||
/**
|
||||
* @return {string} WebGL version used
|
||||
*/
|
||||
getVersion() {
|
||||
return "undefined";
|
||||
}
|
||||
|
||||
/**
|
||||
* Get GLSL texture sampling code
|
||||
* @return {string} GLSL code that is correct in texture sampling wrt. WebGL version used
|
||||
*/
|
||||
get texture() {
|
||||
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 {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(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
|
||||
*/
|
||||
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 {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|[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, 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
|
||||
* @returns {object} global-scope code used by the shader in <key: code> format
|
||||
*/
|
||||
globalCodeRequiredByShaderType(type) {
|
||||
return $.WebGLModule.ShaderMediator.getClass(type).__globalIncludes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Blend equation sent from the outside, must be respected
|
||||
* @param glslCode code for blending, using two variables: 'foreground', 'background'
|
||||
* @example
|
||||
* //The shader context must define the following:
|
||||
*
|
||||
* vec4 some_blending_name_etc(in vec4 background, in vec4 foreground) {
|
||||
* // << glslCode >>
|
||||
* }
|
||||
*
|
||||
* void blend_clip(vec4 input) {
|
||||
* //for details on clipping mask approach see show() below
|
||||
* // <<use some_blending_name_etc() to blend input onto output color of the shader using a clipping mask>>
|
||||
* }
|
||||
*
|
||||
* void blend(vec4 input) { //must be called blend, API
|
||||
* // <<use some_blending_name_etc() to blend input onto output color of the shader>>
|
||||
* }
|
||||
*
|
||||
* //Also, default alpha blending equation 'show' must be implemented:
|
||||
* void show(vec4 color) {
|
||||
* //pseudocode
|
||||
* //note that the blending output should not immediatelly work with 'color' but perform caching of the color,
|
||||
* //render the color given in previous call and at the execution end of main call show(vec4(.0))
|
||||
* //this way, the previous color is not yet blended for the next layer show/blend/blend_clip which can use it to create a clipping mask
|
||||
*
|
||||
* compute t = color.a + background.a - color.a*background.a;
|
||||
* output vec4((color.rgb * color.a + background.rgb * background.a - background.rgb * (background.a * color.a)) / t, t)
|
||||
* }
|
||||
*/
|
||||
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 {
|
||||
/**
|
||||
*
|
||||
* @param {OpenSeadragon.WebGLModule} renderer
|
||||
* @param {WebGL2RenderingContext} gl
|
||||
* @param options
|
||||
*/
|
||||
constructor(renderer, gl, options) {
|
||||
super(renderer, gl, "2.0", options);
|
||||
|
||||
// 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() {
|
||||
return "2.0";
|
||||
}
|
||||
|
||||
static create(canvas, options) {
|
||||
options.alpha = true;
|
||||
options.premultipliedAlpha = true;
|
||||
return canvas.getContext('webgl2', options);
|
||||
}
|
||||
|
||||
getCompiled(program, name) {
|
||||
return program._osdOptions[name];
|
||||
}
|
||||
|
||||
//todo try to implement on the global scope version-independntly
|
||||
compileSpecification(program, order, specification, options) {
|
||||
var definition = "",
|
||||
execution = "",
|
||||
html = "",
|
||||
_this = this,
|
||||
usableShaders = 0,
|
||||
dataCount = 0,
|
||||
globalScopeCode = {};
|
||||
|
||||
order.forEach(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 (options.withHtml) {
|
||||
html = _this.renderer.htmlShaderPartHeader(layer.name, layer.error, dataId, false, layer, false) + html;
|
||||
}
|
||||
$.console.warn(layer.error, layer["desc"]);
|
||||
|
||||
} else if (layer._renderContext && (layer._index || layer._index === 0)) {
|
||||
//todo consider html generating in the renderer
|
||||
let visible = false;
|
||||
usableShaders++;
|
||||
|
||||
//make visible textures if 'visible' flag set
|
||||
//todo either allways visible or ensure textures do not get loaded
|
||||
if (layer.visible) {
|
||||
let renderCtx = layer._renderContext;
|
||||
definition += renderCtx.getFragmentShaderDefinition() + `
|
||||
vec4 lid_${layer._index}_xo() {
|
||||
${renderCtx.getFragmentShaderExecution()}
|
||||
}`;
|
||||
if (renderCtx.opacity) {
|
||||
execution += `
|
||||
vec4 l${layer._index}_out = lid_${layer._index}_xo();
|
||||
l${layer._index}_out.a *= ${renderCtx.opacity.sample()};
|
||||
blend(l${layer._index}_out, ${renderCtx._blendUniform}, ${renderCtx._clipUniform});`;
|
||||
} else {
|
||||
execution += `
|
||||
blend(lid_${layer._index}_xo(), ${renderCtx._blendUniform}, ${renderCtx._clipUniform});`; //todo remove ${renderCtx.__mode}
|
||||
}
|
||||
|
||||
layer.rendering = true;
|
||||
visible = true;
|
||||
$.extend(globalScopeCode, _this.globalCodeRequiredByShaderType(layer.type));
|
||||
dataCount += layer.dataReferences.length;
|
||||
}
|
||||
|
||||
//reverse order append to show first the last drawn element (top)
|
||||
if (options.withHtml) {
|
||||
html = _this.renderer.htmlShaderPartHeader(layer.name,
|
||||
layer._renderContext.htmlControls(), dataId, visible, layer, true) + html;
|
||||
}
|
||||
} else {
|
||||
if (options.withHtml) {
|
||||
html = _this.renderer.htmlShaderPartHeader(layer.name,
|
||||
`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);
|
||||
}
|
||||
});
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
const matrixType = options.instanceCount > 2 ? "in" : "uniform";
|
||||
|
||||
//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);
|
||||
|
||||
return usableShaders;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
const gl = this.gl;
|
||||
// Allow for custom loading
|
||||
gl.useProgram(program);
|
||||
if (currentConfig) {
|
||||
this.renderer.glLoaded(gl, program, currentConfig);
|
||||
}
|
||||
|
||||
// gl.bindVertexArray(this.vao);
|
||||
|
||||
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, texture, tileOpts = {}) {
|
||||
if (!this.renderer.running) {
|
||||
return;
|
||||
}
|
||||
// Allow for custom drawing in webGL and possibly avoid using webGL at all
|
||||
|
||||
let context = this.renderer,
|
||||
gl = this.gl;
|
||||
|
||||
if (currentConfig) {
|
||||
context.glDrawing(gl, program, currentConfig, tileOpts);
|
||||
}
|
||||
|
||||
// Set Attributes for GLSL
|
||||
gl.uniform1f(this._locationPixelSize, tileOpts.pixelSize || 1);
|
||||
gl.uniform1f(this._locationZoomLevel, tileOpts.zoom || 1);
|
||||
|
||||
const options = program._osdOptions;
|
||||
//if compiled as instanced drawing
|
||||
if (options.instanceCount > 1) {
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
})(OpenSeadragon);
|
Loading…
Reference in New Issue
Block a user